[osg-users] osgboostpython has moved

2015-03-14 Thread Jean-Sébastien Guay
Hello, Even though I have been inactive in the past 3 years, I wanted to inform anyone who might be interested. Since Google Code is closing down in less than a year (http://google-opensource.blogspot.ca/2015/03/farewell-to-google-code.html), I went ahead and moved my old pet project

Re: [osg-users] Not coding all the time? Running the West Highland Way tomorrow!

2014-06-20 Thread Jean-Sébastien Guay
I've been reading your running blog entries for a while now (since I was at CM-Labs). It always struck me how you take a very scientific approach to running, trusting data instead of gut feelings or hearsay or whatever. I'm the same in my own hobbies too, and I thought I was obsessive but

Re: [osg-users] Maya2osg?

2014-01-29 Thread Jean-Sébastien Guay
Hi Chris, I think I was one of the last to use it seriously, apart from Javier Taibo (the main Maya2OSG developer). That was over 2 years ago when I was at CM-Labs. I don't know if they continued using it after I left. They may have switched to 3DSMax and so be using OSGExp (3DSMax plugin to

Re: [osg-users] Retrobooster trailer

2014-01-27 Thread Jean-Sébastien Guay
Hi Terry, If you want to see some artsy OSG work, I got my new trailer done last week. http://youtu.be/z9a2SYQtWcE Yep, saw it and retweeted it. Great work! J-S -- __ Jean-Sebastien Guay jean_...@videotron.ca

Re: [osg-users] Source files and PDB's

2013-07-03 Thread Jean-Sébastien Guay
Hi Bram, I don't think anything is preventing you from adding the project files that CMake generates into your own solution if you want to. It's not how we generally recommend people work with OSG but I think it should work. The projects contain all the relevant settings to build the libs

Re: [osg-users] Viewer default fov settings

2013-05-26 Thread Jean-Sébastien Guay
Hello Bram, The key observation is this: but I get a streched out view in the horizonal direction, as if a 1:1 image is streched onto a 16:9. What are 1:1 and 16:9? They are aspect ratios. The documentation for osg::Camera::SetProjectionMatrixAsPerspective() here:

Re: [osg-users] Viewer default fov settings

2013-05-26 Thread Jean-Sébastien Guay
Hello Bram, Thanks yeah, I actually had screenWidth/screenHeight there and they were correct, but were also ints I changed it to 16.f/9.f and now it seems to work. I'm still unclear about what happens if you divide ints I had int screenWidth = 1280; int screenHeight = 720; This is the same

Re: [osg-users] Spamming errors, view breaks

2013-05-26 Thread Jean-Sébastien Guay
Hello again Bram, I am walking around in my world and sometimes suddenly I only see an empty screen and I the console spams messages like these: CullVisitor::apply(Geode) detected NaN, depth=-1.#IND, center=(64 64 18.2729), matrix={ 1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN

Re: [osg-users] Spamming errors, view breaks

2013-05-26 Thread Jean-Sébastien Guay
Hello Bram, I have to admit I'm not very good at the whole setting up projects and debugging frameworks. My first question would be: In my projects I do not have the actual source code in my IDE. I just include the debug libraries and header files I think. I believe I used the permade ones.

Re: [osg-users] loading of a large number of files

2013-02-13 Thread Jean-Sébastien Guay
Hello Lucie, The issue is I use a wrapper c++ to c# to create a window with osgviewer in a WPF application and the application throws an unhandled exception, I haven't other informations on the exception. In the Visual Studio GUI you can go to Debug - Exceptions and check all exceptions,

Re: [osg-users] anyone have experience with OSG on Intel HD Graphics 4000 hardware?

2013-02-09 Thread Jean-Sébastien Guay
Hi Terry, Looks like a very cool resource. Have you ever been able to put it to any practical use? I could see this being helpful, but I don't see it removing all of the randomness :) There are always undiscovered bugs lurking here and there. I, too, would love to see driver writers aiming for

Re: [osg-users] anyone have experience with OSG on Intel HD Graphics 4000 hardware?

2013-02-08 Thread Jean-Sébastien Guay
Hi Terry, all, In short, good luck understanding the insane mess that is graphics drivers. It's all very random. It's only random if you try to understand it with a few limited tests :-) Someone has applied structured testing to the problem and has come up with this:

Re: [osg-users] Shadow Volumes integration

2013-01-31 Thread Jean-Sébastien Guay
Hi John, One suggestion, you could use nested namespaces, and then abbreviate locally so it's easier to read. For example: namespace osgShadow { namespace ShadowVolume { class Occluder { ... } } } // then in some .cpp file where you need to use it: namespace osgsv =

Re: [osg-users] Integration of a NodeKit for Sky Rendering

2013-01-19 Thread Jean-Sébastien Guay
Nice work Daniel, results look great! In the past I have used osgEphemeris, which supports sky sphere, sun, moon, stars based on earth latitude/longitude and date/time. It gave OK results but had a few problems as well. Its site is www.andesengineering.com/Projects/*OsgEphemeris*/ but it

Re: [osg-users] osgmovie receive stream

2012-12-16 Thread Jean-Sébastien Guay
Hello David, Wang Rui, Personally I haven't tested how to load rtsp/udp video streams using osgdb_ffmpeg directly. I have used the ffmpeg plugin with an IP webcam that only supported rtsp feed, and it worked well (I made some submissions to make it work back then, it should still work).

Re: [osg-users] lighting of pointsprites

2012-12-07 Thread Jean-Sébastien Guay
Hello Daniel, I know I can do my own thing by implementing a shader program, but first I wonder if there is a limitation for point sprites to not beeing able to be illuminated by default. Actually, the only way to get point sprites to be lit is to use a shader. Think about it, a point

Re: [osg-users] Retrobooster playable demo

2012-12-02 Thread Jean-Sébastien Guay
Hi Terry, A little more blatant self-promotion here. I just released the first playable demo of my OSG-based game. Check it out if you want to see some crazy OSG action. http://www.reallyslick.com/retrobooster/downloads.html Great work! It really looks like a game where you need to practice

Re: [osg-users] Orbit manipulator right and middle mouse movement speed

2012-11-01 Thread Jean-Sébastien Guay
Hello Janna, Currently I've created sub classes based on current manipulators in osgGA such as OrbitManipulator however I think it would be great to submit small patched to osg later. I think that's generally a good idea as it means you have less code to maintain on your side in the

Re: [osg-users] Orbit manipulator right and middle mouse movement speed

2012-10-24 Thread Jean-Sébastien Guay
Hello Janna, Is there particular reason scale is hard-coded and no parameter is exposed to be able to modify movement scale for middle and right mouse button? Or is there some other way to do it? There was a large refactoring of camera manipulators about 2 years ago. OrbitManipulator is

Re: [osg-users] nVidia bug with multiple windows

2012-10-16 Thread Jean-Sébastien Guay
Hi Bradley, Good detective work on getting a minimal repro example. In the past, I've reported a few driver bugs to devsupp...@nvidia.com and gotten pretty quick responses. I encourage you to submit your example to them, just make sure you include all necessary DLLs so they can run it. They

Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-09-11 Thread Jean-Sébastien Guay
Hi Jeremy, Is there a term for this kind of approach? Well impostors comes to mind. That's where you would replace a complex mesh by a quad with a texture representing the complex mesh. Then when some criteria changes significantly (orientation of the view to the object, light source

Re: [osg-users] Osg + Maya status?

2012-09-07 Thread Jean-Sébastien Guay
to Javier about it. I'll post here if there is some progress. Thanks again J-S, impressive that you find the time to help us all. /Per On 7 September 2012 01:21, Jean-Sébastien Guay jean_...@videotron.ca wrote: Hello Per, There is no such thing as noise for the OSG list, especially not when it's

Re: [osg-users] Osg + Maya status?

2012-09-06 Thread Jean-Sébastien Guay
Hello Per, I've used Maya2osg with Maya 2012 x64. I compiled the plugin myself though. J-S On 06/09/2012 3:22 AM, Per Nordqvist wrote: Hi all, I'm trying to find a working pipeline between osg 3.01 Maya 2013. I started with intermediate formats (3ds, flt, obj) but no joy, material settings

Re: [osg-users] Osg + Maya status?

2012-09-06 Thread Jean-Sébastien Guay
errors during compile time. Do you remember which version of OSG you used that matches Maya 2011? (I'm posting off the list to reduce the noise. If I succeed I'll post the conclusions there) /Per On 6 September 2012 12:45, Jean-Sébastien Guay jean_...@videotron.ca wrote: Hello Per, I've used

Re: [osg-users] Custom Drawable GLSL

2012-09-04 Thread Jean-Sébastien Guay
Hi Jeremy, In the past I've done similar low-level 2-pass rendering in a Drawable, by doing as Robert suggests. Apply one stateset, draw, apply another, draw again (same or different geometry). A Program is just state, so you need to draw something in between setting different Programs.

Re: [osg-users] Safe downcast

2012-08-22 Thread Jean-Sébastien Guay
Hello, For the answer, I suggest you revise the C++ docs about dynamic_cast and also check the class hierarchy of OSG's node types. dynamic_castA* succeeds for any pointer to an object of class A or any pointer to an object of a derived class of A. So even if you don't have a proper Group

Re: [osg-users] Extensions/State Update Question

2012-08-20 Thread Jean-Sébastien Guay
Hi Jeremy, nice to see you back writing graphics code! In the past, when I've needed to have a contextID in a custom Drawable, I've always gotten it from inside my drawable's drawImplementation. IIRC it gets a State pointer and this contains a valid contextID. Same when I've needed to create

Re: [osg-users] Repository broken with SVN =1.7.5?

2012-08-18 Thread Jean-Sébastien Guay
Hi Robert, Looks like you just made a small typo, you need one colon not two: Not svn proget svn::externals . but svn proget svn:externals . Hope this helps, J-S On 18/08/2012 5:09 AM, Robert Osfield wrote: Hi Ulrich, I've just done a 'svn proget svn::externals .' in my check out of

Re: [osg-users] OSG application onMicrosoft Surfface table?

2012-08-16 Thread Jean-Sébastien Guay
Hi Helen, I've seen some applications using WPF for their GUI and rendering OSG into a widget. Essentially you can embed OSG into a widget given its HWND. I don't remember the details so you may have to look around and do some testing on your own. On the other hand, if this tech really

Re: [osg-users] ESC key: Error: pthread_cond_destroy(, ) returned error status, status = 16

2012-08-04 Thread Jean-Sébastien Guay
On 04/08/2012 2:38 PM, Alberto Luaces wrote: I think if you write an osgGA::GUIEventHandler that reports that you handled the ESC key (by returning true), the viewer won't do its own processing. In addition to this, I suggest you look into the following methods of the osgViewer::ViewerBase

Re: [osg-users] SimLab Composer

2012-07-31 Thread Jean-Sébastien Guay
Hi John, I think you're creating a little confusion on the OSG list and forum at the moment. I've noticed the last few times you posted, it was as a reply to a thread, but your message didn't have anything to do with the thread you were replying to. Many mail readers, and the forum (which

Re: [osg-users] [osgPlugins] Which model format to use? FBX vs. VRML

2012-06-25 Thread Jean-Sébastien Guay
Hello, I hope to use either FBX or VRML models. What are the pros and cons of each model? I will echo Jan's suggestions and add a bit more info. VRML support is pretty bad in current content creation tools (I've tested with Max and Maya primarily). The problem is mostly the way

Re: [osg-users] 3D Modeler for OpenScenegraph

2012-06-25 Thread Jean-Sébastien Guay
Hello Andrea, Do you think Blender can do that? Not only Blender, but 3D Studio Max, Maya, Softimage XSI, genrally all 3D modeling software will allow you to organize your scene in terms of groups, transforms (of which DOF is one specialization), LOD and so on. Then the question becomes,

Re: [osg-users] osgWidget Frame borders

2012-06-21 Thread Jean-Sébastien Guay
Hello Jason, There are pixel gaps in between the corners and borders that make the frame look quite awful. I am guessing there are some ever so slight rounding errors when computing the quad locations. Most often, borders like that come from the default wrapping mode OpenGL uses on

Re: [osg-users] Get data from color buffer

2012-05-25 Thread Jean-Sébastien Guay
Hello Nicolas, The second thing I tried is to use a ScreenCaptureHandler. What I did worked for each frame, but the image is directly stored as an image on the hard drive. Is it possible to save it as an osg::Image? I think ScreenCaptureHandler will do what you want. It has support for

Re: [osg-users] [forum] how to store the picture of every frame to buffer more quickly?

2012-05-25 Thread Jean-Sébastien Guay
Hello Yi Lin, my question is : how to store the picture of every frame to buffer more quickly? Essentially, readPixels() stalls the frame until the whole pipeline is flushed, then reads the framebuffer. This is what introduces the slowdown you see. What you would want in order to make this

Re: [osg-users] Nvidia Optimus / AMD switchable

2012-05-10 Thread Jean-Sébastien Guay
Hi Brad, I am looking at getting a couple of laptops with Nvidias 'Optimus' switchable graphics and AMDs equivalent. My hope is to be able to manually switch between the two so I can test our application using both discrete and Intel graphics. There was a thread back in September of last year

Re: [osg-users] Advice for placing large number of objects on grocery shelves ?

2012-05-05 Thread Jean-Sébastien Guay
Hello Maia, One solution would be to place everything in a modeler and export as a whole but we need to interact (i.e. pick) with some objects on the shelves. This is the best option I think. The simplest solution is to create the shelves and objects in a modeling program, name the objects

Re: [osg-users] Loading OSG resources from Qt QResource system

2012-05-03 Thread Jean-Sébastien Guay
Hi Martin, has anyone tried loading textures, meshes etc from the Qt resource system? I am thinking about how best to distribute my resources with my application. I have loaded meshes (in .osg format) from Qt resources in the past, yes. In general as long as the plugin you want can accept a

Re: [osg-users] Building new website, assistance appreciated!

2012-04-27 Thread Jean-Sébastien Guay
Hi Michael, I'm not sure About is suitable for Showcase. Gallery is more about Showcase. About is more about OSG, not some related projects. And Gallery is... a gallery of what have been done with OSG. I disagree. I meant Showcase to be about selling OSG. Meaning, when someone stumbles on

Re: [osg-users] Building new website, assistance appreciated!

2012-04-26 Thread Jean-Sébastien Guay
Hi Jordi, @J-S I picked up your suggestions and I just added download- tools/data/dependencies. About showcase menu item I already have a similiar item in community-Derived Software, but if you feel it's worth to have it in About I will go ahead with this change. I don't have a specific

Re: [osg-users] Building new website, assistance appreciated!

2012-04-25 Thread Jean-Sébastien Guay
Hi Jordi, The vast majority of the articles does not have information yet, but I am filling them step by step. If you see something that I missed or something that could be improved or better categorized say it! :). It's very important to do this before to fill all the contents, it's the way to

Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!

2012-04-12 Thread Jean-Sébastien Guay
Hi John, And , just to check that you are reading to the end of the email. Hah, made me look, again! A copy of Rui’s and Xuelei’s book was given away at last year’s SIGGRAPH OSG BOF [WOW – lots of acronyms] Actually four copies! Thanks to Wang Rui for donating them. It was a (not very

Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!

2012-04-01 Thread Jean-Sébastien Guay
Congrats Wang Rui, great work, I look forward to reading it! J-S On 01/04/2012 2:40 AM, Wang Rui wrote: Hi all, First of all, this is NOT a joke on April Fool's Day. :-) I'm glad to announce the publication of the book OpenSceneGraph 3.0 Cookbook, which is yet another OSG book written by

Re: [osg-users] Passing dae data in shader.

2012-03-26 Thread Jean-Sébastien Guay
Hi Christian, I would think that modifying the reader might be easier than processing its generated output. I would say the opposite - creating a NodeVisitor that you run over the loaded graph, which will massage the data to suit your needs, would be easier than modifying the reader plugin.

Re: [osg-users] Falling off the NVidia fast path

2012-03-22 Thread Jean-Sébastien Guay
Hi Chris, I just wanted to follow up and note that GL_RGBA16 seems to have been the culprit. GL_RGBA16F_ARB performs fine. Have a look at this. It's an older version of the NVidia GPU programming guide, but it (and the newer version at the following link) has lots of good info.

Re: [osg-users] osgShadow and multitexture

2012-03-20 Thread Jean-Sébastien Guay
Hi Wojtek, This should be no problem for models with more texture stages as long as you substitute shadow technique shaders with your own set which can process your multiple textures correctly. Almost correct - the problem is that the shadow technique also disable all shaders for the shadow

Re: [osg-users] Hiding a node from a single view

2012-03-13 Thread Jean-Sébastien Guay
Hi Don, What is the best way to accomplish this? Node masks, cull callbacks? Chris's solution will work fine, but you may have many objects you want to control independently and then you'll run out of bits in your node mask. If that's the case, a cull callback can be another way to do it.

Re: [osg-users] Stitching together sphere geometry in OpenSceneGraph

2012-03-01 Thread Jean-Sébastien Guay
Hello Preet, * The issue I've run into involves where my 2D texture wraps around and meets itself on the sphere: http://i.imgur.com/ftVH2.png I don't think there's anything wrong with your geometry and texcoords. Good work! The problem looks like you may be using the default texture wrap

Re: [osg-users] osgVolume RayTracedTechnique problem

2012-03-01 Thread Jean-Sébastien Guay
Hello Clement, One of the machines is using Intel E8300 Du e core 2.83 cpu with using on board graphic. Another XP machine I created by virtual machine. You're kind of setting yourself up for problems trying to get an advanced technique like GPU ray tracing working on onboard graphics

Re: [osg-users] Issues with RotateCylinderDragger

2012-03-01 Thread Jean-Sébastien Guay
Hi Chuck, I tracked down the problem. It seems that the original code tried to come up with a plane parallel to the cylinder axis oriented towards the eye/pick point. This calculation breaks down when the eye and cylinder axis are close to being parallel. I have fixed the problem and will

Re: [osg-users] OpenSceneGraph-3.1.0 dev release tagged

2012-02-29 Thread Jean-Sébastien Guay
Hi Robert, I'm afraid I can't think of all the headline changes in 3.1, been a bit too long in coming I'm afraid - over six months since 3.0.1. Well, for one there's the new ViewDependentShadowMap which greatly improves shadow stability over the previous LightSpacePerspectiveShadowMap

Re: [osg-users] osgUtil::Optimizer and osgSim::DOFTransform with data variance STATIC

2012-02-27 Thread Jean-Sébastien Guay
Hi Magnus, But maybe this question is more to the authors of osgmaxexporter. Why does osgmaxexporter unconditionally set the data variance to STATIC? What are the use cases where one would model a STATIC DOFTransform? DOFTransforms are a relic of Multigen (Presagis) Creator, and in that

Re: [osg-users] [ANN] OpenSceneGraph 3.0 Cookbook: ready for pre-order and code tests

2012-02-25 Thread Jean-Sébastien Guay
Congrats Wang Rui! I wish you great success with this new book. I'll be sure to buy a copy when it comes out! Thanks for all your hard work for this community, to you and your reviewers! J-S -- __ Jean-Sebastien Guay

Re: [osg-users] Shader lookup table method: does lookup texture have to be bound to a separate geometry?

2012-02-21 Thread Jean-Sébastien Guay
Hi Ethan, Thanks Sergey, that clears it up for me. Yes, Sergey has it right, that post was written from memory and obviously I got it backwards. I always cast the variable to int, or explicitly create a uniform of type SAMPLER_2D which avoids this issue altogether but is more lines of

Re: [osg-users] Shader lookup table method: does lookup texture have to be bound to a separate geometry?

2012-02-17 Thread Jean-Sébastien Guay
Hello Ethan, Is a border being added to my texture somehow? If so then this could explain why my shader is pulling non-uniform values from my uniform lookup table texture... Set the wrap mode to CLAMP_TO_EDGE instead of CLAMP_TO_BORDER (which is the default, and the default border color

Re: [osg-users] Invitation to connect on LinkedIn

2012-02-02 Thread Jean-Sébastien Guay
Hi Robert, I think this comes from the fact that LinkedIn can send invites to people in your address book, and users are using this with the osg-users list in their address book. There's probably a way to block these, but user education might be good enough in the short term. I don't think

Re: [osg-users] Request for input

2012-01-25 Thread Jean-Sébastien Guay
Hi Jason, Any thoughts on these issues or other thoughts you could provide would be very valuable. I don't have that much to add. I commend you on your investigations, you really went to the crux of the problem and kept at it until you found the answer. The mesh optimizers I've mentioned

Re: [osg-users] Is a render to texture master camera critical?

2012-01-17 Thread Jean-Sébastien Guay
Hello Martin, So now my rtt camera is the master camera and my ortho camera for the quad is a nested camera (see the render_to_texture_scene_graph.png). It looks fine, but I am not sure whether it is a good idea. That's always how I've done it too. I think it's fine. For me, the motivation

Re: [osg-users] Installation Problems.VS10 - unresolved external symbol

2012-01-12 Thread Jean-Sébastien Guay
Hello Kirill, Project - Properties - General - Character Set - Use Multi-Byte Character Set I think this is your mistake, I have never had to set this, and I believe it creates incompatible binaries. Meaning if the OSG libs were not compiled using multi-byte character set, and you try

Re: [osg-users] OSG website unresponsive

2012-01-09 Thread Jean-Sébastien Guay
Hi Chris, We could go on at length about why Git or Hg are superior to each other, and SVN, but IMHG, Hg definitely has a lot better non-Linux support. For Windows, there is the excellent Tortoisegit http://code.google.com/p/tortoisegit/ I think that's the crux of the issue, what

Re: [osg-users] Reading osg files with images and xml files from archives on Android

2011-12-12 Thread Jean-Sébastien Guay
Hi Tom, I now just have the issue that images referenced by .osg files are not loaded from the archive, anyone have any advice? The images are referenced relative to the .osg e.g. image\\diffuse.png Have you seen Terry Welsh's thread on developing a virtual file system plugin so that a zip

Re: [osg-users] Problem with deferred rendering

2011-12-06 Thread Jean-Sébastien Guay
Hi Mical, I recently have been trying to get a deferred rendering system to work using osg. Lots of fun to come! :-) First of all in almost all the tutorials I've seen so far, the normal vector was multiplied by the normal matrix (gl_NormalMatrix), but when I did so in my geometry

Re: [osg-users] Color in ShapeDrawable

2011-12-04 Thread Jean-Sébastien Guay
Hi Anders, Hence, it makes no sense storing a color in ShapeDrawable. Well, it makes as much sense as having a color array for an osg::Geometry... :-) I think it's not having a color in ShapeDrawable that's the problem, it's having no way of having no color. In other words, in

Re: [osg-users] Draw Instanced Help

2011-12-02 Thread Jean-Sébastien Guay
Hi Michael, How would I set it up for instanced drawing? My guess is that I would need to write a node-visitor that collects all of the geometry - drawables and sets them up to use the instanced call overload instead of the default. I have tried doing this, but my implementation has gotten

Re: [osg-users] osgViewer::GraphicsWindow::getWindowRectangle() results

2011-11-28 Thread Jean-Sébastien Guay
Hi Thomas, I had developed some Qt code on Windows that worked great. When I compiled it on Linux, I noticed some oddities. The most interesting one is that: osgViewer::GraphicsWindow::getWindowRectangle() returns an absolute window position in Windows (x != y != 0) whereas it

Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-24 Thread Jean-Sébastien Guay
Hello René, also notice that the radius should be about 2.5 - 3 times sigma to make sure the entire kernel is used instead of cutoff by the radius. The default values in the osgPPU hdr example are sigma = 4.0 and radius = 7.0, however I have not seen a difference between radius = 7.0, 15.0

Re: [osg-users] [osgPPU] Blur artifacts in HDR effect

2011-11-23 Thread Jean-Sébastien Guay
Hello René, maybe multisampling can reduce the problem. The screenshot was with 4x MSAA active (in the camera-attach(...) call of the HDR code, where we bind a texture to the main scene camera which is then passed to the first unit in the osgPPU pipeline). Perhaps you're suggesting I

Re: [osg-users] Getting Started - VS2010

2011-11-20 Thread Jean-Sébastien Guay
Hello Markus, I'm trying to build an osg example but I can't get it linked. Admittedly I am a C++ amateur, but I have followed some sort of guide (http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio) and was hoping to get it running with that. It's the

Re: [osg-users] multiple cull traversal for single object

2011-11-17 Thread Jean-Sébastien Guay
. Hope this helps, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg

Re: [osg-users] [vpb] Terrain Height as Texture

2011-11-15 Thread Jean-Sébastien Guay
Hi Jonathan, It seams that there is no way to extract that information just form the vertex data (because the vertex shader only processes one vertex at a time). Yes, sounds like what you need is more than what I thought you needed :-) I don't think VPB supports that out of the box, but

Re: [osg-users] [vpb] Terrain Height as Texture

2011-11-14 Thread Jean-Sébastien Guay
Hi Jonathan, I used osgdem to create a Terraindatabase from 2 image files (Heightmap and Colormap). Is there any way to access the height information in a texture? I need to do some calculations in the shader for which i need informations abount the surrounding terrain height, at guessed

[osg-users] [osgPPU] Drawing a mesh over an osgPPU output

2011-11-08 Thread Jean-Sébastien Guay
. Is there already a tool in osgPPU that would allow me to do this easily? Or should I use a UnitCamera with my mesh under it? Thanks in advance, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] [osgOcean] osgOcean time control

2011-11-07 Thread Jean-Sébastien Guay
Hello Bart, Is there a way to setup osgOcean such that each time viewer.frame() is called, it only progresses a fixed time step? See here: http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/FFTOceanTechnique#351 By default, osgOcean updates its ocean technique using

Re: [osg-users] osgviewerQt-Example

2011-11-07 Thread Jean-Sébastien Guay
Hello Patrick, I can run it in release-mode w/o any problems, but when i switch to Debug, i get multiple Errors, when running the programm (Compiling is not an issue). It stops working at the line Code: QWidget* widget1 = addViewWidget( createCamera(0,0,100,100),

Re: [osg-users] set material basic question

2011-11-02 Thread Jean-Sébastien Guay
Hi guys, ...I hate it when I do this... What about PROTECTED states? Could the nodes that aren't being correctly affected by your material have a PROTECTED state, which prevents your material from being applied? See the thread Override of an Override for more information. I just want to

Re: [osg-users] Migration of website and version control

2011-10-31 Thread Jean-Sébastien Guay
something like that exists already, we just have to search a bit. J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com

Re: [osg-users] Migration of website and version control

2011-10-31 Thread Jean-Sébastien Guay
Hi Alberto, Sorry about the nitpicking. Did you mean BitKeeper? :) Err, yeah you're absolutely right. ;-) J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com

Re: [osg-users] EXTERNAL: Re: Draw Elements Instanced Shader Help

2011-10-26 Thread Jean-Sébastien Guay
Hi Paul and Alexander, This has been discussed extensively recently, but I don't recall the resolution. If you can't find any information by searching the archives, then you might try posting a new thread (as it has nothing to do with draw instanced). It might already be fixed on trunk, so if

Re: [osg-users] [SOLVED] Deriving my own Effect/Technique class - heap damage error

2011-10-24 Thread Jean-Sébastien Guay
-- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] VBO Bug ?

2011-10-13 Thread Jean-Sébastien Guay
-- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] VBO Bug ?

2011-10-13 Thread Jean-Sébastien Guay
case, and I gave you the e-mail address to send to directly :-) J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com

Re: [osg-users] VBO Bug ?

2011-10-13 Thread Jean-Sébastien Guay
, just to simplify their life. I doubt they have OSG installed, and requiring them to go get the binaries will just be a barrier to them examining this bug. J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] Viewer thread safety question

2011-10-11 Thread Jean-Sébastien Guay
Hi Joshua, I'm wondering, have you tried just adding / removing nodes in your graph before calling frame() on your viewer? The Draw traversal, which may still be running when the previous frame() returns, should theoretically not care about changes in the graph. That's because the cull

Re: [osg-users] BUG report: Collada orthographic support

2011-10-09 Thread Jean-Sébastien Guay
, Oct 8, 2011 at 2:11 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Rodrigo, I just spent 20 minutes looking around in http://www.openscenegraph.org I could not find how users are supposed to report bugs (I did find how to send patches, but not how to report bugs). Could

Re: [osg-users] Bug report procedure ?

2011-10-08 Thread Jean-Sébastien Guay
would just be lost. Hope this helps, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com

Re: [osg-users] How to setup and confirm a proper forward-compatipble GL3 context

2011-10-07 Thread Jean-Sébastien Guay
to create and update the uniforms / variables. Hope this helps, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com

Re: [osg-users] Changing vertex color without calling setColorArray

2011-10-07 Thread Jean-Sébastien Guay
Hello Dan, The main problem with calling setColorArray to update the vertex colors is that it visibly slows the framerate. Is there any way around completely resetting the color array on the geometry every frame (update)? Calling setColorArray() calls dirtyDisplayList(), which is what is

Re: [osg-users] OSG Multi-threading questions

2011-10-06 Thread Jean-Sébastien Guay
threads have been stopped and deleted, and startThreading() only returns once new draw threads have been created and started. Hope this helps, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http

Re: [osg-users] CMake INSTALL target and vc10

2011-10-05 Thread Jean-Sébastien Guay
. Looking at the file you attached. Doesn't osg's ModuleInstall.cmake call HANDLE_MSVC_DLL only if the MSVC_VERSIONED_DLL (or similar) is defined? I might be mistaken. Will check tomorrow. Mattias On Tue, Oct 4, 2011 at 7:23 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Mattias

Re: [osg-users] CMake INSTALL target and vc10

2011-10-04 Thread Jean-Sébastien Guay
CMake 2.8.4. Thanks in advance, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ CMAKE_MINIMUM_REQUIRED(VERSION 2.4.5

Re: [osg-users] CMake INSTALL target and vc10

2011-10-04 Thread Jean-Sébastien Guay
. Thanks in advance, J-S -- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ # INSTALL and SOURCE_GROUP commands for osgPPU

Re: [osg-users] retrieve texture id

2011-10-04 Thread Jean-Sébastien Guay
Hi Conan, (I have the impression your name is a pseudonym, I wonder why... ;-) [dumbquestion] I am integrating some cuda into my osg app and one call requires the texture name/id. How do I get that from my texture object? I look through the source code and only found and id method in

Re: [osg-users] retrieve texture id

2011-10-04 Thread Jean-Sébastien Guay
Hello Conan, I create my gc manually then create viewer/window etc... so my code looks like this: unsigned int contextID = gc.get()-getState()-getContextID() unsigned int textureID = texture[0]-getTextureObject(contextID)-id(); Upon executing the textureID = I get a seg fault, and upon

[osg-users] CMake INSTALL target and vc10

2011-10-03 Thread Jean-Sébastien Guay
-- __ Jean-Sébastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users

Re: [osg-users] osgText::Text heap corruption when using setText()

2011-10-01 Thread Jean-Sébastien Guay
Hi Joshua, I hacked a fix into the code and found that it works quite well if there is a mutex locker blocking anything that might change the text in osgText.cpp. This has been discussed a lot in the past. You can't just run threads that will go call stuff in OSG at any time. You need to

Re: [osg-users] osgText::Text heap corruption when using setText()

2011-10-01 Thread Jean-Sébastien Guay
Hi Joshua, So, all user input is considered before the frame() function is called including the call to change text. I guess this is what is confusing me; if I call setText(std::string) before I call frame() shouldn't the osgText::Text object have all of its data primed and ready before the

Re: [osg-users] [osgPPU] Fix picture freeze for certain camera perspectives.

2011-09-30 Thread Jean-Sébastien Guay
Hi Alexander, Please find attached fix for osgPPU::Unit that prevents it's geode from be taken into account for near far computation. Nice to see you fixed this at the source, I had just overridden the Processor class and disabled near/far computation for the whole Unit subgraph, but

Re: [osg-users] Passing node transformations to the vertex shader

2011-09-30 Thread Jean-Sébastien Guay
Hi Joel, So far as your optimization tip goes, I assume you're meaning to apply the shader at the transform node as well? I've been doing that sort of thing already, just not on my Transform nodes... No, I mean that all non-Transform children under a Transform will have the same

Re: [osg-users] How to setup and confirm a proper forward-compatipble GL3 context

2011-09-30 Thread Jean-Sébastien Guay
Hi Peter, I don't know about your other questions about the GL 3 context, but I can answer this since I've been looking at it recently. How do I get these default osg_ Uniforms into the StateSet ? The only place where I find code for creaating them is osgUtil::SceneView, which is marked as

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