[osg-users] Using TrackballManipulator when scene data changes during run

2008-05-12 Thread Roni Rosenzweig
Hello I'm using a osgGA::TrackballManipulator for my viewer. I have a osg::Group which holds all the scene objects, which can be removed and added during run. When I use the TrackballManipulator I see a problem with the zooming effect - if I added a large terrain I can zoom in but when I come

[osg-users] trackball moves slower when zooming

2008-05-06 Thread Roni Rosenzweig
Hello In my application I'm using a trackball manipulator and a large terrain. When I'm zooming in to the terrain, many times (not always) the trackball starts moving slower and slower until the camera can't move any more. I can move backwards but very slowly until I can accelerate again and I'm

Re: [osg-users] opengl error after switching to 2.4

2008-04-30 Thread Roni Rosenzweig
the fix, test for regressions, and send a patch to osg-submissions. If the proposed fix solves the issue, please do officially submit a fix. thanks -- mew On Tue, Apr 29, 2008 at 7:01 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote: I also get a similar warning (OpenGL error after

Re: [osg-users] opengl error after switching to 2.4

2008-04-29 Thread Roni Rosenzweig
I also get a similar warning (OpenGL error after RenderBin::drawInner()) when running the osgshaders example. It only happens on the first frame. I noticed that if I remove the shaders, the warning does not come up. Any problem that could happen with shaders on the first frame of the application?

[osg-users] opengl error after switching to 2.4

2008-04-28 Thread Roni Rosenzweig
Hello I switched to osg 2.4 today (from 2.2) and started receiving a warning: Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,) RenderStage::drawInner(,) FBO status= 0x8cd5 It's only printed once. My application seems to work fine so far (haven't tested everything yet) but

[osg-users] Vec3/Vec3d question in LineSegmentIntersector

2008-03-23 Thread Roni Rosenzweig
Hello I noticed that in LineSegmentIntersector::Intersection the function that returns the local intersection point returns osg::Vec3d, but the local normal point returns osg::Vec3. Is there a reason? I'm trying to change my entire application to use double and Vec3d instead of floats (because of

Re: [osg-users] double vs. float precision in camera position +osg::MatrixTransform question

2008-03-04 Thread Roni Rosenzweig
, Mar 4, 2008 at 6:19 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote: Hi Robert I found the problem and fixed it: Turns out is wasn't the MatrixTransform but how I set the camera position. I used: getCamera()-setViewMatrixAsLookat(eye, center, up) which receives osg::Vec3f instead of osg

Re: [osg-users] double vs. float precision in camera position + osg::MatrixTransform question

2008-03-03 Thread Roni Rosenzweig
manipulator are you using? Robert. On Mon, Mar 3, 2008 at 7:49 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote: Hello I made a small demo using osg 2.2, of an object moving on a terrain with a camera looking at it from above, and lowering towards it. When the location of the object+camera

[osg-users] double vs. float precision in camera position + osg::MatrixTransform question

2008-03-02 Thread Roni Rosenzweig
Hello I made a small demo using osg 2.2, of an object moving on a terrain with a camera looking at it from above, and lowering towards it. When the location of the object+camera is near the (0,0,0) the demo works smoothly. However when their location is far (for example at location (3, 5000,

Re: [osg-users] problem using uniform arrays

2008-02-04 Thread Roni Rosenzweig
Subject: Re: [osg-users] problem using uniform arrays Hi Roni, See below -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Roni Rosenzweig Sent: Monday, February 04, 2008 1:18 AM To: OpenSceneGraph Users Subject: [osg-users] problem

Re: [osg-users] problem using uniform arrays

2008-02-04 Thread Roni Rosenzweig
That's a nice idea, although I'm not sure if it would work with big arrays (my array has 70 elements). Besides, writing 70 such lines is a pain I might try it tomorrow and update. Otherwise, I'll just declare that this software only runs on 8800 :-( Roni For example indexing an array like

[osg-users] problem using uniform arrays

2008-02-03 Thread Roni Rosenzweig
Hello I'm using uniform arrays in my glsl shader. On geforce 8800 it works great, but on 7800 doesn't work (converts to fixed shader). when I try to validate my shader code I get a *GL_3DL_array_objects extension is disabled error.* *Can anyone help me out? Are uniform arrays not supported on

[osg-users] problem with shaders in osg on geforce 7800

2008-01-31 Thread Roni Rosenzweig
Hello I have a program which uses shaders in osg (using osg::Program of course). It works perfect on GeForce 8800, but on GeForce 7800 the shaders don't work at all. I don't have an error message, and the image is not black, I just get the same picture I would get without running shaders. Even

[osg-users] eventState problem in CompositeViewer?

2008-01-20 Thread Roni Rosenzweig
Hello I recently changed my application from using Viewer to CompositeViewer with one view (currently...). Everything seems to work as before, except for picking. I think I traced down the problem, I would like to know if I'm correct: in CompositeViewer::eventTraversal() there seems to be

[osg-users] Changing functions of CompositeViewer to virtual

2008-01-14 Thread Roni Rosenzweig
Hello I'm not sure if I posted in the right forum, but here goes: I have a class that inherits from osgViewer::CompositeViewer, and I need to override the following 4 functions: void addView(osgViewer::View* view); void removeView(osgViewer::View* view); osgViewer::View*

[osg-users] Controlling cameras with different desired frame rates

2008-01-06 Thread Roni Rosenzweig
Hello I have multiple cameras, each one needs to have a target frame rate (for example, 60 fps), but cameras can have different desired frame rates. (This will be achieved using timers and clocks). If all cameras had the same target rate, I could easily use CompositeViewer and call frame() at 60

[osg-users] 2 viewers vs. 1 viewer with 2 cameras

2008-01-01 Thread Roni Rosenzweig
Hello I'm writing an application which needs multiple cameras. Some will look at the same scenedata, some won't. Some will move together, and some will need their own seperate position update. I have 2 options I'm considering: 1: composite viewer with multiple viewers 2: 1 simple viewer with

[osg-users] Reading the pixels from a FBO

2007-12-09 Thread Roni Rosenzweig
Hello I have a camera attached to a texture for writing to FBO. The texture is GL_RGBA32F_ARB and the app works great. Sometimes I need to save the texture (the output of the camera) in 32 bit, so I tried reading the pixels in various ways, none worked as I wished: 1. Trying to attach the

[osg-users] WindowSizeHandler problem

2007-09-05 Thread Roni Rosenzweig
Hello I have a simple test using the viewer and the WindowSizeHandler. I noticed that when I switch to window mode (instead of full screen mode) the model is not resized properly, and is shown a bir larger than it should be. When I move the window a bit the model is then resized as it should be.

[osg-users] osgpick error (window-mode)

2007-08-22 Thread Roni Rosenzweig
Hello I'm running the osgpick example in window mode (I added the WindowsSizeHandler and pressed 'f', nothing special), but the pick is not working correctly in this mode - sometimes an intersection is detected when the mouse is OUTSIDE the model, and sometimes not detected when the mouse is ON