Re: [osg-users] 3DLabs ShaderGen

2008-04-01 Thread Richard S. Wright Jr.
I have a copy I've put it here for you temporarily: http://www.starstonesoftware.com/files/ShaderGen-3.0.exe Richard On Apr 1, 2008, at 2:31 PM, Jean-Sébastien Guay wrote: Hi all, I was looking for the ShaderGen program which 3DLabs made a while ago. I'm looking to make some shaders to

Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Richard S. Wright Jr.
, 2008 2:20 PM, Richard S. Wright Jr. [EMAIL PROTECTED] wrote: Robert, I didn't give all those details because I'm looking for more of a best practices type of advice. Just loading the terrain just works, but is this the typical usage scenario for most users? What are some of the common ways

Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Richard S. Wright Jr.
? Other cultral data in there??? Robert. On Jan 25, 2008 3:54 AM, Richard S. Wright Jr. [EMAIL PROTECTED] wrote: I'm loading a terrain set created with osgdem (.osga) via something like this: pTerrain = osgDB::readNodeFile(oahu-10.osga); Easy as pie. However, for a really

Re: [osg-users] Terrain (.osga) optimization tips

2008-01-25 Thread Richard S. Wright Jr.
to invest their own time in asking sensible questions. Robert. On Jan 25, 2008 9:23 PM, Richard S. Wright Jr. [EMAIL PROTECTED] wrote: lots of in depth best practice advice? I didn't realize it was that complicated a question, I'm sorry. If someone asked for some general performance tips

[osg-users] Terrain (.osga) optimization tips

2008-01-24 Thread Richard S. Wright Jr.
I'm loading a terrain set created with osgdem (.osga) via something like this: pTerrain = osgDB::readNodeFile(oahu-10.osga); Easy as pie. However, for a really dense terrain, the performance is a bit lack-luster. I wonder if everybody knows a trick that I haven't discovered yet for

[osg-users] XCode-Framework-osg BrainFart

2008-01-24 Thread Richard S. Wright Jr.
After merrily going along my way using OSG on my Mac laptop for a few months, I got a new MacPro and started setting everything up fresh. No matter how I install OSG (download prebuild frameworks, or make them myself), when I add them to an XCode project I get a linking error framework not

Re: [osg-users] osg in Visual C++ Express Edition 2008

2007-12-31 Thread Richard S. Wright Jr.
I can state with full confidence that OpenGL is most certainly not emulated by DirectX on Windows Vista. There is a direct3D wrapper for OpenGL 1.4 only, and it is only enabled when certain games are detected by Microsoft. Both ATI and NVidia have real ICD OpenGL drivers for Windows Vista.

Re: [osg-users] osg in Visual C++ Express Edition 2008

2007-12-31 Thread Richard S. Wright Jr.
, developers can expect a decrease of around 10-15% on Windows as compared to Windows XP. So i think the people to try to develop on vista have to follow a few tips of this interesting article. Greetings 2007/12/31, Richard S. Wright Jr. [EMAIL PROTECTED]: I can state with full confidence

Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.1 dev release

2007-12-21 Thread Richard S. Wright Jr.
Checked out the latest trunk on Leopard OSX10.5.1. Using XCode 3.0 (gcc 4.01) ./configure make Errors in src/osgUtil/Tessellator.cpp (lines 44,45,46, 47, 48) I fixed this by making a different typdef: typedef GLvoid (*CallBack)(); And replacing (GLU_TESS_CALLBACK) with (Callback) Same in

Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.1 dev release

2007-12-21 Thread Richard S. Wright Jr.
through the options. Robert. On Dec 21, 2007 3:21 PM, Richard S. Wright Jr. [EMAIL PROTECTED] wrote: Checked out the latest trunk on Leopard OSX10.5.1. Using XCode 3.0 (gcc 4.01) ./configure make Errors in src/osgUtil/Tessellator.cpp (lines 44,45,46, 47, 48) I fixed this by making

Re: [osg-users] Please test SVN of OpenSceneGraph in pre for 2.3.1 dev release

2007-12-21 Thread Richard S. Wright Jr.
Thanks, that hit's the nail right on the head. For Mac OSX builds (Leopard) then, the following needs to be added to the command line: -dylib_file \ /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/ libGL.dylib:\

Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-19 Thread Richard S. Wright Jr.
I rather like the idea of community donated white papers, with two pro's editing and compiling them. It seems this would be quick, and bring together a wide range of experiences. I'd be happy to do the chapter OSG for Dummies... I'll throw in a bonus section on mailing list etiquette ;-)

Re: [osg-users] DepthPartitionNode, was: Really Big Scenes and clipping

2007-12-19 Thread Richard S. Wright Jr.
Paul, Thanks for the tip on the pseudoloaders! As it turned out, my assumption about the malfunctioning depth partition had nothing to do with the actual size of the model. It was correctly accounting for my matrix scale after all. Someone else on the list pointed to a minor tweak to

Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-19 Thread Richard S. Wright Jr.
Yikes... I'm already loosing sleep about all the work I have ahead because of OpenGL 3.0 ;-) Richard On Dec 19, 2007, at 2:39 PM, Paul Martz wrote: I'd be happy to do the chapter OSG for Dummies... We were counting on you for OSG SuperBible! :-) -Paul

Re: [osg-users] Really Big Scenes and clipping

2007-12-18 Thread Richard S. Wright Jr.
. The osgprerender example also provides another example, this time using render to texture cameras. Robert. On Dec 17, 2007 11:22 PM, Richard S. Wright Jr. [EMAIL PROTECTED] wrote: Robert, Thanks, yes I have used the Fog approach before, it is especially effective for underwater scenes. However, I need

Re: [osg-users] ANN: Reference Manual for v2.2 now available

2007-12-18 Thread Richard S. Wright Jr.
Apparently I ran on and on and tried to be too clever and should have just stayed quiet. I did not intend to further the debate, but perhaps capture the nature of open source and community driven projects for those who can't understand why OSG isn't as easy to pick up as say Qt. This

[osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
I'm working on my first OSG project (so be gentle ;-) I'm using OSG 2.2 on OS X (Leopard). I have a terrain in a .osga file, a skydome, and some .3ds models. Everything loads fine, and I have a flight sequence working that takes off and lands on an aircraft carrier. There are lots of

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
nothing beyond a certain distance can be seen - so you simply cull it and this pull in the far plane. The skydome could also be computed dynamically to just fits the size of the scene required for that frame instead of the whole model. Robert. On Dec 17, 2007 1:17 PM, Richard S. Wright Jr

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
for the stars, etc. Richard On Dec 17, 2007, at 6:41 PM, Thrall, Bryan wrote: Richard S. Wright Jr. wrote on Monday, December 17, 2007 5:22 PM: Robert, Thanks, yes I have used the Fog approach before, it is especially effective for underwater scenes. However, I need to be able to see quite

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Richard S. Wright Jr.
Doh!! Thanks! Richard On Dec 17, 2007, at 8:46 PM, Jason Daly wrote: Richard S. Wright Jr. wrote: Being able to render something last... that could be useful. But I'm thinking I want to render the skydome _first_, using a painters algorithm and drawing everything else in front

Re: [osg-users] stencil buffer

2007-11-27 Thread Richard S. Wright Jr.
There is one little gottcha everyone should watch for on the stencil buffer. On Windows, ATI hardware/drivers, all pixelformats have stencil, rather you asked for it or not. This nabbed me once when I had working code on an ATI machine suddenly fail on NVidia machines... only to find it

[osg-users] Christmas cash for Hawaii.osga anyone?

2007-11-27 Thread Richard S. Wright Jr.
as a demo OSG terrain database. All of this of course assumes I'm not totally off my rocker and this isn't a month long project. I'm thinking this is trivial for someone who has been there, done that. Richard S. Wright Jr. Starstone Software Systems, Inc. Where Science Rocks http

Re: [osg-users] Christmas cash for Hawaii.osga anyone?

2007-11-27 Thread Richard S. Wright Jr.
Um... just in case I wasn't clear. I am NOT looking for someone to build a flight simulator in a day ;-) I'm just wanting the terrain database Richard On Nov 28, 2007, at 12:20 AM, Richard S. Wright Jr. wrote: I'm somewhat new to OSG, and up until about a week ago, I was enjoying

Re: [osg-users] I need more accuracy !

2007-11-12 Thread Richard S. Wright Jr.
Stephane, I am fairly new to OSG, but I understand your problem quite well. I developed (and continue to maintain) a commercial solar system simulator. The scale runs from far flung trans-neptunian objects, to flying up and almost touching the ISS. Even without going to the stars, you

Re: [osg-users] I need more accuracy !

2007-11-12 Thread Richard S. Wright Jr.
12, 2007 2:48 PM, Richard S. Wright Jr. [EMAIL PROTECTED] wrote: Stephane, I am fairly new to OSG, but I understand your problem quite well. I developed (and continue to maintain) a commercial solar system simulator. The scale runs from far flung trans-neptunian objects, to flying up and almost

Re: [osg-users] I need more accuracy !

2007-11-12 Thread Richard S. Wright Jr.
that OpenGL was some kind of cult I was in, since the title contained the word bible in it. :) Funny stuff... On Mon, 2007-11-12 at 08:48 -0500, Richard S. Wright Jr. wrote: Stephane, I am fairly new to OSG, but I understand your problem quite well. I developed (and continue to maintain) a commercial