Re: [osg-users] Osgdem created terrains not displaying textures on MacOS

2018-10-25 Thread D.J. Caldwell
Thanks for the advice. Remo, it appears we are having some success with OSG 3.6.3. We still need to build and test our main project, but it looks like osgviewer is able to show both the terrain and the texture on a Mac. Chris: we were not able to immediately see anything meaningful in the OSG

[osg-users] Osgdem created terrains not displaying textures on MacOS

2018-10-24 Thread D.J. Caldwell
We have run into an issue using textured terrain files under the MacOS that have been created using the osgdem utilities of Virtual Planet Builder. The terrains have been created on both Linux and the Mac directly and display OK under Linux. On the Mac we are seeing the following error when

Re: [osg-users] NVIDIA Driver Problem?

2011-11-14 Thread D.J. Caldwell
Paul, Have you done a search in this mailing list/forum for nvidia 275? Follow some of the threads you find, and see if any help you track down or fix your problem. Due to previous discussions on the topic, I have been careful to generally avoid this specific driver. I hope this helps... D.J.

Re: [osg-users] set material basic question

2011-11-02 Thread D.J. Caldwell
Hi Gianni, In addition to the combined flag, I just noticed we are also applying the material as close to the geometry as possible. Let's say you have a top level group node that is your root. The children of that group can either be geometry nodes or other groups. In our project, when

Re: [osg-users] set material basic question

2011-11-02 Thread D.J. Caldwell
, Nov 2, 2011 at 4:43 PM, D.J. Caldwell dlcaldwel...@gmail.comwrote: Hi, again, Gianni... I think our design approach is largely due to the fact that we only wanted to apply our material to very specific parts of the scene graph, and applying a material at a group node in our scene might cause

Re: [osg-users] set material basic question

2011-11-02 Thread D.J. Caldwell
don't think it will actually help you in your case (but I could be wrong; it happens often enough). Still, the approach has some merit if you want that fine tuned control (and if it worked the way you wanted it to work). Sorry I couldn't help more... D.J. On Wed, Nov 2, 2011 at 1:13 PM, D.J

Re: [osg-users] set material basic question

2011-10-27 Thread D.J. Caldwell
Hi Gianni, On my project, we are using OSG 2.8.3, and we combine the osg::StateAttribute::OVERRIDE flag with osg::StateAttribute::ON. You might try: [code] root-getOrCreateStateSet()-setAttribute(material, osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON); [/code] That combination seems

Re: [osg-users] [build] osg with QT how to?

2011-05-19 Thread D.J. Caldwell
Greetings to Jin and fellow OSG/Qt users. Jin, I am glad that you got your setup working. I am unsure of the specific differences between g++ and Visual C++, but I would recommend that you be careful using win32-g++ as your QMAKESPEC when using Visual Studio anything as your build environment,

Re: [osg-users] Meta-data in core OSG - project started

2011-05-04 Thread D.J. Caldwell
Hello Sukender, In response to your backward compatibility suggestions, I believe clear documentation is the key, and I believe you all are off to a good start in that regard. Inlining the deprecated functions with appropriate comment is a good start for clear documentation in the source code.

Re: [osg-users] Meta-data in core OSG - project started

2011-05-03 Thread D.J. Caldwell
Hi Gregoire, Sukender, and everyone, While writing this email, I have come to the conclusion that I/we do not really have anything (more) to be concerned about with tying user data and description list to the meta-data system. If you are interested in some of the concerns I already had, and that

Re: [osg-users] Meta-data in core OSG - project started

2011-04-29 Thread D.J. Caldwell
Hi Sukender and fellow interested parties, I've finally had a chance to review your meta-data doc (version 4) to see what you all have been designing, and how we might be able to use it in our project. Overall, I must say the design looks good. I really appreciate the effort you have put into

Re: [osg-users] Meta-data in core OSG - project started

2011-04-29 Thread D.J. Caldwell
, the original is probably preferred. Perhaps I should have read that doc more than three times... Regardless, I look forward to your comments and the final product. D.J. On Fri, Apr 29, 2011 at 11:01 PM, D.J. Caldwell dlcaldwel...@gmail.comwrote: Hi Sukender and fellow interested parties, I've finally

Re: [osg-users] Meta-data in core OSG - project started

2011-04-27 Thread D.J. Caldwell
Hi Sukender, I, too, have been following this thread with interest. I have not had the time or resources to go over your documentation, yet, but I hope to do so soon. In my current project, we have adapted the osg::Node::DescriptionList to store some basic run time data at the node level. My

Re: [osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)

2011-03-17 Thread D.J. Caldwell
Hi, Chris. I have been using OSG 2.8.3 built as 64 bit shared libraries with VS2010 (no SP1) on 64 bit Windows 7 for several weeks now, with no real problems. Specifically with OSG, using CMake 2.8.3, I only had problems with the INSTALL target; it appears the .lib, .dll, and .exe files weren't

Re: [osg-users] Download details: Microsoft Visual Studio 2010 Service Pack 1 (Installer)

2011-03-17 Thread D.J. Caldwell
:13 PM, D.J. Caldwell dlcaldwel...@gmail.comwrote: Hi, Chris. I have been using OSG 2.8.3 built as 64 bit shared libraries with VS2010 (no SP1) on 64 bit Windows 7 for several weeks now, with no real problems. Specifically with OSG, using CMake 2.8.3, I only had problems with the INSTALL

Re: [osg-users] Problems with osg:: sharedObjects

2011-01-26 Thread D.J. Caldwell
Hello, Werner. If I read your createObject correctly, you appear to be returning a raw pointer to an object that gets deleted within the function. Using ref_ptr in the local scope, but returning a raw pointer, results in the deletion of the object when you leave the function, since the only live

Re: [osg-users] osgviewerQtWidget

2010-10-05 Thread D.J. Caldwell
Hello, Christian. If you overload the virtual function, QOSGWidget::paintEngine, to return 0, you may see improvement. In the past, that is what has worked for me, and the option has been discussed in this list. Do a search on the archives for paintEngine and/or Qt paint for more detail. Also,

Re: [osg-users] osgviewerQtWidget

2010-10-05 Thread D.J. Caldwell
Hi, Christian, I am using OSG 2.8.3, and I haven't had a chance to work with the newer code and examples. Your suggestion of reorganizing the classes might help, but since I haven't looked at the code myself, that's as much as I can say about that. With more detail about your source code, maybe

Re: [osg-users] Visual Studio 2010 and VPB

2010-06-18 Thread D.J. Caldwell
back to 1.6 for now for different reasons but would like to upgrade. Please do share hw you worked around the runtime problems. Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J

Re: [osg-users] Visual Studio 2010 and VPB

2010-06-17 Thread D.J. Caldwell
Hi Brad. We have only been using VPB 0.9.10 with OSG 2.8.3 for a little while, but we found using GDAL 1.6 worked, but 1.7 did not. I'm not sure what the exact problem was, but I think we had a runtime error (I know, you're experiencing linker problems) having to do with mapping the texture to

Re: [osg-users] osgviewQT example does not fully work

2010-05-26 Thread D.J. Caldwell
Hello, Zachary. I use cow.osg for most of my testing. It may not be the most intensive geometry, but it seems to work for testing simple behaviors. Try searching the OSG archives for paintEngine. You should find a fix that MIGHT help with what you're seeing. Under Microsoft Windows, there

Re: [osg-users] osgviewQT example does not fully work

2010-05-26 Thread D.J. Caldwell
, if it works at all for Ubuntu). Double check documentation for Qt events and OSG's interaction with them. That's my best advice... Sorry I couldn't be more help with this part... D.J. On Wed, May 26, 2010 at 4:35 PM, D.J. Caldwell dlcaldwel...@gmail.com wrote: Hello, Zachary. I use cow.osg for most

Re: [osg-users] Limitation of NodeMask

2010-05-07 Thread D.J. Caldwell
J-S, If I follow the code and this thread correctly, I don't think this a bug; I think it's a limitation of the current implementation. For example... If I have nodes masked by type (Craft, Planet, Debris, etc), and I only want to pick nodes of certain types (Craft and Planet, but NOT Debris),

Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?

2010-04-12 Thread D.J. Caldwell
] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required? On 4/2/2010 3:31 PM, D.J. Caldwell wrote: So, my question is: did I miss where the required versions of GDAL and Squish are specified?  If so, where can I find that information?  I use GDAL 1.6, but I would think

Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required?

2010-04-12 Thread D.J. Caldwell
...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of D.J. Caldwell Sent: 12 April 2010 16:05 To: OpenSceneGraph Users Subject: Re: [osg-users] [VirtualPlanetBuilder][build] Which Versions of GDAL and/or Squish Are Required? Thanks to Chris and Martin for your

Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-25 Thread D.J. Caldwell
Maybe slightly off topic, but somewhat related: boost is currently experimenting/working on a cmake build alternative for their system. Perhaps this could help (confirm) your setup(s)? Keep us all posted on the 64bit front... Thanks... D.J. On Thu, Feb 25, 2010 at 4:19 AM, Morné Pistorius

Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-25 Thread D.J. Caldwell
Sorry; what I meant was, boost is experimenting using cmake to build boost, as an alternative to their boost build system. Hope this helps... D.J. On Thu, Feb 25, 2010 at 1:46 PM, D.J. Caldwell dlcaldwel...@gmail.com wrote: Maybe slightly off topic, but somewhat related: boost is currently

Re: [osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread D.J. Caldwell
David, After looking into Paul's suggestion, I believe that (for static terrain) if you add your terrain to your scaling node, and then use Paul's suggestion on the scaling node, you may get what you're looking for. The Optimizer is much simpler than my original suggestion, although you may

Re: [osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread D.J. Caldwell
Hello, David. If your terrain is static, I would recommend an osg::NodeVisitor used on your terrain in combination with osgUtil::TransformAttributeFunctor used on the drawables of your terrain. As far as I know, this is a custom solution, so you'll have to look into both of these classes to see

Re: [osg-users] why dynamic modification are so difficult?

2010-01-21 Thread D.J. Caldwell
Hi Fausto and Robert, If the simple modification is due to some specific user event (button press, file dialog, etc.), I might recommend refactoring the code to add/remove nodes instead of drawables. It sounds like you have no trouble initially getting the geometry into the scene; it is the

Re: [osg-users] why dynamic modification are so difficult?

2010-01-21 Thread D.J. Caldwell
, D.J. Caldwell dlcaldwel...@gmail.com wrote: Hi Fausto and Robert, If the simple modification is due to some specific user event (button press, file dialog, etc.), I might recommend refactoring the code to add/remove nodes instead of drawables.  It sounds like you have no trouble initially

Re: [osg-users] DrawCallback only once

2010-01-08 Thread D.J. Caldwell
Hi, Dominic. I'm not sure this method is the best option for what you want, but I don't have any ready alternatives myself, so I'll just answer your question and move on. I would recommend reading the following FAQ: http://www.parashift.com/c++-faq-lite/const-correctness.html In that context,

Re: [osg-users] Utility of using Drawable:: ...

2010-01-07 Thread D.J. Caldwell
François, I'm glad I could help. Thanks for your reply; I was afraid that my explaination might not have made much sense (which is why I posted the link with my reply). We all have things to learn; we will just have to keep searching for good things to know and share that knowledge when we can.

Re: [osg-users] Utility of using Drawable:: ...

2010-01-06 Thread D.J. Caldwell
Hi, François. A using directive can be used for things other than namespaces. In this case, the using directive introduces all instances of supports and accepts from the class Drawable scope (I think they're all in the public scope of that class) into the public scope of class ShapeDrawable;

Re: [osg-users] QOSGWidget display problem

2009-12-21 Thread D.J. Caldwell
Cedric, Martin, et al. I'm glad the null-returning QPaintEngine function seems to work for you. Unfortunately, I don't really have any other suggestions for testing it to determine whether or not you should label the fix acceptable. This is a question each project team must answer for

Re: [osg-users] QOSGWidget display problem

2009-12-14 Thread D.J. Caldwell
Greetings OpenSceneGraph/Qt users, I, also, noticed bad behavior (blinking and such) with the QOSGWidget example code. It has been a while since I last worked with it, but I believe that after digging around in the documentation and deep in the source code that I (partially) corrected the

Re: [osg-users] QOSGWidget display problem

2009-12-14 Thread D.J. Caldwell
Sorry, I should have said this fix instead of my fix; someone else may have seen this, too, or I may have gotten the idea from someone else (directly, indirectly, or otherwise). Thanks, D.J. On Mon, Dec 14, 2009 at 1:14 PM, D.J. Caldwell dlcaldwel...@gmail.com wrote: Greetings OpenSceneGraph

Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread D.J. Caldwell
Hi, Maxim, Qt can be built and used with a no_keywords flag so that Qt does not redefine the names emit, signal, or slot. One uses Q_EMIT, Q_SIGNAL, and Q_SLOT instead. The no_keywords flag exists so that Qt doesn't cause interference with 3rd party signal/slot mechanisms, but I think it

Re: [osg-users] Improvement of QT and OSG compatibility

2009-08-28 Thread D.J. Caldwell
Hi, everyone. I'm sorry, no_keywords may be more than some people bargin for. What I mentioned is true, but there are other side effects. Specifically, Qt may redefine foreach and forever unless no_keywords is used (they provide Q_FOREACH and Q_FOREVER as alternatives). I'm not trying to

Re: [osg-users] osgviewerQtWidget example issues (UNCLASSIFIED)

2009-07-28 Thread D.J. Caldwell
Strictly speaking, I am not sure these are OSG questions as much as they are Qt questions, but since I am a developer an OSG/Qt app myself, I will share what little I know. I know that reparenting under some windowing systems can invalidate window IDs, so that might be related to your BadWindow

Re: [osg-users] osgShadow and osgdepthpartition

2009-07-21 Thread D.J. Caldwell
.NET Framework Version 2.0 SP2 Microsoft Windows XP Professional Service Pack 3 (win32) NVIDIA GeForce Go 7950 GTX (nv4_disp.dll version 6.14.10.9422) Thanks in advance! D.J. Caldwell ___ osg-users mailing list osg-users@lists.openscenegraph.org