Re: [osg-users] In need of osgOcean resources, they are missing from Google Code

2018-01-18 Thread Kim Bale
Hi Paul, I wrote the library, I recently had a similar request so I added those files to git and a contributor was kind enough to update the cmake files to point to them. If you have any problems drop me an email at kcb...@googlemail.com and I’ll do my best to assist. The only resource that I thi

[osg-users] [ANN] osgOcean has moved to GitHub.

2015-03-17 Thread Kim Bale
Dear all, Just a quick note to let you know that I've migrated osgOcean from Google Code to GitHub. It can now be found at: https://github.com/kbale/osgocean The Google Code repo will remain online until it's closed, but it won't be maintained. Granted there haven't been many changes to it over

Re: [osg-users] [osgOcean] Compilation under linux

2013-11-15 Thread Kim Bale
Hi Guido, I'm afraid I haven't compiled osgOcean under linux before as I only develop on a windows box, perhaps some of the more linux-savvy OSG users can be of assistance. I'm pretty sure it's been used under linux before. Sorry I can't be of more help. Kim. On 1 November 2013 19:52, Guido Mi

Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.

2013-11-15 Thread Kim Bale
Thanks I'll check out the effect and merge it. Kim. On 15 November 2013 00:33, Tisham Dhar wrote: > Hi, > > I have successfully implemented a changing reflection intensity by adding > 1) Multiplier to env_map > 2) Creating a uniform corresponding to the multiplier in the shader > 3) Setting thi

Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Kim Bale
Traitor ;) K. On 27 September 2013 20:00, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > >3 -for the sea I use osgOcean, > > Nothing against osgOcean. I have used it as well in a project, but > switched over to Triton (check it out, same coming from sundog-soft as > SilverLining

Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Kim Bale
Hi Mohammed, I can answer your first question. osgRiver was never integrated into the trunk because I felt that the way it had been combined in its current state needed some work and sadly I simply haven't had time to work on it. I haven't gone over the code for a long time but I seem to remember

Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.

2013-09-27 Thread Kim Bale
Hi Dario, I would take a look inside the surface fragment shader and then tone down the mix function that blends the reflection texture with the surface. It should be pretty simple. Regards, Kim. On 27 September 2013 17:37, Dario Minieri wrote: > Hi, > > I'm looking to modify the amount of r

Re: [osg-users] osgOcean Project : How does shader work?

2013-09-04 Thread Kim Bale
More information here. http://forum.openscenegraph.org/viewtopic.php?t=12328 I don't really have much more information on the ocean shader itself, some papers are referenced within the fragment code and the rest is fairly standard stuff. K. On 4 September 2013 09:50, Christian Buchner wrote:

Re: [osg-users] Some Algorithms about OSGOcean

2013-06-19 Thread Kim Bale
Hi ZhangMi, You can find the majority of the ocean rendering algorithms used in the following paper: http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf It's pretty much a straight implementation of that work. The shaders are fairly run of the mill effects. Cheers, Kim. On

Re: [osg-users] [osgOcean] setLightColor and dynamic sun problems.

2013-06-13 Thread Kim Bale
Hey Dario, Ah Ok i understand. I'll check over the code tomorrow, it does sound like it might need some minor changes to accommodate your needs. Regards, Kim. Sent from my iPhone On 13 Jun 2013, at 22:45, "Dario Minieri" wrote: > Hi kcbale > > The light is a uniform and it is used to compu

Re: [osg-users] [osgOcean] setLightColor and dynamic sun problems.

2013-06-13 Thread Kim Bale
Hi Dario, I'm not sure I understand what you mean by a 'latch', could you describe the symptoms a little more? I can't remember if the light variable is a uniform or a #define and I'm not in front of a pc to check. Regards Kim. Sent from my iPhone On 13 Jun 2013, at 17:04, "Dario Minieri"

Re: [osg-users] Some Question About OSGOcean

2013-06-10 Thread Kim Bale
Hi there, Thanks for you interest in osgOcean, I'm glad that you like it. I'm afraid there isn't any formal documentation for the project but I have tried to document as many functions and classes as possible within the code so have a root around in there. Unfortunately due my other commitments th

Re: [osg-users] [osgOcean] simple osgOcean code crushed

2012-09-01 Thread Kim Bale
Hi Ruigang, It's quite hard to diagnose the issues you're having from the description. However, if you are programming with Visual Studio or in windows you will need to have the appropriate version of the DLL (Debug/Release) to match the build type that the program was built with. I.e. Debug progr

Re: [osg-users] osgOcean and delta3d collision detection

2012-09-01 Thread Kim Bale
Hi, I've not had any experience with Delta3D and osgOcean. However, I know that is has been used a fair bit with Delta3D since the wrapper was developed. Have you tried the Delta3D forum? They may be more forthcoming. Regards, Kim. On 1 September 2012 16:11, 杨洋 wrote: > Hi, > Does anybody use

Re: [osg-users] [osgOcean] simple osgOcean code crushed

2012-08-31 Thread Kim Bale
Hi Ruigang, Are you sure you haven't got a DLL mismatch? It can often cause strange behaviour such as this. I haven't experienced this problem at all with osgOcean. Regards, Kim. On 31 August 2012 15:15, Ruigang Yang wrote: > Hi, > > I have received some existing code that uses osgOcean. >

[osg-users] osgWidget Missing Resources

2012-07-24 Thread Kim Bale
Dear All, Does anybody have any idea where the missing resources for the osgWidget examples are? I use the latest OpenSceneGraph-Data from the svn but they're not in there. I'm referring specifically to osgwidgetmessagebox.cpp and std::string buttonTheme = "osgWidget/theme-8-shadow.png";

[osg-users] 139.com Spam

2012-06-07 Thread Kim Bale
Is anyone else getting these Chinese emails quoting the subject of a post made to osg-users? I've had a few now and I have no idea where they're coming from. K. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.or

Re: [osg-users] Ambient Issues

2012-06-07 Thread Kim Bale
Hi Jordan, Have you tried running your model through osgconv to convert it to an .osg file? You should then be able to look at the structure of the model in a text editor and rule out any issues with it. osgwnames from osgWorks is also a great diagnostic tool for models. Hope that helps. Kim.

Re: [osg-users] Self Shadowing Errors

2012-06-07 Thread Kim Bale
change model normals to correct ones or change cull > face for shadow map generation (that may require overriding technique > though). > > Cheers, > Wojtek > > 2012/6/6 Kim Bale > >> Dear all, >> >> I have a fairly simply model which I have appli

Re: [osg-users] [osgOcean] Masked FFTOceanSurface

2012-06-01 Thread Kim Bale
Thanks Oliver, I'll have a look. K. On 1 June 2012 08:19, Oliver Neumann wrote: > Hi Kim, > > I attached the two files to this posting. The usage is simple, just > use osgDB::readImageFile("FILEPATH") to get the a mask image that will > then be applied to modulate the heights in the computeSea

Re: [osg-users] [osgOcean] Masked FFTOceanSurface

2012-05-31 Thread Kim Bale
Hi Oliver, Any chance you could send me the modified files so I can run it and get a feel for it? Cheers, Kim. On 30 May 2012 13:32, Oliver Neumann wrote: > Hi, > > I added a user-definable mask functionallity to FFTOceanSurface. The mask > applies a height offset to the ocean tiles which all

Re: [osg-users] Error while running the Sample program in book

2012-05-25 Thread Kim Bale
Hi Praveena, If your system can't find osgviewer and osgversion on the command line then you either have your path setup incorrectly or you don't have the library/programs installed. It's easily done. Check you OSG_BIN_PATH and PATH environment variables to make sure they're pointing at the right

Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?

2012-05-25 Thread Kim Bale
Hi Brad, I've tried to document the FFTSimulation as well as possible if you look at the source, at least in the trunk you should see an explanation of units etc and the paper it was based on. http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/FFTSimulation.cpp Here is the most

Re: [osg-users] [osgOcean] When build new project, can not open osgOceanD.lib

2012-04-29 Thread Kim Bale
Hi Han, In visual studio 2008 I usually add library directories and bin variables on a per project basis, by right clicking on the project name in the solution explorer selecting properties and editing the linker settings. Without going through your visual studio settings it's hard to say where y

Re: [osg-users] Raspberry pi

2012-04-28 Thread Kim Bale
Nobody I know has been able to get hold of one let alone run anything on it yet! K. On 28 April 2012 12:08, Martin Naylor wrote: > Hi all, > No not the type you eat :) > > http://www.raspberrypi.org/ > > I was just wondering if anyone has one of these yet and has had a go at > getting OSG to ru

Re: [osg-users] Highland fling!

2012-04-28 Thread Kim Bale
Good luck, looks like you've hit top trumps with the weather today as well. K. On 28 April 2012 10:15, Jorge Izquierdo Ciges wrote: > I think i prefer my comfortable chair, good luck. > > 2012/4/28 Martin Naylor > >> Aye Robert, Good luck . >> >> I would collapse on the first hill J >>

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

2012-04-20 Thread Kim Bale
I rather like the template. The front page is a bit sparse though, but then it is only a test so there may be more to come. I've always thought that a lot of the guidance pages on the old website, for example the "getting started" guide could be made a bit friendlier. They've always appeared to be

Re: [osg-users] osgWidget performances

2012-04-16 Thread Kim Bale
Whilst I haven't used osgWidget, I know we had a similar performance issue with picking when we didn't use an appropriate node mask for picking so that only the pickable objects in the scene are considered. I wonder if osgWidget has implemented one in it's pick handler. Regards, Kim. On 16 Apr

Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?

2012-04-12 Thread Kim Bale
Hi Han, I'm the author of the code, if you can be more specific about what you want to know maybe I can help you. There isn't any documentation, only the example program to guide your way I'm afraid. Regards, Kim. On 6 April 2012 08:02, Han Wang wrote: > Hi, > I find it difficult to learn t

Re: [osg-users] I made the libRocket GUI library usable with OSG

2012-03-27 Thread Kim Bale
This looks really interesting, I shall check it out. Kim. On 27 March 2012 05:44, Martin Scheffler wrote: > Hi, > > I can't read that last comment (not approved), but whatever the question: > I am still improving osgLibRocket, subversion address: > > https://dtentity.googlecode.com/svn/trunk/so

Re: [osg-users] Read dae files with osg.

2012-02-27 Thread Kim Bale
g (using the all build project), my > application is still unable to load dae files. > I build for both release and debug mode. > I get the same warning as before. > My 3rd party binaries are visible and well recognized by CMake. > > Any ideas? > Thnx. > > > On 2

Re: [osg-users] Read dae files with osg.

2012-02-26 Thread Kim Bale
You will need to point CMake to the Collada libraries when you build the OpenSceneGraph project. I believe there's a copy of them in the prebuilt 3rd party dependencies that are distributed along side OSG. After that you you should get a DAE plugin inside of the OSG projects list. This will enable

Re: [osg-users] Git Clients

2012-02-19 Thread Kim Bale
ch like msysgit. > > Regards, > > Wang Rui > > 2012/2/18 Kim Bale > >> Hi all, >> >> Slightly off-topic so I apologise, but with all this talk of moving OSG >> over to GIT I was thinking about having a go with it and see how it all >> works. >> >

[osg-users] Git Clients

2012-02-18 Thread Kim Bale
Hi all, Slightly off-topic so I apologise, but with all this talk of moving OSG over to GIT I was thinking about having a go with it and see how it all works. So, can anybody recommend a good git client for windows? I've been using Tortoise for subversion for a long time and rather like it, so so

Re: [osg-users] render function using event handler

2012-02-12 Thread Kim Bale
Width x length x (Height of surface - height of seabed) K. On 12 February 2012 15:17, Mohammed Rashad wrote: > > > On Sun, Feb 12, 2012 at 8:42 PM, Kim Bale wrote: > >> It depends how accurate you want your calculation to be. >> >> An approximation would be to

Re: [osg-users] render function using event handler

2012-02-12 Thread Kim Bale
cally > what I want is partly done with osgOcean > > after increasing height I need to find the area that is under water. Is it > possible is a big question but I have only one question > Is it possile? and how > > > On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale wrote: > >>

Re: [osg-users] render function using event handler

2012-02-12 Thread Kim Bale
Hi Rashad, All setOceanSurfaceHeight does is set the matrix of the transform that parents the ocean surface so that it translates the surface up or down. Take a look here: http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224 It also dirties the scene asking for

Re: [osg-users] Visualize water on dem

2012-02-09 Thread Kim Bale
Hi Mohammed, There's nothing particularly unique about the islands in osgOcean, they're a model like any other. You will need to set the nodemask on any model you include under OceanScene though to ensure they are included in the various effects. E.g. http://code.google.com/p/osgocean/source/bro

Re: [osg-users] Best usage of function: return ref_ptr or standard ptr?

2012-01-30 Thread Kim Bale
Hi Juan, Returning a reference counted pointer is in general the safest thing to do as it ensures that the object will get deleted when it goes out of scope. A quick search of the osg-users will reveal a number of threads on the subject alternatively try the link below: http://andesengineering.c

Re: [osg-users] [osgOcean] how to set path to "other" resources folder?

2012-01-20 Thread Kim Bale
Hi Bart, osgOcean uses the osgDB registry to find paths for resources. You can add additional path to that with the following code: osgDB::Registry::instance()->getDataFilePathList().push_back( "resources/boat"); There is an example of this in application.cpp http://code.google.com/p/osgocean/

Re: [osg-users] [osgOcean] SkyDome with a repeating Texture2D

2011-12-05 Thread Kim Bale
Hi Bawenang, * * I don't see a problem with that, the skydome class was only really created to dress up the example code. Regards, Kim. On 1 December 2011 11:46, Bawenang Rukmoko wrote: > Hi, > > First of all, I would like to ask a permission to use and modify the > SkyDome used in the ocean

Re: [osg-users] starting with stencil buffer to achieve ray tracing

2011-11-30 Thread Kim Bale
Hi Andrey, Just a thought, but wouldn't this only work for orthographic projections? I believe the traditional ray tracing approach to this problem is to use an octree. Kim. On 30 November 2011 17:53, Andrey Ibe wrote: > hello good people! > > i need a bit of advice ragarding some more advan

Re: [osg-users] Finding whether a geode was culled

2011-11-13 Thread Kim Bale
Hi Christian, I think there's a bit of confusion here. As Christian said above, the OSG doesn't know if some faces have been removed through back face culling because this is a driver feature. The OSG does however implement frustum culling by default, whereby objects outside of the view frustum a

Re: [osg-users] Stereo and Render to Texture effects

2011-11-11 Thread Kim Bale
es. Cheers, Kim. On 10 November 2011 16:43, Kim Bale wrote: > Hi Farshid, > > Thanks for your reply. Fortunately I'm working with quad buffered stereo > so I'll have a dig around in the SceneView code and see if your idea works. > > Cheers, > > K. > > On

Re: [osg-users] Stereo and Render to Texture effects

2011-11-10 Thread Kim Bale
Hi Farshid, Thanks for your reply. Fortunately I'm working with quad buffered stereo so I'll have a dig around in the SceneView code and see if your idea works. Cheers, K. On 10 November 2011 16:14, Farshid Lashkari wrote: > Hi Kim, > > On Thu, Nov 10, 2011 at 6:21

[osg-users] Stereo and Render to Texture effects

2011-11-10 Thread Kim Bale
Dear all, A while back I had to write a dual depth peeling routine to deal with some particularly troublesome transparency issues. The effect worked well. However, in order to render this in stereo I had to create separate frame buffer objects for each eye and then use node masks control which we

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

2011-11-08 Thread Kim Bale
I would work with the version in the trunk.. 1.0.1 is rather dated. I really do need to do a review and do a new release.. K. On 8 November 2011 16:06, bart gallet wrote: > Hi J-S > > thanks for the information. > > Looking at the link you provided me, the code I have downloaded from > http://c

Re: [osg-users] [osgOcean] rendering off screen ocean scenes

2011-11-07 Thread Kim Bale
Hi Bart, The problematic ones are The cross hatch glare on the ocean surface Depth of field and lens distortion God rays .. I think that's it. All of which use pre and post render passes. Regards, Kim. On 7 November 2011 18:30, bart gallet wrote: > Hi K > > Thanks for the tip. I'll look int

Re: [osg-users] [osgOcean] rendering off screen ocean scenes

2011-11-07 Thread Kim Bale
Hi Bart, This is a fairly specialised use case for osgOcean and wasn't really considered in the initial design. osgOcean uses a custom cull traversal within ocean scene which controls all of the prerender and postrender passes. I fear that it may be this cull traversal that is messing up your pbuf

Re: [osg-users] ANN: osgBullet v2.0 RC available

2011-10-13 Thread Kim Bale
Great news I'll check it out. K. On 13 October 2011 04:48, Paul Martz wrote: > Hi all -- I'm pleased to announce that osgBullet v2.0 has release > candidates available. I hope some of you will join in the testing of this, > the first major refresh of osgBullet since its debut. > > Grab the feat

Re: [osg-users] [osgOcean] Above Water Fog artifacts.

2011-10-10 Thread Kim Bale
Hi Bawenang, At a quick glance, I can see the problem mix problem. Thanks for reporting it. With regard to the sky dome, you'll have to add the fogging code into the skydome shader, it can be found in the resources. The skydome was only really there for the example program and they've all be chos

Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-09-28 Thread Kim Bale
Hi Michael, Nice looking simulator you've got there, it's great to see osgOcean in the wild. K. On 28 September 2011 01:28, Jean-Sébastien Guay < jean-sebastien.g...@cm-labs.com> wrote: > Hi Michael, > > > This process would be made much easier if ocean surface only created a new >> stateset i

Re: [osg-users] [osgOcean] A few question about alpha and osgOcean's shader

2011-08-03 Thread Kim Bale
There are two culls to ensure that the view dependent effects work with the composite viewer. In order to get prerender passes to work with multiple views each view has to have it's own FBOs to render to. The ViewData class stores this view dependent data so that it doesn't get overwritten. It's n

Re: [osg-users] [osgOcean] A few question about alpha and osgOcean's shader

2011-08-03 Thread Kim Bale
Hi Bawenang, I'm not 100% sure what you're trying to do, but I would say that the error is due to the floating point comparison, try testing for a small range rather than an explicit value. On a side note osgOcean uses a custom cull traversal ( http://code.google.com/p/osgocean/source/browse/trun

Re: [osg-users] Visual Assist X users?

2011-06-29 Thread Kim Bale
Hi Chris, I've used a number of versions of visual assist, great bit of software, but they all have this problem. I've just got into the habit of typing '.' then backspace which puts things right and up the member functions. Since the utility functions aren't used that often it's not too annoying.

Re: [osg-users] [osgOcean] osgOcean with Silverlining

2011-06-14 Thread Kim Bale
I can't comment about Silverlining as I've not used it, but I suspect that if you wanted to use osgOcean's fullscreen effects such as glare, dof and god-rays etc. you will have some conflicts with osgPPU as those effects would not be managed by the osgPPU pipeline. Regards, Kim. On 3 June 2011 1

Re: [osg-users] OpenGL invalid operation error

2011-06-01 Thread Kim Bale
Hi Paul, I can try this tomorrow at work as I have a quadro there. When you say you don't get the error using "pure osgOcean code" do you mean the ocean example? Regards, Kim. On 1 June 2011 17:04, Paul Palumbo wrote: > I'm getting the following warning: > Warning: detected OpenGL error 'in

Re: [osg-users] 3d Models for free?

2011-06-01 Thread Kim Bale
Hi Dimi, Sketchup allows you to export them as Collada files and then you can either read them with the DAE plugin or convert them using osgConv. Kim. On 1 June 2011 11:19, dimi christop wrote: > Hi thanks for the tip, > how do you convert the sketchup files into osg? > > Dimi > > > > - Or

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Kim Bale
Just jumping into this thread, I admit that I haven't read it all the way through, so hopefully this is relevant. What I have done to support things like specular maps and bump maps in models exported from Maya is to modify the dae loader found to support the tags that are added to the Collada fi

Re: [osg-users] osgOcean in CompositeViewer with multiple views

2011-04-17 Thread Kim Bale
Hi J-S, Firstly thanks for the recent set of commits, much appreciated. Now onto your problem. I had a feeling that that there would be problems when using osgOcean with multiple views, largely because of the LOD system that it employs relying on the main camera. I've had a play with your composi

Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-03-23 Thread Kim Bale
Just to add a little: This covers a lot of the basics too, great set of tutorials that I recommend to everyone. http://www.ozone3d.net/tutorials/ Regards, Kim. On 23 March 2011 01:37, Jean-Sébastien Guay wrote: > Hi Tim, > > > I appreciate the comments. U

Re: [osg-users] Collision Detection and getting intersection point between two object

2011-03-17 Thread Kim Bale
> > 1.Can OsgBullet integrate with my current application ? I don't know about the specifics of your application but I for one am using osgBullet in it's current form to compute collisions in several of my programs. 2.Does OsgBullet give me list of intersection point where two object node > meet

Re: [osg-users] Collision Detection and getting intersection point between two object

2011-03-16 Thread Kim Bale
Try osgBullet: http://code.google.com/p/osgbullet/ I'm using it for collisions. Regards, Kim. 2011/3/16 Sergey Polischuk > Hi, > > Osg dont have this features, you should use another libraries for this > (like physics simulation libraries). > > Cheers, >

[osg-users] GDebugger Free Licence

2011-03-04 Thread Kim Bale
Hi all, I recently noticed that gDebugger is now giving out free licences. http://www.gremedy.com/ It's a great tool so I thought I'd share the new for those that missed the release. Regards, Kim. ___ osg-users mailing list osg-users@lists.opensceneg

Re: [osg-users] [osgOcean] OceanExample - MakeTransform - Much different results with different boat model

2011-03-04 Thread Kim Bale
> > Or you could make a small function that would find the bounding box of the > model There's an app for that :) http://code.google.com/p/osgworks/ *osgwbvv:* A bounding volume visualizer to display bounding spheres and boxes. K. On 4 March 2011 02:49, Jean-Sébastien Guay wrote: > Hi Tim, >

Re: [osg-users] [osgOcean] Shader again.

2011-03-01 Thread Kim Bale
You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. *shouldn't K. On 28 February 2011 06:25, Bawenang Rukmoko wrote: > No reply yet? I guess I've got to do this the hard way, researching them > myself. :( > > Thanks anyway guys. > > Thank you! > > Cheers, > Bawenang > >

Re: [osg-users] [osgOcean] Shader again.

2011-03-01 Thread Kim Bale
Hi Bawenang, You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. I'm not familiar with Delta3D but last time I heard about the osgOcean actor that was generated for it, it was using osgOcean 1.0. The version in the trunk now contains quite a few changes. The glare RTT camera simpl

Re: [osg-users] [osgOcean] White bar present in underwater scenes using unmodified osgocean 1.0.1 and osg 2.9.11

2011-03-01 Thread Kim Bale
Hi Tim, Could you send a screenshot, as it's hard to picture the issue from the description. Cheers, Kim. On 25 February 2011 23:26, tim paige wrote: > Hi, > > When moving underwater at long last... found that upon using the '-' key to > move underwater... a white bar (which seems to accumula

Re: [osg-users] material definition lost

2011-03-01 Thread Kim Bale
olor. >> >> Regards, >> >> >> On Wed, Feb 23, 2011 at 10:11 AM, Mahendra G.R >> wrote: >> >>> Hi Kim, >>> Sorry, i'm not at work, i can only send you on tuesday next week :( , >>> thanks for your support. >>> &g

Re: [osg-users] material definition lost

2011-02-23 Thread Kim Bale
#x27;m > confused :( , however, if i run the program with --disableShaders argument, > then i loose all the nice effects and also the specular highlights on the > model. > > > Regards, > > > On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale wrote: > >> Hi Mahendra, >&

Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
ular hightlight on the > model, exactly like in the water, still some shader working somewhere?? > > Regards, > > > On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R wrote: > >> Yes, i will do that, thanks for your support >> >> Regards, >> >> >> On

Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
ONLY has some color properties and >> nothing more!, btw, i"m using the osgOcean example file to load my model >> (does it matter?). >> >> >> Thanks, >> Regards >> >> >> On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale wrote: >> >>> Hi

Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
o > overcome this problem without disabling the shaders and loosing all those > nice effects, basically my material ONLY has some color properties and > nothing more!, btw, i"m using the osgOcean example file to load my model > (does it matter?). > > > Thanks, > Regards

Re: [osg-users] [osgOcean] Shader again.

2011-02-22 Thread Kim Bale
Hi Bawenang, To my knowledge all the shaders work correctly. Can you be more specific? Regards, Kim. On 22 February 2011 13:04, Bawenang Rukmoko wrote: > Hi, > > I seem to stumbled a lot on osgOcean's shaders. I've got lots of graphics > artefacts because of them. Can you point me to the on

Re: [osg-users] Window re-size in osgOcean

2011-02-22 Thread Kim Bale
Hi Mahendra, You need to provide your own resize handler but within it you can call setScreenDims to resize the framebuffers. See: http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#255 K. On 21 February 2011 14:55, Mahendra G.R wrote: > Hi, > > Is there a way

Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
Hi Mahendra, osgOcean uses shaders for most of it's rendering techniques. By default osgocean will apply a default shader to all children that are added to ocean scene. Certain effects like the glare and depth of field shaders and fogging rely on a shader implementation to ensure that the relevant

Re: [osg-users] osgOcean showing up black screen

2011-02-18 Thread Kim Bale
Hi Markus, osgOcean uses a variety of cull masks within ocean scene to control what is allowed through various different camera passes. See line 95 OceanScene.cpp ( http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#95) ,_reflectionSceneMask( 0x1 ) //

Re: [osg-users] osgmovie and stereo

2011-01-12 Thread Kim Bale
Hi Robert, I've wondered about this for a while - why does osgstereoimage map all the images to a curved plane? Have I missed something obvious about stereo images? Cheers. Kim. On 11 January 2011 17:14, Robert Osfield wrote: > Hi Vijay, > > You can play videos in stereo just fine, see the

Re: [osg-users] [ANN] MS Kinect - official drivers available

2011-01-10 Thread Kim Bale
Ha that's excellent. Love it. K. On 10 January 2011 10:16, Serge Lages wrote: > Hi, > > Here are our last experiments with Kinect : > > http://vimeo.com/18500457 > > Thanks to osgBullet for the physics ! > > Cheers, > > On Sun, Dec 26, 2010 at 7:13 PM, Christian Richardt < > christian.richa..

Re: [osg-users] Blur effect on a dynamic scene

2010-12-03 Thread Kim Bale
Hi Sajjadul, Blur effects are usually created as a post process effect whereby the scene is first rendered to a texture and then shaders are used blur the image. The result is then rendered to the screen as a full screen quad with the blurred texture map applied. You could do this on a key press

Re: [osg-users] Postrendering Effects only with RTT?

2010-12-03 Thread Kim Bale
You can also look at the osgOcean source. All of those effects have been implemented within OceanScene.cpp Kim. On 3 December 2010 09:01, Torben Dannhauer wrote: > Hi, > > osgPPU provides rendering effects you are searching for. > > > > Cheers, > Torben > > -- > Read this topic

Re: [osg-users] rain/snow accumulation on the screen

2010-12-01 Thread Kim Bale
Genius. :) K. On 1 December 2010 10:24, Robert Osfield wrote: > Hi Nick, > > On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov > wrote: > > any ideas/hints how to implement rain/snow accumulation on the screen > (like > > for a driving sim)? > > Bring a laptop to Scotland and sit outside.

Re: [osg-users] [ANN] osgPango Bevel Effect

2010-11-27 Thread Kim Bale
Haha don't worry, I have no doubt it works :) Anyway, there's no hurry I'm just tinkering away with a glass of wine. I'll come back to this tomorrow. Regards, K. On 27 November 2010 21:39, Jeremy Moles wrote: > On Sat, 2010-11-27 at 21:33 +, Kim Bale

Re: [osg-users] [ANN] osgPango Bevel Effect

2010-11-27 Thread Kim Bale
x27;s missing the height, ambient, diffuse parameters that you just added in osgCairo. I'd add them myself and send it in but I'm unsure as to their purpose. Cheers. Kim. On 27 November 2010 20:29, Jeremy Moles wrote: > On Sat, 2010-11-27 at 19:04 +, Kim Bale wrote: > >

Re: [osg-users] [ANN] osgPango Bevel Effect

2010-11-27 Thread Kim Bale
Hi Jeremy, I thought it was about time I gave osgPango a go, so I checked out osgCairo and pango from your googlecode repos. However, I'm having a small issue with compiling osgCairo - which I believe is a dependency of osgPango. The build fails on Util.cpp, it says it can't find the identifier

Re: [osg-users] osgocean agressive memory leaks

2010-11-23 Thread Kim Bale
Hi Daniel, If you could try and start a new thread for separate problems I would appreciate it. It makes it easier for other people to locate and solve similar issues. I'm not sure what Silverlining is, or how you're adding it to the scene. If you could provide more information I might be able to

Re: [osg-users] [osgOcean] increase ocean view range

2010-11-15 Thread Kim Bale
If you modify the third parameter of FFTOceanSurface which is called numTiles you will be able to increase the number of tiles that make up the ocean surface and thus the range. Increasing the number of tiles will have a direct effect on performance. You may wish to try the new vbo technique in

Re: [osg-users] Render to AVI

2010-10-19 Thread Kim Bale
Hi Robert, If it's just for a demo video, try Fraps. (http://fraps.com/) I've used it to capture OSG demo videos before and it works nicely for that. Otherwise look at the osgscreencapture demo. Kim. On 19 October 2010 14:10, Robert Gosztyla wrote: > Hi, > > I'm looking for some plugin (or ot

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Kim Bale
done the trick, another quick question, where do I get > islands.ive from? > > > > Cheers > > > > Martin. > > > > > > *From:* osg-users-boun...@lists.openscenegraph.org [mailto: > osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Kim Bale &g

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Kim Bale
or two) to you coming back and doing everything yourself! It's kind of a > dramatic change of direction for me, and I would have thought you would > welcome the help and delegate a bit of the 3 item list I made in my previous > message :-) > > That said, it's good to see act

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Kim Bale
-boun...@lists.openscenegraph.org [mailto: > osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Kim Bale > *Sent:* 14 October 2010 11:07 > *To:* OpenSceneGraph Users > *Subject:* Re: [osg-users] osgOcean call for testing and future > > > > Hi Martin, > > > >

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Kim Bale
Hi Martin, Yeah this is my fault, I shouldn't have committed the file delete its part of an update that will be coming today. I'll fix this at lunchtime. K. On 14 October 2010 10:55, Martin Naylor wrote: > Hi JS, > > I am receiving the following error in trying cmake. > CMake Error in src/osgO

Re: [osg-users] osgOcean call for testing and future

2010-10-13 Thread Kim Bale
Hi J-S, I think the python route would be the best actually, most developers will > already have a python installation, and I would expect they would only need > to run the script if they change shaders, otherwise the C++ files would stay > the same. I was thinking of doing something like that mys

Re: [osg-users] osgOcean call for testing and future

2010-10-12 Thread Kim Bale
Hi J-S, I am here, alive and well and I must apologise for my absence. It's lovely to know that I'm missed when I'm absent though so thanks for your concern. :) Firstly I'll explain my inactivity, over the past few months I got burnt on a couple of osgocean contract jobs and consequently became ra

[osg-users] [jobs] 3D Research Programmer - Glasgow School of Art

2010-06-17 Thread Kim Bale
Hi folks, We're currently looking for a 3D Research Programmer to join us in the Digital Design Studio at the Glasgow School of Art. I know a lot of you are working in research institutions so hopefully this job advert will be of interest to some of you. What's not mentioned in the advert is that

Re: [osg-users] QT and Horizontal Split Stereo

2010-06-17 Thread Kim Bale
not going > anything other than extra limitations on threading etc. Is there a > reason why you are trying to use Qt for stereo? > > Robert. > > On Thu, Jun 17, 2010 at 9:08 AM, Kim Bale wrote: > > Hello all, > > I have a bit of a tricky problem which I hope some of

[osg-users] QT and Horizontal Split Stereo

2010-06-17 Thread Kim Bale
Hello all, I have a bit of a tricky problem which I hope some of you can assist with. I've recently moved our stereo graphics development over to QT and found this to work very well when we're using our quad buffered active stereo screens. However, I hit a rather perplexing snag when I was asked

Re: [osg-users] [osgOcean] Using BRDF technique instead of tiling.

2010-06-17 Thread Kim Bale
Hi Torben, Yes this was posted a little while a go, I've had the demo application on my desktop for a while now and it's very nice indeed. I've had a look at the source and shader code and it would be pretty easy to integrate as a new oceantechnique in osgocean. I've long thought about adding a pr

Re: [osg-users] [osgOcean] OSGOcean reflection is not mirrored

2010-05-24 Thread Kim Bale
the ocean's > branch so it isn't included in the reflections. I'll come back to this > problem later. > > Thanks for the help, Kim. :) > >  ~ Chris Innanen >  ~ Nonsanity > > > > Kim Bale wrote: >> Hi Chris, >> >> Not at all I've been

Re: [osg-users] [osgOcean] OSGOcean reflection is not mirrored

2010-05-24 Thread Kim Bale
Hi Chris, Not at all I've been using 2.8.2 for ages with osgOcean and it's been working fine here :) I think you're getting mixed up with the VBO branch which has problems getting along with 2.9.7 K. On 24 May 2010 21:10, Chris Innanen wrote: > I'm stuck with the last "stable" release of OSG,

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