[osg-users] R: R: multiple matrix transfromations cause severe slowness in performance

2019-10-09 Thread Gianluca Natale
they behave, what they represent, and how auto transform is being used. On Tue, Oct 8, 2019 at 7:36 AM Gianluca Natale mailto:nat...@europe.altair.com>> wrote: As I said, I’d like to use auto-transformations for those 200 objects, so I need 200 transformations for sure, and those transfor

[osg-users] R: multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Gianluca Natale
each of the 200 objects? On Tue, Oct 8, 2019 at 6:20 AM Gianluca Natale mailto:nat...@europe.altair.com>> wrote: Hi all, I have a performance issue in my scenegraph that I cannot completely understand. My scenegraph is made by a main matrix transform, with these 2 children: * One geod

[osg-users] multiple matrix transfromations cause severe slowness in performance

2019-10-08 Thread Gianluca Natale
Hi all, I have a performance issue in my scenegraph that I cannot completely understand. My scenegraph is made by a main matrix transform, with these 2 children: * One geode that renders a big object on screen (the geometry in the drawable can take up to several thousands vertices); * One

[osg-users] rendering order

2017-10-23 Thread Gianluca Natale
Hi all, I have an issue with order of rendering. I do know that OSG has rendering bins to provide the order of rendering, and that, inside a rendering bin, it optimizes drawing by sorting objects to render WRT the state sets. That's fine. But now I have an use case that I don't know how to implem

Re: [osg-users] found memory leak in OSG 3.0.1

2017-10-23 Thread Gianluca Natale
Never mind, I forwarded an old message! :) From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gianluca Natale Sent: Monday, October 23, 2017 12:34 PM To: Osg Users Subject: [osg-users] FW: found memory leak in OSG 3.0.1 Hi all, In my application I'm usin

[osg-users] FW: about using HTC VIVE VR in OSG

2017-10-23 Thread Gianluca Natale
Hi all, We have the requirement to implement VR in our applicaton, that is currently completely based upon OSG 3.0.1 (I do know that it is a bit old, yes!). Specifically, we would need to support HTC VIVE VR displays. I do know we have to allocate a quad buffer for that, I mean let OSG allocate a

[osg-users] FW: found memory leak in OSG 3.0.1

2017-10-23 Thread Gianluca Natale
context, other than close()? Or, if you do know that it is a memory leak, has it been fixed in a newer version of OSG? Thanks, Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinf

[osg-users] about using HTC VIVE VR in OSG

2017-10-23 Thread Gianluca Natale
Hi all, We have the requirement to implement VR in our applicaton, that is currently completely based upon OSG 3.0.1 (I do know that it is a bit old, yes!). Specifically, we would need to support HTC VIVE VR displays. I do know we have to allocate a quad buffer for that, I mean let OSG allocate a

Re: [osg-users] Mirror transformation

2017-09-13 Thread Gianluca Natale
Happy to hear that it works. BTW, actually the check is a bit more complicated, because you might want to apply mirroring against several axes in sequence. Once you have the global transformation of the mirrored object, the correct check is the following. Get the determinant of that global trans

Re: [osg-users] Mirror transformation

2017-09-13 Thread Gianluca Natale
IMO, it happens that, because of the mirror transformation (i.e. a negative scale factor in the global transformation), back facets do appear as front facets on the projection plane, and viceversa. And because of the 2-sided model lighting, normals are reverted when rendering the front facets (as

[osg-users] about showing an animated .gif onto a rectangle in my model

2017-08-29 Thread Gianluca Natale
Hi all, I have a rectangle in my 3D model, and I'd like to show an animated .gif on it. I guess I should extract every frame of the animation from the .gif file, and at every step of the animation attach those pictures as textures onto my rectangle. Do you have some example about how to do that?

Re: [osg-users] found memory leak in OSG 3.0.1

2017-01-20 Thread Gianluca Natale
ontext(openGLContext, _hdc, _screenOriginX, _screenOriginY); Any idea about that? Thank you very much for your support, Robert. Gianluca Natale -Original Message- From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, January 19, 201

[osg-users] found memory leak in OSG 3.0.1

2017-01-19 Thread Gianluca Natale
context, other than close()? Or, if you do know that it is a memory leak, has it been fixed in a newer version of OSG? Thanks, Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinf

[osg-users] missing /opt/X11/lib/libGL.1.dylib

2016-09-29 Thread Gianluca Natale
Hi all, I'm not a Mac expert, at all. I had to port my graphic application, based upon OSG, and completely developed on Win, to Mac. After struggling for a long time, I finally did it. And it works fine on my Mac. But when I try to run on another Mac, there is a missing library. Specifically, th

[osg-users] FW: issue about getting the material properties from the current state in rendering info

2015-06-23 Thread Gianluca Natale
like the current value of an attribute is actually the last applied!?! That is how the API is described. So, what captureCurrentState should do instead? Thanks, Gianluca Natale From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sebastian Messerschmidt Sent: mar

Re: [osg-users] issue about getting the material properties from the current state in rendering info

2015-06-23 Thread Gianluca Natale
her attributes, which have 'changed' set to false, last_applied_attribute coincides with the first element in attributeVec. I don't know anything of that code, but I don't understand why osg::Material appears to be changed while other attributes not. Or should I use a dif

[osg-users] issue about getting the material properties from the current state in rendering info

2015-06-23 Thread Gianluca Natale
hat drawable. Furthermore, _userDataContainer is 0x, so no valid osg::Material is returned in the captured state set. Any idea of the possible cause of the issue? Where did I go wrong? BTW, all other attributes (polygon offset, polygon mode, etc...) are returned correctly. Thanks, Gia

[osg-users] compilation error on Linux

2015-04-30 Thread Gianluca Natale
mathcalls.h (default OS) and cmath (from RH DevToolKit) both have definitions of functions "isnan", and OSG's Math header uses it in an ambiguous manner. Any idea about how to fix this? Thanks Gianluca Natale ___ osg-users mailing

[osg-users] R: how to set the model view projection matrix for my own vertex shader

2014-09-02 Thread Gianluca Natale
le support for setting and substituting your own uniforms in this role. In your own application I'd suggest when you set up your osg::Shader with the shader source you replace the MVP_matrix usage with gl_ or osg_ equivalent. Robert. On 2 September 2014 10:59, Gianluca Natale mailto:nat...@eu

[osg-users] how to set the model view projection matrix for my own vertex shader

2014-09-02 Thread Gianluca Natale
Hi all. First of all, sorry if mine is a silly question, I'm quite new to using shaders in OSG. My scenario is this: I have a vertex shader that gets as uniform in-variable the model view projection matrix, "MVP_matrix" is the name of that variable in my shader. The shader is written in GL4.3, s

[osg-users] issue related to display lists

2013-06-03 Thread Gianluca Natale
is any chance that OSG might have been deleted a wrong display list (at least, if that is an issue already reported by someone else, or even better if there is a fix for that). Thanks in advance, Gianluca Natale ___ osg-users mailing list osg-us

[osg-users] transparency issue when reading svg files through svg plugin

2013-02-13 Thread Gianluca Natale
hanks Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] R: Multisampling

2013-01-29 Thread Gianluca Natale
Hi, I was about to ask the same question. And I tried what you suggest to remove multisampling from one node, but it does not work. I mean, once you set the number of samples in the display settings, and create a rendering context based upon such display settings, then it is impossible to disabl

[osg-users] R: GL_RENDERER string

2013-01-15 Thread Gianluca Natale
Out of OSG/Qt, I think you should: 1) Create a very simple rendering context (associated to the window created by your application); 2) Make that rendering context as the current one; 3) Call glGetString(GL_RENDERER, ...); Steps 1 and 2 are required, since all gl calls need a cu

[osg-users] R: about the OSG SVG plugin

2013-01-10 Thread Gianluca Natale
Sorry for that silly question, I just realized that I have to pass the required dimensions in 'options' in osgDB::readImageFile(filename, options). Da: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] Per conto di Gianluca Natale Inviato:

[osg-users] about the OSG SVG plugin

2013-01-10 Thread Gianluca Natale
Hi all, I'm trying to use the OSG SVG plugin to read some .svg file, to be used as textures on some surfaces. Since .svg is a 'vector' graphic format, it could be rasterized at any resolution. So, I should be able to ask any desired size for the image read by the plugin. I'm using following call

[osg-users] R: R: a couple of questions about svg plugin (OSG 3.0.1)

2012-12-14 Thread Gianluca Natale
f OpenGL so this is probably the way one would tackle it. Robert. On 13 December 2012 12:11, Gianluca Natale mailto:nat...@europe.altair.com>> wrote: Hi all, I have a couple of issues/questions about the osg plugin for svg file format. 1. I got win32 prebuilt versions of the library lib

[osg-users] R: a couple of questions about svg plugin (OSG 3.0.1)

2012-12-13 Thread Gianluca Natale
handle all the specifics of vector graphics. NVidia do have a library that does vector graphics ontop of OpenGL so this is probably the way one would tackle it. Robert. On 13 December 2012 12:11, Gianluca Natale mailto:nat...@europe.altair.com>> wrote: Hi all, I have a couple of issues/questions

[osg-users] a couple of questions about svg plugin (OSG 3.0.1)

2012-12-13 Thread Gianluca Natale
Hi all, I have a couple of issues/questions about the osg plugin for svg file format. 1. I got win32 prebuilt versions of the library librsvg, and all required dependencies (glib, gdk-pixbuf, cairo, libcroco, fontconfig, libpng, freetype, gettext-runtime, libxml2, expat, pango), from this websit

[osg-users] how about high quality transparency in OSG?

2012-11-27 Thread Gianluca Natale
Hi all. I took a (very quick) look at OSG 3.0.1 APIs, to see if there is some technique for high quality transparency implemented, but I couldn't find anything. So, is there anything already implemented for such stuff? I mean, something like the order independent depth peeling, or the more expens

[osg-users] building OSG 3.0.1 on Mac Snow Leopard

2012-11-14 Thread Gianluca Natale
Hi all, I'm trying to build OSG 3.0.1 on Mac OSX 10.6 using the procedure well-described on OSG website. But when I clicked on Configure in CMake-gui, after setting "Where is the source code" and "Where to build the binaries", I gotten many red-highlighted options. I could fix most of them (actu

[osg-users] issues with drawing of drawables in different colors

2012-10-02 Thread Gianluca Natale
that the geometry is rendered before the material properties are set to yellow). Unfortunately adding glFinish() slows down my application noticeable (I tried with glFlush(), but this does not solve the problem). Any idea? Thanks, Gianluca Natale ___ o

[osg-users] R: Depth test and RenderBin details

2012-06-11 Thread Gianluca Natale
What I would do in standard OpenGL is this: 1) Draw your whole model first (with depth test enabled); 2) Clean the depth buffer only (glClear(GL_DEPTH_BUFFER_BIT);); 3) Draw the dragger (with depth test enabled). In this way the dragger would always appear on top of the model, no matter its positi

[osg-users] animation from one projection type to the other one

2012-02-29 Thread Gianluca Natale
Hi all, I'm trying to implement an animation from a perspective projection to an orthographic one. What I'm computing at each step is a weighted linear combination of 2 projection matrices (the start, that refers to a perspective projection, and the end, which is an orthographic projection). So,

[osg-users] NAN detected by OSG during cull traversal.

2011-06-15 Thread Gianluca Natale
Hi, recently my OSG based application starts printing a warning/error message, saying: CullVisitor::apply(Geode&) detected NaN, depth=-1.#IND, center=(0 0.0658239 0), matrix={ 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN 1

[osg-users] R: R: R: about the front clipping plane

2011-05-31 Thread Gianluca Natale
Hi Gianluca, On Tue, May 31, 2011 at 10:58 AM, Gianluca Natale wrote: > The front and back clipping planes are updated by OSG during the cull > traversal, > based upon the bounding volumes of all the objects in the scene. > What happens if the farthest object (WRT the eye position)

[osg-users] R: R: about the front clipping plane

2011-05-31 Thread Gianluca Natale
...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] Per conto di Gianluca Natale Inviato: lunedì 30 maggio 2011 16:53 A: OpenSceneGraph Users Oggetto: [osg-users] R: about the front clipping plane Thank you Robert, you are always clear and precise! That's the info I

[osg-users] R: about the front clipping plane

2011-05-30 Thread Gianluca Natale
stance the OSG uses as a cut off is computed from NearFarRatio * compute_zfar, you can reset this ratio to a lower value via osg::Camera::setNearFarRatio(double). Robert. On Mon, May 30, 2011 at 3:40 PM, Gianluca Natale wrote: > Hi, > > I have an issue with the distance of the front cl

[osg-users] about the front clipping plane

2011-05-30 Thread Gianluca Natale
a near the nearest point my scene? Thanks, Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] R: how to create a fade effect?

2011-05-07 Thread Gianluca Natale
go I could experience that copying the content of the front buffer on a ATI graphic card was so slow!), and if it would work in general. 4) Last, but not least, if there is already some code ready to be used! :) Thanks Gianluca On 5/7/2011 8:58 AM, Gianluca Natale wrote: > Hi everybody, >

[osg-users] how to create a fade effect?

2011-05-07 Thread Gianluca Natale
to do that quickly. Thanks in advance. Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] R: glFlush and osg

2011-04-19 Thread Gianluca Natale
ast give you a test using code that others have access to, and is known to work. Robert. On Tue, Apr 19, 2011 at 4:03 PM, Gianluca Natale wrote: > Hi there, > I have an issue with glFlush, and I don't know exactly if this is related to > OSG. > > Basically, I have a very compl

[osg-users] glFlush and osg

2011-04-19 Thread Gianluca Natale
Hi there, I have an issue with glFlush, and I don't know exactly if this is related to OSG. Basically, I have a very complicated scenegraph, whose drawables are my own classes derived from osg::drawable. So, they implement the drawImplementation, by using standard OpenGL rendering commands (basi

[osg-users] about latest stable version released for OSG

2011-03-24 Thread Gianluca Natale
Hi, I just visited the website of OSG, searching for the newest stable version. It looks like it is the 2.8.3 (it's the latest available on the download page), is it correct? But in the home page the version 2.9.7 is mentioned (and even 3.0 is going to be released). So, what's the newest, and how

[osg-users] R: about drawing only in the front buffer

2011-02-22 Thread Gianluca Natale
nly in the front buffer Hi, Gianluca Natale In order to get correct results you cant just go and draw changed object on top of previous frame (there are one exception that is if object in question dont change size and position and is completely opaque). You will get depth buffer issues an

[osg-users] about drawing only in the front buffer

2011-02-22 Thread Gianluca Natale
changes dynamically, but in my case where there is a static drawing for a long time, I would need a way to tell the drawing traversal to draw in the front buffer, and not to perform the swapping of buffers at the end. Is there a way to do that? Thanks in advance Gianluc

[osg-users] performance issue

2010-06-04 Thread Gianluca Natale
Hi there! I have some performance issue when trying to draw objects whose geometry contains millions of vertices. I want to try everything to improve it (LOD, exclude back faces for closed surfaces, use strips and fans, vertex buffer objects, etc.), but I wonder if OSG already uses occlusion qu

[osg-users] about node mask

2010-03-17 Thread Gianluca Natale
Hi All. I'm setting node masks so that I can use different node visitors with different traversal masks to exclude some node from traversal. But I'm a bit confusing for the description of the tutorial NodeMaskDemo http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/NodeMaskDe mo a

Re: [osg-users] drawing in back buffer without swapping?

2010-01-28 Thread Gianluca Natale
dering the scene, but for most apps you should be hit 60Hz anyway so it'd wouldn't be anything a viewer would notice, at most you'd get a frame drop when you added in the extra slave camera's rendering work. Robert. On Thu, Jan 28, 2010 at 9:46 AM, Gianluca Natale wrote: > T

Re: [osg-users] drawing in back buffer without swapping?

2010-01-28 Thread Gianluca Natale
many facilities for this already. So can you explain why you think you need to render into the back buffer but not swap? -Paul Gianluca Natale wrote: > > > Hi all. > I have an osg::viewer and its associated graphics context, that is a > double buffered context. > > I ne

[osg-users] drawing in back buffer without swapping?

2010-01-27 Thread Gianluca Natale
Hi all. I have an osg::viewer and its associated graphics context, that is a double buffered context. I need to draw in the back buffer without swapping the back and front after rendering traversal. How can I do that? I cannot find a way to disable the swapping after drawing in osgViewer::Viewer

[osg-users] is there any limitation in the possible values for rendering hint?

2010-01-12 Thread Gianluca Natale
Hi, I used the rendering hint to draw different objects in different order in my scene graph. In short, I set a rendering hint = 0 for the state set associated to a geode containing an opaque object (the depth test is enabled). Then, since I want to draw anti-aliased lines over that object, I

Re: [osg-users] global bounding sphere with autotransformed objects

2009-08-14 Thread Gianluca Natale
If you want to find the value of the AutoTransform for a given camera position prior to the cull traversal then you'll need to do a dummy cull traversal by creating your own cull visitor. Robert. On Mon, Aug 10, 2009 at 11:42 AM, Gianluca Natale wrote: > Hi All. > I have this pr

Re: [osg-users] about the bounding sphere of a geode computed by OSG

2009-08-11 Thread Gianluca Natale
hull which is O(n log n). osg uses a fast approximation which is generally good enough. 2009/8/11 Gianluca Natale : > Hi All, > I’m having problem computing the global bounding sphere of my model. > I debugged OSG (2.8.0) and discovered that the bounding sphere of a geode > (Boun

[osg-users] about the bounding sphere of a geode computed by OSG

2009-08-11 Thread Gianluca Natale
y required. Thanks, Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] global bounding sphere with autotransformed objects

2009-08-10 Thread Gianluca Natale
the end of fit. Thanks in advance Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Osg/OpenGL flickering on Solaris Sparc 5.10

2009-07-01 Thread Gianluca Natale
: mercoledì 1 luglio 2009 11.05 To: OpenSceneGraph Users Subject: Re: [osg-users] Osg/OpenGL flickering on Solaris Sparc 5.10 Gianluca Natale schrieb: > I have the same problem with a Mac. > It does happen only on certain machine/graphic cards, and only when the > cmd/ctrl key is pressed. &

Re: [osg-users] Osg/OpenGL flickering on Solaris Sparc 5.10

2009-07-01 Thread Gianluca Natale
I have the same problem with a Mac. It does happen only on certain machine/graphic cards, and only when the cmd/ctrl key is pressed. Is there someone who knows if that Key has a special function on Mac? Thanks, Gianluca -Original Message- From: osg-users-boun...@lists.openscenegraph.org [

Re: [osg-users] missed state set for a scene node

2009-05-27 Thread Gianluca Natale
27 maggio 2009 11.40 To: OpenSceneGraph Users Subject: Re: [osg-users] missed state set for a scene node Hi Gianluca, On 27/5/09 10:42 AM, Gianluca Natale wrote: > state set for that switch should be a simple set that just sets a > rendering bin to the default for opaque, 0), but I got stran

Re: [osg-users] missed state set for a scene node

2009-05-27 Thread Gianluca Natale
: [osg-users] missed state set for a scene node Hi Gianluca, On Wed, May 27, 2009 at 9:42 AM, Gianluca Natale wrote: > Does a node need a state set, always? No, in fact you can have scene graphs where no nodes or drawables have StateSet assigned to them, it's still a perfectly valid sce

[osg-users] missed state set for a scene node

2009-05-27 Thread Gianluca Natale
Hi All. I've forgotten to set a state set to a node (and it shouldn't be necessary, since it is just a switch, with any children that define its own state set; and in fact the state set for that switch should be a simple set that just sets a rendering bin to the default for opaque, 0), but I got st

[osg-users] autotransform and fit

2009-05-11 Thread Gianluca Natale
Hi All, I have a scene graph with an autotransform in it (I want the size of an arrow be preserved from any change that might happen on window size). So, to fit my model in that window, I would need to get the whole bounding sphere. Is there a visitor that does what I need, without redrawing the

Re: [osg-users] update of zNear and zFar during drawing

2009-04-24 Thread Gianluca Natale
Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gianluca Natale Sent: venerdì 24 aprile 2009 12.29 To: 'OpenSceneGraph Users' Subject: Re: [osg-users] update of zNear and zFar during drawing Thank you aga

Re: [osg-users] update of zNear and zFar during drawing

2009-04-24 Thread Gianluca Natale
drawing On Fri, Apr 24, 2009 at 10:39 AM, Gianluca Natale wrote: > Thank you Robert, > I apologize for my ignorance. > Actually I don't want to make any zoom in, I just want to > clip objects behind the camera (is there any problem in > clipping a sphere against a rectangul

Re: [osg-users] update of zNear and zFar during drawing

2009-04-24 Thread Gianluca Natale
the communities time trying to explain to you why it won't work. Robert. On Fri, Apr 24, 2009 at 9:44 AM, Gianluca Natale wrote: > Hi all. > I have a strange behavior when I let OSG update the near and far clipping > planes during drawing. > When I use a perspective projection, a

[osg-users] update of zNear and zFar during drawing

2009-04-24 Thread Gianluca Natale
this now. Is this the right behavior, or did I miss something/make some mistake? If this is the way it works for orthogonal projections, is there a way to make it work like perspective one? Thanks in advance. Gianluca Natale ___ osg-users mailing

Re: [osg-users] multisampling antialiasing in OSG

2009-03-30 Thread Gianluca Natale
les = 4; // to make anti-aliased. HTH. Best Regards. 2009/3/30 Gianluca Natale Hi all. I’m using OSG 2.8, I’d like to know if it supports multisampling antialiasing, and how I can enable it. Thanks, Gianluca Natale P.S.= I tried to search for GL_MULTISAMPLE in the whole OSG sou

[osg-users] multisampling antialiasing in OSG

2009-03-30 Thread Gianluca Natale
Hi all. I'm using OSG 2.8, I'd like to know if it supports multisampling antialiasing, and how I can enable it. Thanks, Gianluca Natale P.S.= I tried to search for GL_MULTISAMPLE in the whole OSG source code, but I couldn't find it.

Re: [osg-users] 2D drawing over a 3D drawing

2009-03-23 Thread Gianluca Natale
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: lunedì 23 marzo 2009 12.09 To: OpenSceneGraph Users Subject: Re: [osg-users] 2D drawing over a 3D drawing HI Gianluca, Please have a look at the osghud example. Robert. 2009/3/23 Gianluca Natale Hi All. I

[osg-users] 2D drawing over a 3D drawing

2009-03-23 Thread Gianluca Natale
OSG create 2 different threads? Is there any conflict between those threads, since they draw with different projection matrices? Thanks in advance Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http

[osg-users] antialiased 3D lines

2009-01-22 Thread Gianluca Natale
Hi All. I have to draw antialiased lines in different colors in 3D space. So, in order to have them antialiased, I need to disable the update of the depth buffer, to avoid cracks in the junctions of the polylines that approximate curved lines. In this way unfortunately farther lines could appear

Re: [osg-users] projection matrix and viewport

2008-11-19 Thread Gianluca Natale
ow resizes.*/ }; /** Set the policy used to determine if and how the projection matrix should be adjusted on window resizes. */ inline void setProjectionResizePolicy(ProjectionResizePolicy policy) { _projectionResizePolicy = policy; } Robert. On Wed, Nov 19, 2008 at 11:24 AM

[osg-users] projection matrix and viewport

2008-11-19 Thread Gianluca Natale
I'm trying to set the projection matrix by the camera, just before calling a camera->frame. But, as soon as "frame" returns, the projection matrix is changed in the left and right clipping planes. Since the redraw is called as a consequence of a resize event, and the viewport is updated consequentl

Re: [osg-users] material properties and primary color in OSG ver 1.3

2008-11-18 Thread Gianluca Natale
, and the material props only if the LIGHTING is enabled. Am I wrong? Thanks From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gianluca Natale Sent: martedì 18 novembre 2008 11.27 To: Osg Users Subject: [osg-users] material properties and primary color in OSG ver 1.3 Hi All. I

[osg-users] material properties and primary color in OSG ver 1.3

2008-11-18 Thread Gianluca Natale
fault primary color of OpenGL, but it wasn't. The object was drawn using as the primary color what I set as the diffuse component of the material props. How is it possible? Obviously if I did it using pure OpenGL, when lighting is disabled it always uses the primary color. Thanks, Gianl

[osg-users] need to port an application from OSG v1.2 (OSG::Producer based) to OSG 2.0 (OsgViewer based)

2008-11-05 Thread Gianluca Natale
Is there any tutorial that explains how to do that without any pain? Thanks, Gianluca ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] asymmetrical viewing volume

2008-10-28 Thread Gianluca Natale
Hi all. I need to set a projection matrix for an asymmetrical viewing volume. Settings for the scene view associated with the camera are: osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES. I tried with camera.SetProjectionMatrixAsFrustum(.), but it resets left and right clipping plane

Re: [osg-users] draw and projection matrix

2008-10-22 Thread Gianluca Natale
and use osgViewer you'd do: viewer.getCamera()->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_ NEAR_FAR); Robert. On Wed, Oct 22, 2008 at 9:02 AM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > Hi All. > > I have to debug an application based upon OSG (actually I&#x

[osg-users] draw and projection matrix

2008-10-22 Thread Gianluca Natale
ng sphere of the whole model? Thank you. Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] bounding box issue

2008-09-25 Thread Gianluca Natale
to just port to osgViewer, there are other examples like this one that you'll find more straight forward when using osgViewer than Producer as osgViewer doesn't need an abstraction layer ontop the OSG to integrate it - it's all native OSG code. Robert. On Thu, Sep 25, 2008 at 10:

Re: [osg-users] bounding box issue

2008-09-25 Thread Gianluca Natale
D] On Behalf Of Gianluca Natale Sent: mercoledì 24 settembre 2008 16.28 To: 'OpenSceneGraph Users' Subject: Re: [osg-users] bounding box issue Thank you Robert, I will try. Gianluca. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sen

Re: [osg-users] bounding box issue

2008-09-24 Thread Gianluca Natale
small feature culling enabled, try disabling this: viewer.getCamera()->setCullingMode( viewer.getCamera()->getCullingMode() & ~ osg::CullSettings::SMALL_FEATURE_CULLING); Robert. On Wed, Sep 24, 2008 at 2:52 PM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > Hi All. > I

[osg-users] bounding box issue

2008-09-24 Thread Gianluca Natale
it on the screen. And disappear when I zoom out again. Thank you in advance. Regards, Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] is there a way to select an invisible object?

2008-07-07 Thread Gianluca Natale
mask of 0x, and a cull mask of 0x2. Robert. On Mon, Jul 7, 2008 at 1:22 PM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > Hi Robert. > > What I mean is: > I have a scene made of 3 spheres, > each attached under a different switch node. > The first two spheres are v

Re: [osg-users] is there a way to select an invisible object?

2008-07-07 Thread Gianluca Natale
-users] is there a way to select an invisible object? Hi Gianluca, What do you mean by "select" and object? What type of object? Robert. On Mon, Jul 7, 2008 at 10:24 AM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > Hi All! > > I'm using OSG to implement my own sce

[osg-users] is there a way to select an invisible object?

2008-07-07 Thread Gianluca Natale
ject, so I have to disable that switch. On the other hand, if I disable the switch, how can I select it (with the standard OpenGL picking mechanism)? Do I have to duplicate the scene graph, one for selection and the other for drawing? Thank you in advance for your suggestions. Gianl

Re: [osg-users] antialiased lines

2008-04-24 Thread Gianluca Natale
ed to enable GL_LINE_SMOOTH even when using the hints, the mode simply enables the use of filtering that the hints specify. Robert. On Thu, Apr 24, 2008 at 11:20 AM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > > > > > Hi OSG developers! > > > > I'm trying to draw a

[osg-users] antialiased lines

2008-04-24 Thread Gianluca Natale
in OSG ver 2.2, but I wanted to update my code to the correct use of glHint under OSG. Thank you in advance. Gianluca Natale ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] polytopeIntersector

2008-01-16 Thread Gianluca Natale
;d be worth trying out over using 2.2 Robert. On Jan 10, 2008 5:46 PM, Gianluca Natale <[EMAIL PROTECTED]> wrote: > > > > > Hi all! > > > > I'm trying to use a osgUtil::PolytopeIntersector > > to find the closest object in my 3D scene graph (with OSG v

[osg-users] polytopeIntersector

2008-01-10 Thread Gianluca Natale
Hi all! I'm trying to use a osgUtil::PolytopeIntersector to find the closest object in my 3D scene graph (with OSG ver.2.2). I read on the OSG QSG that it should return the closest object as the first in the list of intersections. But it is not like that! I mean that the array of intersect

Re: [osg-users] changing colors of a geode

2007-12-18 Thread Gianluca Natale
Thank you very much, that should solve my problem. This way I need to duplicate just osg::Geometry objects, but they still share VertexArrays, NormalsArrays, etc. via ref_ptr. So I'm also sure that they are destroyed only when the last geometry is destroyed. Thank you Gianluca N

[osg-users] changing colors of a geode

2007-12-18 Thread Gianluca Natale
viour just changing the primary color, before drawing the objects. I hope someone can help me. Thanks in advance, Gianluca Natale. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi