Re: [osg-users] OpenSceneGraph-3.4.1-rc2 tagged

2017-08-22 Thread Nickolai Medvedev
Hi, Robert.

I built OSG with Visual Studio 2010 and everything works fine. I checked 
examples too, everything works.

Cheers,
Nickolai

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Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-18 Thread Nickolai Medvedev
You welcome. I would help more often if I had more free time.

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Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-18 Thread Nickolai Medvedev
You can unclench your fingers, now everything works. The error has been fixed.

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Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-18 Thread Nickolai Medvedev
Allright, let's see... Give me a hour, i rebuild all, then i will test.

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Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-18 Thread Nickolai Medvedev
Hi, Robert.

Maybe, all problems in driver. Although, with OSG 3.4.0 everything works fine.

My computer data:

NVidia GeForce 640M
OpenGL Driver version: 365.19

It is necessary, that someone else has checked up a branch 3.4.1 on Visual 
Studio. If on another computer everything will work well, then the problem is 
with my drivers or configuration.

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Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-18 Thread Nickolai Medvedev
Do you mean this stack?


>   ntdll.dll!779315ee()
[Указанные ниже фреймы могут быть неверны и (или) отсутствовать, 
символы для ntdll.dll не загружены]
ntdll.dll!779315ee()
ntdll.dll!7792015e()
nvoglv32.dll!5e627fed() 
nvoglv32.dll!5dc2ea9d() 
osg.dll!54882912()  
osg.dll!5482aa94()  
osg.dll!5482fac2()  
osgViewer.dll!54bf6f3a()
kernel32.dll!755d14dd() 
osg.dll!547f3901()  
osgUtil.dll!54a3d27e()  
osgUtil.dll!54a399a5()  
osgUtil.dll!54a3d8a3()  
osgUtil.dll!54a3ab9f()  
osgUtil.dll!54a3dc76()  
osgUtil.dll!54a4112c()  
osg.dll!5483ec8b()  
OpenThreads.dll!5529218b()  
msvcr100.dll!7226c556() 
msvcr100.dll!7226c600() 
kernel32.dll!755d33ca() 
ntdll.dll!77949ed2()
ntdll.dll!77949ea5()



> Did forcing the recreation of GL work?


I did not understand this question.

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Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-17 Thread Nickolai Medvedev

> It's a stack trace rather than console output is what we need to start 
> looking at the cause of the crash. 


There is nothing in the console.


> Do you mean the CMakeLists.txt changes relating to GL.in? 


Yes.


> Did this happen with 3.4.0 or OSG master?



No. With 3.4.1 branch.

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Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-17 Thread Nickolai Medvedev
I tested on osgviewer. Logs are attached.
Your last-revised boolean defines nothing to do with it. Before the changes, 
StatsHandler also did not work.

When i press 's', appears text with FrameRate. When I press 's' again, the 
program crashes.

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Re: [osg-users] Please test OpenSceneGraph-3.4 in prep for 3.4.1

2017-08-17 Thread Nickolai Medvedev
Hi, Robert.

I checked. Now everything builded is fine.
There was another problem. When i run StatsHandler, the program crashes. I use 
GL2 settings.

Cheers,
Nickolai

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Re: [osg-users] Render to texture with GL3.

2017-05-23 Thread Nickolai Medvedev
I found problem. HUD-Camera does not work when i create OpenGL 3.3 core 
context. Only clear color is visible. If not create context, all is worked.


Code:


const int width(1920), height(1080);
const std::string version("3.3");
osg::ref_ptr< osg::GraphicsContext::Traits > traits = new 
osg::GraphicsContext::Traits();
traits->x = 0;
traits->y = 0;
traits->width = width;
traits->height = height;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->vsync = false;

traits->glContextVersion = version;
traits->glContextFlags = GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT;
traits->glContextProfileMask = GL_CONTEXT_CORE_PROFILE_BIT;

osg::ref_ptr< osg::GraphicsContext > gc = 
osg::GraphicsContext::createGraphicsContext( traits.get() );
if( !gc.valid() )
{
osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << version << " 
context." << std::endl;
return (1);
}

gc->realize();
gc->makeCurrent();

osgViewer::Viewer* viewer = new osgViewer::Viewer;

osg::Camera* cam = viewer->getCamera();
cam->setGraphicsContext( gc.get() );
cam->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
cam->setProjectionMatrix(osg::Matrix::perspective(45.0, 
(double)width/(double)height, 0.1, 10.0) );
cam->setViewport(new osg::Viewport(0, 0, width, height));

//HUD-Camera created as in the example osghud
osg::ref_ptr hud_camera = new HUDCamera; //Inherited from osg::Camera
hud_camera->setGraphicsContext(gc.get()); 
hud_camera->setClearColor(osg::Vec4(0.0,0.0,0.0,1.0)); //Anyway, still see the 
classic blue osg color
hud_camera->addChild(RTTCamera::createScreenQuad(1.0f, 1.0f, 1920.0f, 
1080.0f)); //Create geometry for TextureRectangle






Any ideas?

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Re: [osg-users] Render to texture with GL3.

2017-05-23 Thread Nickolai Medvedev
Hi, Robert.

All right, now i see. Probably, something wrong with my code.
I'm use new OSG 3.5.6, trying to port deferred renderer with light system to 
OpenGL 3.3.

Thank you for your answer.

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[osg-users] Render to texture with GL3.

2017-05-23 Thread Nickolai Medvedev
Hi, community!

How to correctly create a render to texture in GL3 context?
What is the difference between RTT GL2 and GL3 in OSG.

Thank you!

Cheers,
Nickolai

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Re: [osg-users] osgTerrainGenerator

2017-02-19 Thread Nickolai Medvedev
Hi, Julien.

Yes, the box filtering implemented here(3x3).

I had no purpose to add tessellation, or something like that.
My example - it's just a terrain generation. In future, perhaps, i may add 
tessellation.

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Re: [osg-users] osgTerrainGenerator

2017-02-19 Thread Nickolai Medvedev
Hi, Robert.

osgTerrainGenerator creates terrain from heightmap and creates
the specified quantity of LODs(simplified VPB).

Of course, you can use it as a part of OSG.

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Re: [osg-users] Thoughts on Vulkan

2017-02-13 Thread Nickolai Medvedev
So, Robert, if you if you are going to use C++11, it means that
OpenThreads won't be used anymore(use std::thread)?

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Re: [osg-users] Thoughts on Vulkan

2017-02-13 Thread Nickolai Medvedev
Hi, Robert.

And it is good that you have ideas.
First of all, it is necessary to refuse opengl fixed pipeline.
It is necessary to create shader-based lighting system.
I already try to create deferred rendering with various models of lighting
(phong, cook-torrance, etc.), but now it isn't a lot of time, therefore
work has stopped.

Cheers,
Nickolai

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Re: [osg-users] Thoughts on Vulkan

2017-02-12 Thread Nickolai Medvedev
Hi, Robert.

Transition to Vulkan will be difficult. Partly because, that all graphics is 
based on shaders. But I think that the new system for OpenSceneGraph - it is 
good.
I will try to help, as far as I will be able.

Cheers,
Nickolai

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Re: [osg-users] mygui integration (for Wang Rui)

2017-01-01 Thread Nickolai Medvedev
Hi, guys!

Sorry about Russian talking, Trajce!  :D 

Денис, если будут ещё вопросы по OSG, пиши мне, я разъясню тебе, что знаю, на 
понятном языке.

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Re: [osg-users] mygui integration (for Wang Rui)

2016-12-30 Thread Nickolai Medvedev
Привет, Денис.

GLUT в OpenSceneGraph так никто не использует. Если он тебе действительно 
нужен, смотри пример examples/osgviewerGLUT.

Удачи!

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Re: [osg-users] looking for a terrain database building toolchain

2016-12-23 Thread Nickolai Medvedev
Hi, Terry.

You should pay attention to Proland:

http://proland.inrialpes.fr/index.html

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Re: [osg-users] replace tile with my own Node in VPB generated QuadTree

2016-12-03 Thread Nickolai Medvedev
Hi, Nick!

I think, it would be simpler to write the new program of creation of a terrain,
than to change existing VPB.

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Re: [osg-users] isolate specific LOD from a VPB generated database

2016-11-29 Thread Nickolai Medvedev
I try to create similarity of a game, and in the future i will need to realize
the big open world too. I experimented with creation of a terrain from a
heightmap, i managed to create it, but inconsistencies still are.
My problem - i nothing understand in the math, it would help me.

About your question: Maybe you need add each LOD to osg::Switch, turn off
all of them, then turn on only that which is necessary to you.

I hope, i helps something...

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Re: [osg-users] isolate specific LOD from a VPB generated database

2016-11-29 Thread Nickolai Medvedev
Hi, Nick.


Code:
osg::ref_ptr visible_group = new osg::Group;

visible_group->addChild(lod.get());

viewer.setSceneData(visible_group.get());



I hope, I correctly understood...

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Re: [osg-users] OsgOcean

2016-11-28 Thread Nickolai Medvedev
Hi, Rambabu.

In the osgOcean example use both osgViewer::Viewer and osgViewer::View.

You need use osgViewer::Viewer only.

oceanExample:

//
// Set up the viewer
//

//osg::ref_ptr viewer;
//osgViewer::View* view = 0;


osgViewer::Viewer* viewer = new osgViewer::Viewer;
//viewer = singleViewer;
//view = singleViewer;

viewer->setUpViewOnSingleScreen(0); //this function tell osg work with 
one screen
//view->setUpViewOnSingleScreen(0);
// Otherwise, a window with a single view.
//view->setUpViewInWindow( 0, 0, 1600, 900, 0 );
viewer->getCamera()->setViewport(new osg::Viewport(0, 0, 1920, 1080));

then you need:

viewer->realize();

return viewer->run();

I hope it helps. Good Luck!

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Re: [osg-users] VPB and terrain normals

2016-11-24 Thread Nickolai Medvedev
Hi, Nick! :)

You try to create the implementation of a terrain?
Try this example.

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Re: [osg-users] ECEF Oriented Compass Implementation

2016-11-16 Thread Nickolai Medvedev
Hi, all.

Source file and header in archive.
To use a class a compass:

osg::ref_ptr node = osgDB::readNodeFile("arrow.osgb"); // any node 
looking to the north
if(node.valid())
{
node->getOrCreateStateSet()->setMode( GL_LIGHTING, 
osg::StateAttribute::OFF );
}
osg::ref_ptr pos = new 
osg::PositionAttitudeTransform;
pos->addChild(node.get());
pos->setScale(osg::Vec3(0.6,0.6,0.6));


osg::ref_ptr compass = new Compass;
compass->setViewport( 0.0, 0.0, 100.0, 100.0 );
compass->setProjectionMatrix( osg::Matrixd::identity() );
compass->setNeedle( pos.get() );
compass->setMainCamera( VIEWER->getCamera() );

compass->setRenderOrder( osg::Camera::POST_RENDER );
compass->setClearMask( GL_DEPTH_BUFFER_BIT );
compass->setAllowEventFocus( false );
compass->setReferenceFrame( osg::Transform::ABSOLUTE_RF );
compass->getOrCreateStateSet()->setMode( GL_LIGHTING, 
osg::StateAttribute::OFF );
compass->getOrCreateStateSet()->setMode( GL_BLEND, osg::StateAttribute::ON 
);

root->addChild( compass.get() );


Good luck!

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Re: [osg-users] [A little bit off topic] A simple graphics library

2016-11-14 Thread Nickolai Medvedev
Hi, Andrew.

You can try one of this:

GLFW
SFML
http://www.dhpoware.com/source/gl3framework.html
OGLPlus
http://openframeworks.cc


if you are interested in development of games:

http://softpixelengine.sourceforge.net
https://www.game-coder.de/page/pixellight
http://www.maratis3d.org


Good luck!

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Re: [osg-users] source data samples for VPB

2016-11-08 Thread Nickolai Medvedev
|-)  Unfortunately, Nick, my English is still bad.


Oh, and one more thing...

Site, where i get heightmaps:

http://terrain.party/


You know how to divide a terrain into pieces, that i could
simplify, and then write into LODs? You understand what I want to do?
If yes, i would glad, if you help me.

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Re: [osg-users] source data samples for VPB

2016-11-08 Thread Nickolai Medvedev
Hi, Nick!

If you create something like a game, i don't advise to use VPB.

I created own example. Now need to divide terrain into parts, then simplify, 
then write into LODs.

Here my test program:
http://forum.openscenegraph.org/viewtopic.php?t=16155

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Re: [osg-users] Unzip big data size problem!

2016-11-08 Thread Nickolai Medvedev
Yes, i checked, i have a similar problem. Shall be, a problem in a zip-plugin.

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Re: [osg-users] Unzip big data size problem!

2016-11-08 Thread Nickolai Medvedev
Hi, Nam.

Not enough info's...
Please, specify file size, an operating system and its digit capacity.

Cheers,
Nickolai

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Re: [osg-users] Embed in SFML window, rendering problem

2016-10-31 Thread Nickolai Medvedev
Hi, rebootl.

I think, you need create SFML graphic context, then set he to camera.

I advise you to make normal support of a SFML window, like a SDL-window in 
OpenMW.

https://github.com/OpenMW/openmw/blob/master/components/sdlutil/sdlgraphicswindow.hpp
https://github.com/OpenMW/openmw/blob/master/components/sdlutil/sdlgraphicswindow.cpp

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Re: [osg-users] More lights in scene!

2016-10-27 Thread Nickolai Medvedev
Hi, all.

This is very good site about lighting and another graphic effects:

http://sunandblackcat.com/other.php

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Re: [osg-users] More lights in scene!

2016-10-24 Thread Nickolai Medvedev
I need colour of the surface geometry of objects in the scene.
I experiment with shaders and trying to create light sources with their help.
And, Robert, thank you for your patience.

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Re: [osg-users] More lights in scene!

2016-10-24 Thread Nickolai Medvedev
Hi, Robert.

If we need diffuse lighting, we need get color of the scene, send him into 
shader as uniform, then, for example, if we need point light, add color with 
radius.


So, question is: how to get our scene color? Need create light shader for each 
light?

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Re: [osg-users] More lights in scene!

2016-10-23 Thread Nickolai Medvedev
Hi, Jannik.

Thanks! OpenMW - amazing project! Good luck to you and your team!

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Re: [osg-users] More lights in scene!

2016-10-23 Thread Nickolai Medvedev
Hi, Trajce!

Here i found:

https://github.com/bcrusco/Forward-Plus-Renderer

Well, deferred renderer is more suitable for a large number of light sources.
And it is necessary to create also new materials system...

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[osg-users] More lights in scene!

2016-10-23 Thread Nickolai Medvedev
Hi, community!

I have a question: how i can create more than 8 lights in scene. Need new 
shader-based light system? If so, how i can make these?

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Re: [osg-users] Correct creation of the terrain

2016-10-10 Thread Nickolai Medvedev
Thanks for councils, Robert. I will try to look for the necessary array of 
heights in a VPB code.

Good luck!

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Re: [osg-users] Correct creation of the terrain

2016-10-09 Thread Nickolai Medvedev
Hi, Robert!

Where in VirtualPlanetBuilder i can get float array of the heights to process 
it in the BoxFilter?

Thank you!

Cheers,
Nickolai

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Re: [osg-users] Potential fix for osgDB MSVC linkage issues (FORCE:MULTIPLE needed)

2016-08-19 Thread Nickolai Medvedev
Hi, guys!

Let's remember, what exactly it std::fstream:

typedef basic_ifstream< char, char_traits< char > > ifstream;
typedef basic_ofstream< char, char_traits< char > > ofstream;
typedef basic_fstream< char, char_traits< char > > fstream;

So, if problem is names, maybe do something like:

typedef basic_ifstream< char, char_traits< char > > osg_ifstream;

or to inherit osgDB:: fstream from std::basic_fstream< char, std::char_traits< 
char > >.

Sorry, i have no time that to check it.

Cheers,
Nickolai

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Re: [osg-users] Render to texture ONLY?

2016-08-18 Thread Nickolai Medvedev
Hi, 

https://github.com/xarray/osgRecipes

Chapter 6 - it's all what you need.

Cheers,
Nickolai

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Re: [osg-users] Simulating Light Lobes with Projected Textures (Range mapping)

2016-08-12 Thread Nickolai Medvedev
Hello, Trajce!

As far as I have understood, a problem with near/far?
Try to increase them.

By the way, I will be glad to see shaders, publish them, please.

Thank you!

Cheers,
Nickolai

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Re: [osg-users] Potential fix for osgDB MSVC linkage issues (FORCE:MULTIPLE needed)

2016-08-11 Thread Nickolai Medvedev
Hi, guys!

The fix works! I had linker error at integration of MYGUI associated
with fstream, now everything is all right. Thank you!

Cheers,
Nickolai

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[osg-users] IMGUI wrapper...

2016-08-03 Thread Nickolai Medvedev
Hi, all!

I recently have found a wrapper of IMGUI for OSG.

https://gist.github.com/megaton/52ac227f77e8accf96cf/

Somebody can tell me how to use him?

Thank you!

Cheers,
Nickolai

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Re: [osg-users] OpenSceneGraph For Game Development

2016-08-03 Thread Nickolai Medvedev
Hi, guys!

I will tell one - OpenSceneGraph is good start. I recommend to use him, instead 
of Ogre3D or something similar. OSG is really fast, don't doubt.

Thank you!

Cheers,
Nickolai

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Re: [osg-users] Osgb to collada

2016-07-04 Thread Nickolai Medvedev
Hi, Ninnin.

By means of the osgConv program you can convert into any known osg model.

It is simple:

osgconv.exe model.osgb model.dae

It must work. Hope, it help you. Good luck!

Cheers,
Nickolai

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Re: [osg-users] GLFW + OSG

2016-07-02 Thread Nickolai Medvedev
Hello, Robert!

Maybe, you include this example into OSG?
Use it as part of OSG, as far it is possible.

Thank you!

Cheers,
Nickolai

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Re: [osg-users] GLFW + OSG

2016-06-26 Thread Nickolai Medvedev
Hi, all!

Well, if nobody responded, it is my test with GLFW3.

Thank you!

Cheers,
Nickolai

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Re: [osg-users] mygui integration (for Wang Rui)

2016-06-09 Thread Nickolai Medvedev
Oops, sorry, my mistake...
I used bad model. Everything perfectly works with others!

Thank you!

Cheers,
Nickolai

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Re: [osg-users] mygui integration (for Wang Rui)

2016-06-09 Thread Nickolai Medvedev
Actually, not everything is as good as it seemed.
When loading large Nodes, in case of turn of the camera to it, GUI disappears.

Cheers,
Nickolai

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Re: [osg-users] mygui integration (for Wang Rui)

2016-06-08 Thread Nickolai Medvedev
The problem is solved! It is necessary to setup the camera and Geode:


geode->setCullingActive( false );
geode->addDrawable( mygui.get() );
geode->getOrCreateStateSet()->setMode( GL_BLEND, osg::StateAttribute::ON );
geode->getOrCreateStateSet()->setRenderingHint( osg::StateSet::TRANSPARENT_BIN 
);
geode->getOrCreateStateSet()->setRenderBinDetails(1000,"RenderBin");

osg::ref_ptr camera = new osg::Camera;
camera->setReferenceFrame( osg::Transform::ABSOLUTE_RF );
camera->setRenderOrder( osg::Camera::POST_RENDER );
camera->setAllowEventFocus( false );
camera->setProjectionMatrix( osg::Matrix::ortho2D(0.0, 1.0, 0.0, 1.0) );
camera->addChild( geode.get() );
camera->setClearMask(0);

root->addChild( camera.get() );


viewer.addEventHandler( new MYGUIHandler( camera.get(), mygui.get()) );

Cheers,
Nickolai[/code]

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Re: [osg-users] mygui integration (for Wang Rui)

2016-06-08 Thread Nickolai Medvedev
Trajce, thank you very much! I hope, it help.

Have a nice day!

Cheers,
Nickolai

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Re: [osg-users] mygui integration (for Wang Rui)

2016-06-08 Thread Nickolai Medvedev
Trajce, :D 

I use MyGUI Manager from osgRecipes(HUGE thanks to Wang Rui).
Everything perfectly works, except for one: all loaded nodes aren't visible, 
only blue clear color from viewer.

Forgive me for my bad English(if it is bad).

Thank you!

Cheers,
Nickolai

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Re: [osg-users] mygui integration (for Wang Rui)

2016-06-08 Thread Nickolai Medvedev
Hi Trajce,

You clarified this problem with background? Why only GUI is visible?
If you solved a problem, it is possible an example?

Thank you!

Cheers,
Nickolai

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Re: [osg-users] osg::View NO_LIGHT bug?

2016-06-05 Thread Nickolai Medvedev
Well, we can deceive viewer if we make so:


Code:
viewer.getLight()->setAmbient(osg::Vec4(0.0,0.0,0.0,1.0));
viewer.getLight()->setPosition(osg::Vec4(0.0,0.0,0.0,1.0));
viewer.getLight()->setDiffuse(osg::Vec4(0.0,0.0,0.0,1.0));
viewer.getLight()->setConstantAttenuation(0.003);
viewer.getLight()->setLinearAttenuation(0.1);
viewer.getLight()->setQuadraticAttenuation(0.1);
viewer.getLight()->setName("global_light");
viewer.getLight()->setLightNum(0);

viewer.setLightingMode(osg::View::SKY_LIGHT);



The light source still be exist, but will be invisible.

Cheers,
Nickolai

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[osg-users] [3rdparty] libAgar GUI in the OpenSceneGraph

2016-01-05 Thread Nickolai Medvedev
Hi,

I recently found the GUI library - libAgar. Has anyone used it together with 
OpenSceneGraph? 

Thank you!

Cheers,
Nickolai

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Re: [osg-users] Dynamic terrains, DatabasePager + PagedLODs

2016-01-05 Thread Nickolai Medvedev
Hi, Daniel

You found the solution?

I try to make similarity of game with OSG, but
also it isn't clear to me how to make dynamic
terrain. Vertex Displacement through a shader
looks very well, but there is a problem - vertices
heights don't remain in geode, they is generated
in the course of work of the program. Therefore
it is necessary to use tessellation shader.

Thank you!

Cheers,
Nickolai

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Re: [osg-users] Dynamic terrains, DatabasePager + PagedLODs

2016-01-05 Thread Nickolai Medvedev
Hi, Chris

I don't think that osgEarth and VirtualPlanetBuilder are suitable for creation 
of games. They have too many unnecessary bindings. 

Thank you!

Cheers,
Nickolai

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Re: [osg-users] Dynamic terrains, DatabasePager + PagedLODs

2016-01-05 Thread Nickolai Medvedev
Hello, Robert.

In VirtualPlanetBuilder there is no "manual" control, to be exact - it is 
impossible to specify the fixed quantity of triangles or vertices, or the 
landscape size. Why so?

Thank you!

Cheers,
Nickolai

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