[osg-users] OSG version for Node-derivation of Drawable?

2015-12-12 Thread Paul Martz
Hi all -- A while back, OSG changed so that Geode derives from Group and Drawable derives from Node. Can someone tell me the first OSG version number that contained this change? I have some code in osgWorks that I need to conditionally compile based on this version number. Thanks. -Paul

Re: [osg-users] is osgEphemeris incompatible with osgShadow?

2014-10-14 Thread Paul Martz
The official osgEphemeris repo is now on Google Code: https://code.google.com/p/osgephemeris/ Please submit any changes as an issue and attach a patch. Thanks. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OpenGL NG: thoughts?

2014-08-12 Thread Paul Martz
I like the idea of revamping the OpenGL API. In fact, I liked that idea when it was originally proposed in 2007 as OpenGL 3. Unfortunately, most other developers did not like what Khronos and the ARB put forth in that design. It was not well-received. The final OpenGL v3.0 spec came out a year

Re: [osg-users] transforming a directional vector into eye-space

2014-08-11 Thread Paul Martz
The OpenGL spec and GLSL both use post-multiply notation. OSG uses pre-multiply notation. The two produce identical results because they do the same thing internally. -Paul On Mon, Aug 11, 2014 at 3:06 PM, Bram Vaessen bram.vaes...@gmail.com wrote: thanks I noticed I had to use the (vec3,

Re: [osg-users] Pulling texture(s) off an object after each rendered frame and put them in an osg::Texture*...

2014-08-07 Thread Paul Martz
If you are creating/modifying the textures in shaders, then you must be rendering to texture using an FBO. Are you doing this with an osg::Camera? If so, then you already have an osg::Texture attached to your osg::Camera, right? You said you need them in an osg::Texture. Why? Are you actually

Re: [osg-users] Pulling texture(s) off an object after each rendered frame and put them in an osg::Texture*...

2014-08-07 Thread Paul Martz
RTT to create/modify a set of textures... actually a osg::TextureCubeMap I am taking this TextureCubeMap and projecting it onto an object. After I project the CubeMap onto the object I want peel this texture, or surface of the object, off as a single texture. On 2014-08-07 08:49, Paul Martz

Re: [osg-users] Hole in extrusion

2014-07-23 Thread Paul Martz
This seems like the age-old you can't draw a flat-shaded cube with 8 vertices dilemma. Don't you need to repeat the same xyz vertex possibly multiple times? So that you can have a different normal at the same vertex, depending on which face you're rendering. -Paul On Wed, Jul 23, 2014 at

Re: [osg-users] How to cancel transparency ?

2014-05-30 Thread Paul Martz
In the osgWorks osgwTools library, TransparencyUtils.cpp, I enable transparency by first copying the original StateSet and saving it as UserData, then modifying the active StateSet to turn on transparency (BlendFunc, RenderBin, etc). To disable transparency, I simply restore the original StateSet

[osg-users] Question on CullVisitor::getRenderStage()

2014-05-23 Thread Paul Martz
Hi Robert (and all) -- I want to get the view matrix, projection matrix, and viewport from the current slave Camera in a multi-display environment, and I want to get them from a cull callback (which could be buried beneath a HUD Camera or post-render processing Camera). I think this is what I

Re: [osg-users] OpenScenegGraph-3.2.1 release candidate 3 tagged, please test in prep for 3.2.1 release

2014-05-22 Thread Paul Martz
It looks like the osg::Geometry changes (deriving from osg::Node) are not on the 3.2 branch, just on trunk. Is that correct? -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Obsolete osg-users archive search index?

2014-05-01 Thread Paul Martz
FYI, osg-users posts have been reflected to a Google Group for at least the past six years, so you should just be able to search using Google. The group is here: http://groups.google.com/forum/#!forum/osg-users I hope people find this helpful. -Paul

[osg-users] New LUA plugin fails to link

2014-04-29 Thread Paul Martz
Hi Robert -- There is a new plugin, LUA, which fails to link on Windows when building current trunk. It looks like multiply defined symbols. I'm building for GLCORE, but that's probably irrelevant. I'm using the default setting for the LUA local source CMake variable. Here's the output:

Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES

2014-04-25 Thread Paul Martz
On Fri, Apr 25, 2014 at 2:25 AM, Robert Osfield robert.osfi...@gmail.comwrote: Now things are compiling OK for you, could you let me know which bits if any of the original post you now want merged. Thanks, Robert. I re-posted this to osg-submissions, in the original thread. -Paul

Re: [osg-users] New scheme for configuring the OSG for building against different versions of the OpenGL/OpenGL ES

2014-04-23 Thread Paul Martz
I'm still seeing this issue with trunk r14158. On Wed, Apr 23, 2014 at 9:34 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Alberto, On 23 April 2014 16:18, Alberto Luaces alua...@udc.es wrote: It seems that OpenGL.in is uncommited: $ cmake . CMake Error: File

Re: [osg-users] Easy blur effect with HUD Camera?

2014-04-02 Thread Paul Martz
If you're not picky about the blur quality, just render to a texture that is 1/16th the size of your screen (1/4 width x 1/4 height), then apply the texture to a fullscreen quad with GL_LINEAR filtering. This can be accomplished with OpenGL v1.0 functionality and should be fast and well-supported

Re: [osg-users] Solar/Lunar Pos/osgEphemeris

2014-03-20 Thread Paul Martz
Yes, osgEphemeris can be used for calculation only. osgEphemeris was moved from its old home to Google Code. Get the latest from here: http://osgephemeris.googlecode.com. -Paul On Thu, Mar 20, 2014 at 7:01 AM, Conan d...@celticblues.com wrote: I need to calculate the position of the

Re: [osg-users] OpenGL 3.x and OSG

2014-03-20 Thread Paul Martz
Unless, of course, you're actually trying to create a modern application. Then you really do want core profile and must build OSG for GL3. Otherwise, deprecated OpenGL usage will inevitably creep into your app code. The OSG warnings in the OP's post really do serve a purpose. They alert you to

Re: [osg-users] OSG Quick Start still valid?

2014-03-18 Thread Paul Martz
I was intending to update the Quick Start Guide a while back, but was unable to follow through with that due to other commitments. It's still on my to-do list. Specific changes I have in mind include: - Update section on best practice for functions returning ref_ptr'd memory. - Switch over to

Re: [osg-users] OSG static linking

2014-03-12 Thread Paul Martz
Hi all -- Is anyone using CMake to find a static-built OSG? If so, how are you getting that to work? When building static OSG, all the library names are prefixed with osgsoversion. For example, with OSG v3.3.1, the so version is 111, so I get libs named: osg111-osg.lib, osg111-osgDB.lib,

Re: [osg-users] OSG static linking

2014-03-12 Thread Paul Martz
, and this is a static build, so no DLLs are being built. Yet disabling it changes the name of the output static .lib name. Just checking. On Wed, Mar 12, 2014 at 3:17 PM, Paul Martz skewmat...@gmail.com wrote: Hi all -- Is anyone using CMake to find a static-built OSG? If so, how are you getting

Re: [osg-users] OSG static linking

2014-03-09 Thread Paul Martz
Robert, Chris, Rui -- Thank you all for the information. Very helpful. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] OSG static linking

2014-03-07 Thread Paul Martz
If OSG is linked statically, obviously I need to reference a plugin with the USE_OSGPLUGIN macro. Is there any way I can determine at compile time whether the OSG I'm linking against was built as static or dynamic? I want to use USE_OSGPLUGIN if OSG was built static, and not use it otherwise,

Re: [osg-users] Enabling instancing should automatically disable display lists

2014-03-03 Thread Paul Martz
How would you propose this work? Instancing is a property of the PrimitiveSet, and display list usage is a property of the Geometry object. Would you modify Geometry::addPrimitiveSet() to look for use of instancing, and if detected, disable display lists? What if the instanced PrimitiveSets are

Re: [osg-users] Unresolved symbol

2014-02-08 Thread Paul Martz
Thanks, Robert -- That change resolved the issue. -Paul On Sat, Feb 8, 2014 at 5:58 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Paul, Sorry about the error. I missed changing the export #define from OSGUI_EXPORT to OSGGA_EXPORT. I've fixed this and checked it into svn/trunk,

[osg-users] Building for GL3 - need your input

2014-02-07 Thread Paul Martz
Hi all -- There's been a long-standing issue related to building OSG for OpenGL3 on Windows, and that is the need to manually edit the CMAKE_CXX_FLAGS variable to add the include path /I for wherever you have placed the gl3.h (or glcorearb.h) header file. This is a problem because it requires use

Re: [osg-users] Building for GL3 - need your input

2014-02-07 Thread Paul Martz
Hi Robert -- I have another, simpler, option to the cmake issue, and that is for me to just add the include path to Visual Studio's include paths. Then, the only change I'd want to submit, would be to change GL3/gl3.h to gl/glcorearb.h, and unless I hear otherwise, I'd do that for Windows only.

[osg-users] Unresolved symbol

2014-02-07 Thread Paul Martz
Hi Robert -- I'm getting this linkger error from the osgGA serializer with svn trunk. 3Widget.obj : error LNK2019: unresolved external symbol public: __cdecl osgGA::Widget::Widget(void) (??0Widget@osgGA@@QEAA@XZ) referenced in function class osg::Object * __cdecl

Re: [osg-users] Compile error, DDS plugin, GL_RG_SNORM and GL_RED_SNORM

2013-12-02 Thread Paul Martz
Hey Robert -- If no one else has any strong feelings on this, then I'll request you proceed to apply my Fixes for GL3 build as posted to osg-submissions. (As time allows, of course.) Thanks! ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Compile error, DDS plugin, GL_RG_SNORM and GL_RED_SNORM

2013-11-28 Thread Paul Martz
= GL_RED; -- nǝıɥʇɐƜ On 26 November 2013 22:10, Paul Martz skewmat...@gmail.com wrote: I'm trying to get OSG trunk built for GL3. Currently the DDS plugin is failing to compile due to the undefined symbols GL_RG_SNORM and GL_RED_SNORM. These symbols are used at ReaderWriterDDS.cpp lines 878

[osg-users] Compile error, DDS plugin, GL_RG_SNORM and GL_RED_SNORM

2013-11-26 Thread Paul Martz
these switch cases when OSG is built for GL3? The easy way would be to conditionally compile them, in which case they would default to display a warning message. Please advise, thanks. -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg

Re: [osg-users] Collision detection using osgBullets

2013-11-18 Thread Paul Martz
. Regards, Jan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users

[osg-users] v3.0 release of osgWorks and osgBullet

2013-11-18 Thread Paul Martz
Hi all -- I've now tagged new v3.0 releases of osgWorks and osgBullet, which are compatible with the current OSG v3.3.0 release, and backwards compatible to OSG v2.8.5. Here are URLs for the project web pages: http://osgworks.googlecode.com http://osgbullet.googlecode.com -- Paul Martz Skew

Re: [osg-users] Updated osgWorks and osgBullet

2013-11-17 Thread Paul Martz
...@gmail.comwrote: Hi Paul, On 16 November 2013 18:27, Paul Martz skewmat...@gmail.com wrote: I see there is a redesign of the osgGA module taking place. If there is reason to believe that this is the last of these changes, then I'm willing to hold up tagging a release while the issue

Re: [osg-users] Collision detection using osgBullets

2013-11-17 Thread Paul Martz
was under the impression only the collision library (osgbCollision) would suffice my purpose. However I'm still missing on something and unable to get it work. Thanks Mots On Fri, Nov 15, 2013 at 12:32 AM, Paul Martz skewmat...@gmail.com wrote: My guess is that you've somehow created

Re: [osg-users] Updated osgWorks and osgBullet

2013-11-16 Thread Paul Martz
On 11/15/2013 09:49 PM, Paul Martz wrote: Given the recent flurry of interest in osgBullet, I've proceeded with features cuts that allow osgWorks and osgBullet to build with OSG = v3.1.9. My basic strategy was to simply remove any code that didn't compile with current OSG. Please try out

Re: [osg-users] Updated osgWorks and osgBullet

2013-11-16 Thread Paul Martz
-backwards compatible changes on OSG trunk? On Fri, Nov 15, 2013 at 5:18 PM, Jan Ciger jan.ci...@gmail.com wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 11/15/2013 09:49 PM, Paul Martz wrote: Given the recent flurry of interest in osgBullet, I've proceeded with features cuts

[osg-users] Updated osgWorks and osgBullet

2013-11-15 Thread Paul Martz
know if there are any issues. I've tested against OSG v3.3.0 and things seems to be running fine. I'll tag a release for these projects shortly. -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] Collision detection using osgBullets

2013-11-14 Thread Paul Martz
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Preferred method for per-context uniforms

2013-10-23 Thread Paul Martz
the uniforms, how do I initially grow that container in a thread-safe way during the first frame? What are other people doing in this situation? Thanks in advance for the advice. -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users

Re: [osg-users] how to disable the frustum culling?

2013-10-18 Thread Paul Martz
It's often desirable to disable culling for any geometry that is non-spatial in nature. Such geometry is very common in modern graphics programming. Even after you disable near/far auto-compute, and set culling disabled on your scene graph, the CullVisitor will still cull any geometry that is

Re: [osg-users] Occlusion Query Node Error

2013-08-08 Thread Paul Martz
-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] How to grasp an object in virtual scene by using a CyberGlove and OSG?

2013-08-03 Thread Paul Martz
Yes, osgBullet does have a collision-only library. I just wanted to provide additional information, as the O.P. seemed unaware of osgBullet and what had already been done there. On Sat, Aug 3, 2013 at 3:35 AM, Jan Ciger jan.ci...@gmail.com wrote: I think that what Robert meant was to simply

Re: [osg-users] How to grasp an object in virtual scene by using a CyberGlove and OSG?

2013-08-02 Thread Paul Martz
___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Using c++11 smartpointer instead of osg::ref_ptr?

2013-08-01 Thread Paul Martz
@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users

Re: [osg-users] OpenGL 4 support

2013-08-01 Thread Paul Martz
@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg

Re: [osg-users] 3D mice

2013-05-20 Thread Paul Martz
-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] META_OBJECT

2013-04-28 Thread Paul Martz
-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] META_OBJECT

2013-04-28 Thread Paul Martz
Ah. I see now that you're asking about how to use a macro that is defined in a project external to OSG. Sorry for my confusion. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Order Independent Transparancy with Per-Pixel-Linked-Lists

2013-04-25 Thread Paul Martz
-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] How do remove a node's built in offset?

2013-04-22 Thread Paul Martz
://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] culling and vertex shaders still a problem

2013-04-22 Thread Paul Martz
___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Questions about OSG

2013-04-22 Thread Paul Martz
this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53714#53714 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix

[osg-users] osgEphemeris status

2013-04-17 Thread Paul Martz
Hi all -- FYI, the osgEphemeris repo has moved to Google Code: http://osgephemeris.googlecode.com -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg

Re: [osg-users] OSGDisneyland

2013-04-05 Thread Paul Martz
Anaheim this year, eh? Wow, that brings back memories. First SIGGRAPH I attended was Anaheim, 1987, back when 1m lines/sec was a big deal... ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Collision Detection in OSG 1.2

2013-03-25 Thread Paul Martz
___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users

Re: [osg-users] Retrieving Z-Near Far per-frame

2013-03-24 Thread Paul Martz
osg-users@lists.**openscenegraph.org osg-users@lists.openscenegraph.org http://lists.openscenegraph.**org/listinfo.cgi/osg-users-** openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC

Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Paul Martz
On Thu, Mar 14, 2013 at 3:43 AM, Christian Buchner christian.buch...@gmail.com wrote: When I tried two sided lighting yesterday, I found that the back faces were lit, but not in the same way as the front faces. Are your front and back material colors set to the same values, or to different

Re: [osg-users] [forum] Rendering backface like front face

2013-03-14 Thread Paul Martz
it. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users

Re: [osg-users] [forum] Rendering backface like front face

2013-03-13 Thread Paul Martz
@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users

Re: [osg-users] osg crashes when remove child

2013-03-07 Thread Paul Martz
@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg

Re: [osg-users] TriMeshVisitor possible bug?

2013-02-14 Thread Paul Martz
) Cheers. 14.02.2013, 01:17, Paul Martz skewmat...@gmail.com: Hi all -- Primarily Tim Moore... The code comments for osgUtil::IndexMeshVisitor reads as follows: // Convert geometry that uses DrawArrays to DrawElements i.e., // construct a real mesh. This removes duplicate vertices. However

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-14 Thread Paul Martz
___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users

Re: [osg-users] Cheaper way to implement rendering-to-texture and post-processing pipeline?

2013-02-14 Thread Paul Martz
-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] TriMeshVisitor possible bug?

2013-02-13 Thread Paul Martz
), then the code skips removal of duplicate vertices. Is this the intended behavior? From reading the documentation, I expected the code would still go through and remove the duplicate vertices. Does the code need to be corrected, or the code comment? -- Paul Martz Skew Matrix Software LLC

Re: [osg-users] what is the replacement class for Producer::CameraConfig ?

2013-02-11 Thread Paul Martz
This is something you might want to ask on the producer-users email list, I'd think. Producer is not a dependency of OSG any longer (but they still work together, as far as I am aware). http://www.andesengineering.com/mailman/listinfo/producer-users -Paul On 2/8/2013 10:40 AM, Selvakumar

Re: [osg-users] Question about the correct use of osg::FrameBufferObject

2013-02-06 Thread Paul Martz
Hi Frank -- Just adding to what Robert said: Although FrameBufferObject does derive from StateAttribute, I have never seen it used as an attribute attached to a StateSet. Rather, it's something that Camera uses essentially internally. Previous postings from Art Tevs (osgPPU) have warned of

Re: [osg-users] Fix for building with ref_ptr::get()

2013-02-05 Thread Paul Martz
(Please take C++11 discussion to another thread.) If no one is setting OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION to OFF, I'll submit a change that removes the variable (with the code behaving as if the variable were present and set to ON). Here's some history on the ref_ptr issue: * In OSG

Re: [osg-users] Fix for building with ref_ptr::get()

2013-02-05 Thread Paul Martz
On 2/5/2013 1:32 PM, Nathan Mielcarek wrote: Hi all, This just came up at work a few days ago since I was confused why both assignment methods performed the same way. I agree that the cmake option should be removed and set to a default to avoid confusion. I don't have a preference for that

[osg-users] OSC plugin, VS2010 64-bit

2013-02-05 Thread Paul Martz
Hi Stephan -- The OSC plugin has compile errors with VS2010 for 64-bit builds, and I thought you might want to take a look at it. This is from trunk r13330. Thanks! -Paul 2-- Build started: Project: Plugins osc, Configuration: Debug x64 -- 2Build started 2/5/2013 3:34:09 PM.

Re: [osg-users] OSC plugin, VS2010 64-bit

2013-02-05 Thread Paul Martz
Forgot to mention: 32-bit builds fine, 64-bit is the issue. -Paul On 2/5/2013 3:41 PM, Paul Martz wrote: Hi Stephan -- The OSC plugin has compile errors with VS2010 for 64-bit builds, and I thought you might want to take a look at it. This is from trunk r13330. Thanks! -Paul

Re: [osg-users] OSC plugin, VS2010 64-bit

2013-02-05 Thread Paul Martz
back? Thanks in advance, Stephan Am 05.02.13 23:53, schrieb Paul Martz: Forgot to mention: 32-bit builds fine, 64-bit is the issue. -Paul On 2/5/2013 3:41 PM, Paul Martz wrote: Hi Stephan -- The OSC plugin has compile errors with VS2010 for 64-bit builds, and I thought you might want

Re: [osg-users] 3D mice

2013-02-04 Thread Paul Martz
The osgWorks project supports both VRPN and DirectX input devices, and works with OSG 2.8.5 and later. http://osgworks.googlecode.com -Paul On 2/3/2013 10:41 AM, Thomas Lerman wrote: Hi, Has anyone taken a look at integrating a device such as a 3D mouse into OpenSceneGraph? Thank you!

Re: [osg-users] 3D mice

2013-02-04 Thread Paul Martz
In osgWorks, this support is in the osgwMx library. See osgWorks/include/osgwMx. -Paul On 2/4/2013 9:42 AM, Thomas Lerman wrote: Thank you Sebastian, Jan, and Paul. Any code samples (I do not have the hardware or drivers yet)? I did check out osgWorks and did not see any mention of this

Re: [osg-users] Fix for building with ref_ptr::get()

2013-02-04 Thread Paul Martz
On 2/4/2013 2:18 PM, Paul Martz wrote: This is just a start, there are many others. Just don't have time to fix them all at the moment. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users

Re: [osg-users] Method for Converting FLT files to use DDS Textures

2013-01-29 Thread Paul Martz
I'll second Robert's suggestion of simply loading the .FLT file, programmatically changing the texture references, and exporting back to .FLT. This seems like the easiest approach, so you should probably try it first before moving on to more elaborate solutions. The potential problem is that

Re: [osg-users] API changelog for OSG3

2013-01-25 Thread Paul Martz
On 1/25/2013 8:47 AM, Ehsan Azar wrote: It seems I should be able to start with 3.0 but then I wonder why 2.8 is still popular. In my experience providing OSG consulting and dev services, some of my customers are content with the stability of 2.8.5 (June 2011), and have no particular need

Re: [osg-users] center camera on click

2013-01-23 Thread Paul Martz
The MxEventHandler class in the osgWorks project has an event handler that lets you specify the center of rotation. Documentation is here: http://vesuite.org/external/docs/osgworks/classosgw_mx_1_1_mx_event_handler.html#_details so you can see that ctrl+shift+leftmouse sets the new center of

Re: [osg-users] Lock the aspect ratio while allowing the window to be resized

2013-01-22 Thread Paul Martz
I also misunderstood the question. Apparently, you want to allow the window to be resized, but only in such a way that the window's aspect ratio is always the same. This really has little to do with OSG (except that you might use an osgGA event handler to capture the resize events and do the

Re: [osg-users] Lock the aspect ratio while allowing the window to be resized

2013-01-21 Thread Paul Martz
You can use a Camera update callback to repeatedly set the aspect ratio in the Camera projection matrix. -Paul On 1/21/2013 8:14 AM, Ethan Fahy wrote: Hello, Is there any way to set up an osgViewer::Viewer with a locked aspect ratio that still allows the user to adjust the window size by

Re: [osg-users] GL_RENDERER string

2013-01-15 Thread Paul Martz
Chris, you're right about the heterogeneous case. Current svn trunk HEAD of the osgWorks project has a couple tools that might help. There is a struct osgwTools::Capabilities that your app can invoke while any context is current (as in a Camera pre-draw callback). It obtains the GL_RENDERER

Re: [osg-users] GL_RENDERER string

2013-01-15 Thread Paul Martz
would need to create a separate instance of an osgwTools::Capabilities object while a context is current on each separate GPU. This can probably be done with a Camera draw callback. -Paul On 1/15/2013 10:16 AM, Paul Martz wrote: Chris, you're right about the heterogeneous case. Current

Re: [osg-users] Create a custom RenderStage

2013-01-02 Thread Paul Martz
The CullVisitor traverses the scene graph and assembles a render graph. The structure of the render graph is composed of RenderBins, some of which might actually be RenderStages. The current RenderBin changes under two circumstances: - The CullVisitor encounters a Node with a StateSet whose

Re: [osg-users] Multiple Cameras and lagging proj matrix

2012-12-28 Thread Paul Martz
per render thread. Glenn (and others), thanks for the extensive help and inspiration on this. -Paul On 12/27/2012 11:43 AM, Paul Martz wrote: Ah ha. And each Camera has it's own StateSet. I see. My situation is a bit different, as I have a single subordinate Camera buried in the scene

Re: [osg-users] Multiple Cameras and lagging proj matrix

2012-12-27 Thread Paul Martz
and inspiration. Hopefully I can make this work yet. -Paul On 12/26/2012 2:31 PM, Glenn Waldron wrote: On Wed, Dec 26, 2012 at 1:08 PM, Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com wrote: Hi Glenn -- I've managed to compute the matrix I need using the clamp projection

Re: [osg-users] Multiple Cameras and lagging proj matrix

2012-12-26 Thread Paul Martz
() is called during the cull traversal from an overloaded traverse() method in OverlayDecorator (which subclasses Group). Glenn Waldron / @glennwaldron On Sat, Dec 15, 2012 at 1:54 PM, Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com wrote: Thanks, Glenn -- I saw the callback

Re: [osg-users] Model Matrix in Vertex Shader

2012-12-20 Thread Paul Martz
The OpenSceneGraph Reference Manual at lulu.com also has this info, but both resources are out of date. You can easily get a list of OSG's built-in uniforms by doing a recursive grep in your OSG source tree for getOrCreateUniform. All OSG built-in uniforms are created using this function.

Re: [osg-users] Use many effect on the same model

2012-12-16 Thread Paul Martz
I think you just want to multiparent the model to the two different effect nodes, like this: root /\ Effect1 Effect2 \/ model -Paul On 12/15/2012 3:49 PM, Peterakos wrote: Hello. I want to use 2 different effects on the same model but i am not sure if this

Re: [osg-users] Use many effect on the same model

2012-12-16 Thread Paul Martz
There is only one model in the scene, but it is traversed and rendered twice with the two different effects. You said you were doing multipass rendering, and this is how multipass rendering is done in OSG. To avoid having one rendering on top of the other, you use blending** to composite the

Re: [osg-users] Multiple Cameras and lagging proj matrix

2012-12-15 Thread Paul Martz
/osgearth/blob/master/src/osgEarth/ClampingTechnique.cpp#L403 Hope this helps. Glenn Waldron / @glennwaldron / osgEarth.org On Fri, Dec 14, 2012 at 3:12 PM, Paul Martz pma...@skew-matrix.com mailto:pma...@skew-matrix.com wrote: I think I have a pretty good idea of the cause

Re: [osg-users] Multiple Cameras and lagging proj matrix

2012-12-14 Thread Paul Martz
for trouble.) So, still hoping for input from the community on how to make this work without visual artifacts. Thanks. -Paul On 12/14/2012 11:28 AM, Paul Martz wrote: Hi all -- I'm attempting to render with two Cameras, where one inherits the projection matrix of the other. But there appears

Re: [osg-users] gluDisk - how with OSG?

2012-12-10 Thread Paul Martz
The osgWorks project has a makeCircle function that will create a solid disk. To create a disk with a hole in it, use the makeOpenCylinder function with a 0.0 length and different radii for the cylinder ends. osgWorks is here: osgworks.googlecode.com -Paul On 12/10/2012 2:20 AM,

Re: [osg-users] Rendering sets of objects in layers/passes

2012-12-08 Thread Paul Martz
Use a different Camera for each set, and on each Camera call: cam-setClearMask( GL_DEPTH_BUFFER_BIT ) so that they clear only the depth buffer and not the color buffer. -Paul On 12/8/2012 2:34 PM, Preet wrote: Hiya, I have multiple sets of depth sorted geometry that I'd like rendered in

Re: [osg-users] GLES2/Trigonometry Question

2012-12-07 Thread Paul Martz
(Sorry if this shows up twice; I originally posted it Tuesday but it has not echoed back to the list. Test emails seem to work, so trying again...) Hi Jeremy -- Since you know the FOV in y (it's 45.0 degrees), you can compute the distance to fit a bounding sphere with the following code:

[osg-users] test

2012-12-06 Thread Paul Martz
Sorry, please ignore. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] OSC plugin on Windows?

2012-11-20 Thread Paul Martz
Hi all -- There was an issue in this update that caused VS to misinterpret the libraries. The attached osc CMakeLists.txt fixes the issue and results in a clean build. -Paul On 11/20/2012 3:38 AM, Robert Osfield wrote: Hi Paul, Christian, Stephan et. al, On 20 November 2012 07:36,

[osg-users] OSC plugin on Windows?

2012-11-19 Thread Paul Martz
Hi Stephan -- Is the OSC plugin tested on Windows? I'm getting several undefined symbols during link using VS2010, building 32bit on Win7 (see below). I don't see any CMake controls to disallow this plugin on Windows, so I'm guessing these are build errors that should be fixed. -Paul

Re: [osg-users] Are shaders not saved during osgDB::writeNodeFile?

2012-11-17 Thread Paul Martz
I did this: osgconv glsl_confetti.osgt out.osg then looked at out.osg in an editor and it definitely contains shaders. -Paul On 11/16/2012 9:36 PM, michael kapelko wrote: Hi. I've attached custom shader for a node in a ShadowedScene. I then called osgDB::writeNodeFile upon it and found

Re: [osg-users] Oddities when loading a FLT file

2012-11-12 Thread Paul Martz
I had another thought on this, Chris. Set a breakpoint in the Multiswitch constructor and verify that the missing Multiswitch is being created under both circumstances. Assuming that test passes, set a breakpoint in the Multiswitch destructor, it should get hit when the missing Multiswitch is

Re: [osg-users] Oddities when loading a FLT file

2012-11-10 Thread Paul Martz
Are you sure you're getting the same FLT file in both cases? Echo the full path returned by osgDB::findDataFile(). -Paul On 11/8/2012 7:55 PM, Chris Hanson wrote: I've encountered a strange behavior when loading a client-supplied FLT file and I haven't been able to drill down and find

Re: [osg-users] Just more 3D primitives

2012-10-30 Thread Paul Martz
On 10/30/2012 5:05 AM, Christian Buchner wrote: Hi, for rendering a sphere (or any other round shapes) it might even be better to use a shader, instead of trying to tesselate the shape into a complex geometry consisting of a lot of triangles or quads. One issue with this approach, as well

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