Re: [osg-users] [osgPlugins] Animated Gifs on iOS

2019-04-02 Thread Alessandro Terenzi
I'm thinking to create a osg::ImageSequence if the actual Gif file contains more than 1 image and return that instead of a osg::Image object... I will test this approach more in depth and submit the improvement if there's no other way to use animated Gifs on iOS. Cheers, Alessandro

[osg-users] [osgPlugins] Animated Gifs on iOS

2019-04-02 Thread Alessandro Terenzi
Hi, I'm using OSG 3.6.3 on iOS and, as far as I understand, using imageio plugin the loading Gif images works fine, but I cannot see animations if the Gif is animated. Looking at the imageio plugins source code, unless I missed something, no ImageStream is ever created, instead just a single

Re: [osg-users] GLES link error for unidentified Program

2018-01-25 Thread Alessandro Terenzi
I did some more tests, tried to remove that 'program' from StateSet::setGlobalDefaults () and I realised that, at last, that very program is really not tried to be linked at all (it looks like the attached shaders are not even compiled, but I'm not 100% sure). So, I cannot say that the error

Re: [osg-users] GLES link error for unidentified Program

2018-01-25 Thread Alessandro Terenzi
Hi Robert, and thanks again for your help and suggestions. I'm aware of the remapping done by OSG under the hood, indeed I had no issues with this when targeting GLES 2 with version 3.4.0. I investigated my issue further and found out that a osg::Program is added to the scene graph by the

[osg-users] GLES link error for unidentified Program

2018-01-24 Thread Alessandro Terenzi
Hi, I used to work with OSG 3.4.0 (stable) and now I'm trying version 3.5.10 on iOS (trying both GLES 2 and 3) but now I having the following error when the first frame is drawn: glLinkProgram 0x1c41cda70"" FAILED Program "" infolog: ERROR: OpenGL ES requires exactly one vertex and one fragment

Re: [osg-users] [osgPlugins] Unable to load texture in the same folder as the scene file

2018-01-19 Thread Alessandro Terenzi
Hi, if you open the FBX file with a text editor you will see that, for each texture, the corresponding path is stored to refer to the absolute path in your computer file system... try to modify those paths by removing all the paths components but the filename of the texture (if you want the

Re: [osg-users] [osgPlugins] iOS/OSX: avfoundation plugin not reporting correct media duration

2018-01-19 Thread Alessandro Terenzi
Hi Robert, as far as I know the issue was present already with OSG version 3.4.0. According to the AVFoundation documentation it seems that when one wants to access 'static' aspects of a media, such as the duration it is safe to rely on the AVAsset reference while when actually playing the

[osg-users] [build] CMake fails to find latest FBX SDK for iOS

2018-01-19 Thread Alessandro Terenzi
Hi, found out that current version of FindFBX.cmake does not manage to find the FBX SDK version 2018.1.1 specifically for iOS. To my understanding the reasons are: 1) the FBX_LIBDIR is not set to any of the real folders used for the iOS/simulator distribution, which are "ios-armv7" and

[osg-users] [build] CMake fails to generate project for iOS

2018-01-19 Thread Alessandro Terenzi
Hi, when trying to generate a valid Xcode project to build OSG for iOS I noticed that even if we follow the platform specific instructions available on the OSG website, one has to manually modify the path to many iOS frameworks that are not set correctly by CMake using the current version of

[osg-users] [osgPlugins] iOS/OSX: avfoundation plugin not reporting correct media duration

2018-01-19 Thread Alessandro Terenzi
Hi, I found out that when you want to know the duration of a media file, specifically a movie, the instruction: Code: _videoDuration = CMTimeGetSeconds([_data->avplayer.currentItem duration]); returns 0, I tried to use the following instead: Code: _videoDuration =

[osg-users] [ANN] Job Opportunity: Realtime 3D Computer Graphic Engineer (web/osgjs)

2017-11-20 Thread Alessandro Terenzi
Hello dear OSG-community, I'm posting a job call on behalf of my company, please read the details below and get in touch if you are interested. Job description ABOUT INGLOBE TECHNOLOGIES Inglobe Technologies is a leading company that develops Software and Solutions that enable the creation

Re: [osg-users] [osgPlugins] Osg to fbx

2017-05-04 Thread Alessandro Terenzi
Hi Joe, I'm quite confident that the latest version of OSG works with the latest version of the FBX sdk... did you tried them? Alessandro On Wednesday, May 3, 2017, Joe Kindle wrote: > Hi, > I'm using visual studio 2012, osg version 3.0.1 > I want to convert osgb file into

Re: [osg-users] Shadows on "invisible" objects

2017-03-30 Thread Alessandro Terenzi
Hi Nick, as far as I understand you'd like to cast shadows onto a geometry that is kind of invisible but still can receive shadows, is this right? Have you already read these? http://forum.openscenegraph.org/viewtopic.php?t=8912=invisible+shadow

[osg-users] StatsHandler on mobile devices

2016-02-26 Thread Alessandro Terenzi
Hi, is there any way to show rendering statistics (by means of the StatsHandler class) programmatically (i.e. without the need to press any key)? I'd like to show those stats when the viewer runs on mobile devices where the keyboard is not available. Thanks. Alessandro --

[osg-users] OcclusionQueryNode iOS Crash

2015-09-19 Thread Alessandro Terenzi
Hi, I'm trying to use the OcclusionQueryNode to check if a model (loaded from a file) is visible or not, but as soon as the app starts I get some warnings: Code: Warning: detected OpenGL error 'invalid enumerant' at Before Renderer::compile Warning: PolygonMode::apply(State&) - is not

[osg-users] Problems with MultiTouchTrackballManipulator on iOS.

2015-08-20 Thread Alessandro Terenzi
Hi, recently I updated my apps from OSG 3.2.0 to OSG 3.4.0 and I noticed that the MultiTouchTrackballManipulator behaves differently. Specifically while single touches are working almost the same (for instance to rotate the view), the pinch gesture is quite different because even if I try to

Re: [osg-users] ColorMask and depth information issue.

2015-08-17 Thread Alessandro Terenzi
Hi Robert, thank you for the answer, I managed to get to the expected result following your suggestion. Thanks. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64799#64799 ___ osg-users

Re: [osg-users] ColorMask and depth information issue.

2015-08-15 Thread Alessandro Terenzi
Thank you again Robert for your explanation. So I tried to explicitly set some render bins but I am not sure to understand what happens now. I am attaching 2 files: the yellow box and a blue box to which I apply the color mask. I modified both files in order to use the same render bin number

Re: [osg-users] ColorMask and depth information issue.

2015-08-14 Thread Alessandro Terenzi
Sorry Robert, I tried to cleanup that file but missed to remove a bracket. Anyway, I have fixed it and also exported another .osg file where I apply the ColorMask to a quad. I tried on Windows (where I currently have OSG 3.4.0 rc9...) and if I open the 3 models together at the same time I

Re: [osg-users] ColorMask and depth information issue.

2015-08-14 Thread Alessandro Terenzi
Have you tried to rotate the view? There's a plane hanging over the red and yellow boxes and unless you move the camera you won't realize about it's presence in the scene (regardless of the ColorMask). I'm attaching a couple of screenshots related to what I get with and without the color mask

Re: [osg-users] ColorMask and depth information issue.

2015-08-14 Thread Alessandro Terenzi
Thank you Robert. I will try to setup an example on a desktop computer. Just to add more to the topic, I tried to call osg::Camera::getOrCreateStateSet()-setGlobalDefaults(); but nothing changed. And here's how I setup my camera (that is not the one coming from the viewer): Code:

Re: [osg-users] ColorMask and depth information issue.

2015-08-14 Thread Alessandro Terenzi
Using render bins makes sense but what I still do not completely understand is why the very same setup with OSG 3.2.1 worked as I expected despite of render bins and, also, since the occluder plane is taken into account to fill the depth buffer (as well as the boxes) why it is still required to

[osg-users] ColorMask and depth information issue.

2015-08-13 Thread Alessandro Terenzi
Hi, I am having a problem related somehow to osg::ColorMask ... in order make an object invisible while still taking it's depth information into account I use these instructions: Code: osg::ref_ptr osg::ColorMask mask = new osg::ColorMask(false, false, false, false);

Re: [osg-users] Problems loading OSGB files created with old version of OSG.

2015-08-07 Thread Alessandro Terenzi
Hi Robert, I am not sure about the exact version I used... we are talking of 2 years ago and, as far as I remember, I used the latest version available at that time to build OSGExp plugin for 3ds Max and to export the model I've shared (maybe it was version 2.9.4). Also, if it can help,

Re: [osg-users] Problems loading OSGB files created with old version of OSG.

2015-08-07 Thread Alessandro Terenzi
Hi Robert, I tried the conversions you suggested, during the conversion process I received these messages: InputStream::readObject(): Unsupported wrapper class osg::ComputeBoundingBoxCallback InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback InputStream::readObject():

[osg-users] Problems loading OSGB files created with old version of OSG.

2015-08-07 Thread Alessandro Terenzi
Hi, I am experiencing some problems when I try to load osgb files containing animations. Those files were created with a quite old version of OSG and now I'm trying to load them using version 3.4.0 rc9. If I try to load models without animations then they are opened correctly. Basically here's

Re: [osg-users] Problems loading OSGB files created with old version of OSG.

2015-08-07 Thread Alessandro Terenzi
Understood. I will try to find the original scenes, export them again using a new version of OSGExp re-built against OSG 3.4.0 and see what happens. Thanks. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64662#64662

Re: [osg-users] iOS: flickering problem when changing orientation and using AutoLayout

2015-03-30 Thread Alessandro Terenzi
I came across this issue...again. What I found out this time is that when the OSG view is resized (because of Auto Layout trying to enforce some constraints), that UIView is resized correctly but it also has a subview (created by OSG automatically I guess) that keeps the original size and is

[osg-users] GLES 2 and models loaded from files without any shader definition

2015-01-26 Thread Alessandro Terenzi
Hi, I'm trying to develop apps for iOS using GLES 2, so far I managed to build OSG 3.2.1 to use GLES 2 and as long as I create some geometry and manually load/apply GLES 2 shaders everything is fine. On the other hand I am experiencing some issues when I try to load models from files (not

Re: [osg-users] GLES 2 and models loaded from files without any shader definition

2015-01-26 Thread Alessandro Terenzi
Hi Robert, ShaderComposition still requires you to put together the shaders so won't instantly give you what you after. The ShaderComposition functionality is also experimental. In your case it's probably best just to implement your own shaders. In order to follow your suggestion,

[osg-users] iOS: Crash when deallocating viewer on arm64 devices.

2015-01-01 Thread Alessandro Terenzi
Hi all and happy New Year! I'm facing an issue related to OSG for iOS, specifically I built OSG for the following architectures: armv7, armv7s and arm64 but when I build my iOS app and run it on a device with arm64 I got a crash when the viewer is deallocated, in particular somewhere in

Re: [osg-users] [forum] iOS: texture memory not released

2014-12-23 Thread Alessandro Terenzi
Hi Robert, thank you for updating the documentation. As mentioned earlier I was using release() where I was not supposed to, anyway after having updated my code I noticed that there is a potential issue related to some memory not being released by the osgdb_fbx plugin... specifically I noticed

Re: [osg-users] [forum] iOS: texture memory not released

2014-12-21 Thread Alessandro Terenzi
Hi again, I've done other tests and I think that the problem is not just related to Image but to the Referenced class in general, because in my last test I just derived a simple class from Referenced, added a member variable to my ViewController like this: osg::ref_ptrMyReferencedClass

Re: [osg-users] [forum] iOS: texture memory not released

2014-12-21 Thread Alessandro Terenzi
The problem was exactly in the way I was releasing test_obj, I misunderstood the ref_ptr::release() semantic (my fault, sorry) but now that I had a second look at its implementation I saw that it calls unref_nodelete() and not unref() and that wrong assumption of mine lead to memory leaks.

Re: [osg-users] [forum] iOS: texture memory not released

2014-12-20 Thread Alessandro Terenzi
Hi again, unfortunately I was wrong, I still experience the same problem. Furthermore, I managed to reproduce it even in the very simple case where I just create a osg::Image object (loading it from disk) and releasing it immediately: the memory does not get deallocated even though the image

Re: [osg-users] [forum] iOS: texture memory not released

2014-12-17 Thread Alessandro Terenzi
Hi Robert, thank you for your answer, I guess that what you have talked about is exactly what is happening in my case. Indeed, I tried to 'manually' release the textured objects while the rendering loop is still active and I assured that this happened in the same thread that created the

Re: [osg-users] [forum] iOS: texture memory not released

2014-12-17 Thread Alessandro Terenzi
Thank you Robert, I will try to understand if I really need to use those methods or if I manage to let the viewer do all the cleanup as it is supposed to do. Cheers, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62093#62093

[osg-users] [forum] iOS: texture memory not released

2014-12-16 Thread Alessandro Terenzi
Hi, I've noticed that when I load a model with a texture and then dismiss the ViewController that displays that model, even though I correctly release it's memory (I'm tracing reference counts and I see that they always are 0 when the ViewController is dismissed), all the memory related to

[osg-users] iOS: texture memory not released

2014-12-16 Thread Alessandro Terenzi
Hi, I've noticed that when I load a model with a texture and then dismiss the ViewController that displays that model, even though I correctly release it's memory (I'm tracing reference counts and I see that they always are 0 when the ViewController is dismissed), all the memory related to

[osg-users] iOS: flickering problem when changing orientation and using AutoLayout

2014-08-31 Thread Alessandro Terenzi
Hi, I'm experiencing a problem related to orientation changes on iOS and AutoLayout. Specifically, in InterfaceBuilder I created a UIView where I render OSG stuff, I made this view a subview of the ViewController's main view, then if I add some constraints among those views (in order to resize

[osg-users] [osgPlugins] imageio plugin memory issue.

2014-05-01 Thread Alessandro Terenzi
Hi, while profiling my iOS app I noticed that when I load a model with a texture memory grows up to 130MB, after a while it drops down to 64MB and even if I release the memory of the whole scene graph (I dealloc the whole ViewController that hosts all the osg stuff...) those 64MB remain

[osg-users] [build] Cannot generate Xcode project (OSX 10.9/Xcode 5)

2013-12-16 Thread Alessandro Terenzi
Hi, just downloaded the latest sources from GIT but I am facing some issues when I try yo generate the Xcode project for iOS, I am using Mac OS X 10.9 and Xcode 5...I set CMake variables in order to build of OpenGLES 2 (as suggests here:

Re: [osg-users] [build] Cannot generate Xcode project (OSX 10.9/Xcode 5)

2013-12-16 Thread Alessandro Terenzi
Hi Stephan, yes, I did specify OSG_BUILD_PLATFORM_IPHONE, but the OPENGL_INCLUDE_DIR was not set. Finally I managed to generate the Xcode project by manually set it to: /System/Library/Frameworks/OpenGL.framework. Cheers. Alessandro -- Read this topic online here:

[osg-users] [ANN] New Augmented Reality project based on OSG - crowdfunding started

2013-08-30 Thread Alessandro Terenzi
Hi all, I am glad to announce that at Inglobe Technologies (http://www.armedia.it) we have just launched a crowdfunding campaign for our new Augmented Reality project I-Mechanic (http://www.indiegogo.com/projects/i-mechanic-the-ar-app-that-turns-yourself-into-a-mechanic). We have been working

Re: [osg-users] NPOT textures on iOS (GLES 1.x)

2013-04-09 Thread Alessandro Terenzi
Hi Stephan, thank you for your help, it works indeed...I've tried with a new clean project and everything went fine (maybe there was something wrong in the app/project I was originally trying it with). Cheers. Alessandro -- Read this topic online here:

[osg-users] NPOT textures on iOS (GLES 1.x)

2013-04-06 Thread Alessandro Terenzi
As far as I know, if we want to use NPOT textures on iOS (specifically using GLES 1.x APIs) we have to use a subload callback. No problem with this, but I've also found that many developers suggest to use a specific extension created by Apple itself that should allow the usage of such textures

Re: [osg-users] Video textures on iOS (and audio)

2013-01-10 Thread Alessandro Terenzi
Hi Stefan, thanks for the explanation, I will try to follow your suggestion. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51871#51871 ___ osg-users mailing list

Re: [osg-users] Video textures on iOS (and audio)

2013-01-09 Thread Alessandro Terenzi
Hi again, I managed to use the avfoundation plugin, everything seems to work fine but I have an issue with a video that was recorded using an iPhone (portrait mode): when it is played on a texture, it is rotated by 90 degrees. That same video is not rotated if I play it for example on a PC or

Re: [osg-users] Video textures on iOS (and audio)

2013-01-05 Thread Alessandro Terenzi
Thanks Stefan, just trying it now. Cheers, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=51787#51787 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Video textures on iOS (and audio)

2013-01-04 Thread Alessandro Terenzi
Hi Stefan, thank you for the update, I look forward to trying the avfoundation plugin... but can you provide some help to let me configure CMake in order to generate a target for that plugin? So far it is missing in the project I get from CMake. Thank you. Alessandro -- Read

[osg-users] Cannot load models with user's data on iOS.

2012-10-05 Thread Alessandro Terenzi
Hi, when reading a model (osgb) into my iOS app, I get the following error: Code: InputStream::readObject(): Unsupported wrapper class osg::DefaultUserDataContainer InputStream::readObject(): Unsupported wrapper class As far as I understood this is because that model defines some user's

[osg-users] osgviewer random crashes on a Quadro 2000M

2012-02-01 Thread Alessandro Terenzi
A user of our OSG application is experiencing some random crashes on his machine. To investigate the problem I provided the osgviewer application and he keeps experiencing the same problem. By the way, if a crash occurs, then it occurs at the very beginning and no OpenGL windows (context?) is

Re: [osg-users] Problems with textures converted

2012-02-01 Thread Alessandro Terenzi
In some cases, that bad visualization is due to the Gamma/LUT Correction. Don't know if this is also your case, but try disabling the Gamma/LUT Correction: from Rendering menu, Gamma/LUT Setup..., Gamma and LUT tab and finally uncheck the Gamma/LUT Correction option. Hope this helps.

Re: [osg-users] osgmaxexp problems

2012-01-26 Thread Alessandro Terenzi
Hi, I have compiled osgmaxexp svn rev 236 without problems, but when using that I get this error when running 3DS max 2012 (32bit version): DLL (OSGEXP.dle) failed to initialize. Error code 998 - Invalid access to memory location. Anyone else had the same problem, with possible solution?

[osg-users] [osgPlugins] FBX plugin: mixing skin and morph animation.

2011-12-21 Thread Alessandro Terenzi
Hi, I've noticed a problem when using the FBX plugin when I setup a scene in 3dsMax with an object that has both the skin and morpher modifiers applied: If I export using the FBX exporter 2012.2 then in osgviewer only the skinning animation is played while the morphing is not. On the other

Re: [osg-users] Particles on iOS

2011-11-09 Thread Alessandro Terenzi
Hi Su, please refer to any of the (many) threads that already discusses the topic you're interested in (building for iOS), anyway in order to build (anything) for iOS you need at least a Mac, then Xcode and so you'll be able to develop for the simulator, finally if you need to build for a real

[osg-users] Particles on iOS

2011-11-08 Thread Alessandro Terenzi
Hi, I'd like to use osgParticles on iOS, I tried the example from the book OpenSceneGraph 3.0.0 - Beginners Guide, but I get lots of warnings like this: Warning: ParticleSystem::drawImplementation(..) not fully implemented. and visualization get messed. Maybe I'm doing something wrong, but I'd

Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread Alessandro Terenzi
Your first book 'OpenSceneGraph 3.0: Beginner's Guide' has been really useful for me (I'd recommend it to anyone interested in OSG and computer graphics), I'm sure the cookbook will fulfill my expectations as well. Looking forward to buy it. By the way would you share a table of content? I'm

[osg-users] Issues with osgShadow and diffuse+reflections maps

2011-09-14 Thread Alessandro Terenzi
I'm trying different shadows techniques with some simple models and I'm facing some issues when I try to add shadows to a scene where an object has both a diffuse and reflection map. By providing some arguments to osgshadow (in order to change shadow texture unit for example) in some cases I

Re: [osg-users] iOS: wireframe

2011-09-08 Thread Alessandro Terenzi
, Sep 2, 2011 at 9:48 PM, Jeremy Moles jer...@emperorlinux.com wrote: On Fri, 2011-09-02 at 18:11 +0200, Alessandro Terenzi wrote: Ok and thanks for your help. I think I might finish my own personal solid+wireframe GLSL example here in a few minutes. Would this be of use to you? (It is derived

[osg-users] iOS: wireframe

2011-09-02 Thread Alessandro Terenzi
Hi, I'd like to set the visualization mode to wireframe on iOS, I use these instructions: Code: osg::ref_ptrosg::StateSet ss = myModelNode-getOrCreateStateSet(); osg::ref_ptrosg::PolygonMode pm; pm = new osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE);

Re: [osg-users] iOS: wireframe

2011-09-02 Thread Alessandro Terenzi
Ok and thanks for your help. Cheers. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42387#42387 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [osgPlugins] FBX: skinned mesh messed up

2011-08-26 Thread Alessandro Terenzi
on this any more but I'll still try to help occasionally. Cheers -Michael On 17 July 2011 11:31, Alessandro Terenzi a.tere...@gmail.com wrote: Hi I finally managed to make a simple model that shows an issue I usually experience with skinned characters, ie the mesh is messed up when imported

[osg-users] Shadows on invisible objects

2011-08-05 Thread Alessandro Terenzi
Hi, I want to make an object invisible but, nonetheless, I also want it to receive shadows, any suggestion? By the way, I'm using the ShadowMap technique to implement shadows. Thanks. Alessandro -- Read this topic online here:

Re: [osg-users] Shadows on invisible objects

2011-08-05 Thread Alessandro Terenzi
Paul Martz wrote: When I use depth map shadows, I use a fragment shader to sample the depth texture. If I wanted to see only the shadow areas but not the lit areas, I'd just add the appropriate conditional call to discard. Thanks Paul, your suggestion is very helpful, anyway I wonder

Re: [osg-users] using ClipNode to cut a model in two, then cap the open side

2011-08-02 Thread Alessandro Terenzi
I'm trying the Javier's CappingEffect example and it seems to work fine...but only when I look at the scene from one side...if I move the camera to the opposite side I still see the cappings that are drawn over my geometry (they should be hidden instead)...please refer to the attachments to see

Re: [osg-users] Video textures on iOS (and audio)

2011-07-19 Thread Alessandro Terenzi
Hi Tom, I've seen some examples related to video textures coming from the camera but it looks like that the approach for video coming from files is quite different: basically you have to create asset readers, get the tracks (video or audio or both) and start reading frames (or audio

[osg-users] [osgPlugins] FBX: skinned mesh messed up

2011-07-17 Thread Alessandro Terenzi
Hi I finally managed to make a simple model that shows an issue I usually experience with skinned characters, ie the mesh is messed up when imported in OSG. I'm attaching a very simple FBX model: 1 mesh, 2 bones systems and a dummy object used to control one of the bones systems, no animations

Re: [osg-users] Video textures on iOS (and audio)

2011-07-16 Thread Alessandro Terenzi
Yes I have, and actually I found something (both in WWDC2010 and WWDC2011) but everything I found was mostly related to getting the video camera frames to OpenGL not video/movie files and it looks like that the approach for video files is quite different if compared to the camera approach. So

[osg-users] Video textures on iOS (and audio)

2011-07-14 Thread Alessandro Terenzi
Hi, I wonder if playing a video texture (from a .MOV file) with OSG for iOS works the same way as OSG for Mac OS X...I mean, is it enough to build the osgdb_qt library and statically link to it? Would this work for iOS too? What about any audio eventually embedded in the .MOV? Thanks.

Re: [osg-users] Video textures on iOS (and audio)

2011-07-14 Thread Alessandro Terenzi
Thanks Stephan, I'll study the possibilities more in depth. Cheers. Alessandro On Thu, Jul 14, 2011 at 10:07 AM, Stephan Huber ratzf...@digitalmind.de wrote: Hi, Am 14.07.11 09:14, schrieb Alessandro Terenzi: I wonder if playing a video texture (from a .MOV file) with OSG for iOS works

[osg-users] StatsHandler hang

2011-07-09 Thread Alessandro Terenzi
Hi, I wonder if anyone noticed this behavior: if you add a StatsHandler and, BEFORE pressing the 's' key you press 'SHIFT+s' then the applications seems to freeze (you cannot interact with the viewer anymore and you have to kill the app) but nonetheless it starts printing ... Stats Viewer

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-09 Thread Alessandro Terenzi
I kept playing with RTT and I noticed an issue: If you do not set a single threading model then if you go from fullscreen to windowed mode and back to fullscreen, the system hangs (I get a black screen and I can only reboot) - you may have to press 'f' several times before the hang occurs...

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread Alessandro Terenzi
Hi, I just tried the prerender example by issuing the --fb parameter and I get the same problem as described above...so I guess that this is the expected behaviour even though it is not the effect one could expect. So, is there something that must be done in order to use RTT when a window

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread Alessandro Terenzi
Thanks JP, after having searched the archives, I tried to create a cull callback and in its operator() method I tried different things among adding these lines: Code: cv-getCurrentRenderBin()-getStage()-setCameraRequiresSetUp(true);

Re: [osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-07 Thread Alessandro Terenzi
Well, no, I was not re-creating the texture, so if I understood it correctly: if I want to use the FRAME_BUFFER target I also need to re-create the texture every time a resize occurs and also call runCameraSetup as well, right? Actually the decision not to use FBOs is not final, I'm just trying

[osg-users] When is it safe to resize an osg::Camera viewport?

2011-07-06 Thread Alessandro Terenzi
Hi, I have an osg:Camera (beyond the viewer's default camera) and I need to resize the viewport of that camera when a RESIZE event occurs (actually when the user resizes the app window). So I thought to handle the viewer's RESIZE event by calling the setViewport(.) method on my custom camera

[osg-users] RTT issue when switching from fullscreen to windowed mode

2011-07-06 Thread Alessandro Terenzi
I started playing with RTT cameras and, having looked at some OSG examples, I tried my own code but when I switch from fullscreen to windowed mode the rendered texture doesn't appear as expected: it seems not to cover the whole quad as it does while in fullscreen, only a part of it is updated

Re: [osg-users] OSGExp, movie textures and OSG file formats

2011-06-30 Thread Alessandro Terenzi
Hi, if I'm not wrong it should be enough to just set Image to DYNAMIC (not the Texture). Currently I'm on a travel, so I cannot try your suggestions right now, but I asked my teammates to do it and I'll let you know as soon as I'll have some news. It would be great if both ive and osgb could

Re: [osg-users] OSGExp, movie textures and OSG file formats

2011-06-29 Thread Alessandro Terenzi
Hi, thanks everybody for your answers... to Farshid: when I exported to .ive or .osgb I checked 'Embed image data'...but the ive/osgb file size doesn't looks correct (I used a 16MB video and the size of the ive/osgb was something like 300KB). Cheers, Alessandro -- Read this

Re: [osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-24 Thread Alessandro Terenzi
Finally, I could try with the debug build and here's the call stack when the crash occurs: osg78-osgd.dll!osg::ObserverSet::signalObjectDeleted(void * ptr) Line 79 + 0x1b bytes C++ osg78-osgd.dll!osg::Referenced::signalObserversAndDelete(bool signalDelete, bool doDelete)

[osg-users] OSGExp, movie textures and OSG file formats

2011-06-24 Thread Alessandro Terenzi
I wonder if anybody else experienced my same problem: I wrote a visitor that looks for movie textures in order to play them, the input files come from 3dsMax via OSGExp v1.0.0, but I made it work only if I export to .osg, if I export to either .ive or .osgb the visitor fails to dynamic_cast any

Re: [osg-users] Mac OS X windowing system related issue (maybe)

2011-06-22 Thread Alessandro Terenzi
should perform only a part of what happens in the realize() method? Regards. Alessandro On Tue, Jun 21, 2011 at 11:40 PM, Stephan Huber ratzf...@digitalmind.de wrote: Hi Alessandro, Am 21.06.11 22:35, schrieb Alessandro Terenzi: If this can help, when I built OSG I chose 'Carbon' as windowing

Re: [osg-users] Mac OS X windowing system related issue (maybe)

2011-06-22 Thread Alessandro Terenzi
Thank you Stephan, I've tried by executing getWindowingSystemInterface() before opening the settings window but unfortunately it didn't help. On the other hand, I tried to call the viewer's realize() method BEFORE opening the settings window and now it has focus, can be moved and it works as

Re: [osg-users] Mac OS X windowing system related issue (maybe)

2011-06-22 Thread Alessandro Terenzi
I finally managed to solve the issue: I called setUpViewAcrossAllScreens() before opening the settings window. What does setUpViewAcrossAllScreens do? Cheers. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40735#40735

[osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-22 Thread Alessandro Terenzi
Hi, I'm trying to see a simple quad with a video (AVI) texture applied. The video is played correctly by osgmovie but if I use osgviewer to open the FBX model (that uses the AVI) when execution is over osgviewer crashes. I'm using OSG 3.0.0 rc1 and the FBX was created from 3dsMax using the FBX

Re: [osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-22 Thread Alessandro Terenzi
. On Wed, Jun 22, 2011 at 6:32 PM, Alessandro Terenzi a.tere...@gmail.com wrote: Hi, I'm trying to see a simple quad with a video (AVI) texture applied. The video is played correctly by osgmovie but if I use osgviewer to open the FBX model (that uses the AVI) when execution is over osgviewer

Re: [osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-22 Thread Alessandro Terenzi
and this is the reason I'm stll using QuickTime even on Windows. Cheers. Alessandro On Wednesday, June 22, 2011, Robert Osfield robert.osfi...@gmail.com wrote: HI Alessandro, On Wed, Jun 22, 2011 at 8:00 PM, Alessandro Terenzi a.tere...@gmail.com wrote: unfortunately I will not be able to try it before friday

[osg-users] Mac OS X windowing system related issue (maybe)

2011-06-21 Thread Alessandro Terenzi
Hi, it is not easy to explain the nature of the issue I'm experiencing anyway I'll try. I have an OSG application (on Mac OS X) that, on startup (no viewer realized and not in the application loop yet), opens a video device in order to display a webcam stream inside the application itself (the

[osg-users] Mac OS X windowing system related issue (maybe)

2011-06-21 Thread Alessandro Terenzi
Hi, first of all I apologize if this is a duplicate post, I first tried to send a mail to the mailing list, but then I could not find it in this forum, so I'm trying again here by creating a new topic. It is not easy to explain the nature of the issue I'm experiencing anyway I'll try. I have

[osg-users] Error writing particles in .IVE but not in .OSG

2011-06-20 Thread Alessandro Terenzi
I'm experiencing an issue with particles: if I export from 3dsMax+OSGExp to .osg then particles are working, but if I export to.ive I get some errors and a message prompts me that the plugin to write the ive file cannot be found. Actually any model without particles is exported fine to .ive, so I

Re: [osg-users] Error writing particles in .IVE but not in .OSG

2011-06-20 Thread Alessandro Terenzi
get any changes to the .ive plugin - this is deperecated and will never support osgParticle. Robert. On Mon, Jun 20, 2011 at 11:38 AM, Alessandro Terenzi a.tere...@gmail.com wrote: I'm experiencing an issue with particles: if I export from 3dsMax+OSGExp to .osg then particles

Re: [osg-users] OSG based aplication nominated in CG Architect Awards

2011-06-11 Thread Alessandro Terenzi
Thanks Alberto for spending time to answer my questions, your answers and your work are really inspiring. Looking forward to seeing other works like that. Alessandro On Fri, Jun 10, 2011 at 7:59 PM, Alberto Jaspe aja...@gmail.com wrote: Hi, Thanks Alsessandro and Ulrich for your feedback :)

[osg-users] COLLADA plugin: out of memory error.

2011-06-10 Thread Alessandro Terenzi
Hi, I have to load a 75MB Collada model but when I try to open it I get the following error: Error: xmlSAX2Characters: huge text node: out of memory Load failed in COLLADA DOM Load failed in COLLADA DOM conversion osgviewer.exe: No data loaded The model comes from SketchUp and contains no

Re: [osg-users] OSG based aplication nominated in CG Architect Awards

2011-06-10 Thread Alessandro Terenzi
Hi Alberto, congratulations for the nominee, your application is really amazing and the video is worth seeing up to the very end! I'd like to ask you something, if you don't mind: 1) how do you cap holes when performing dynamic clipping? 2) is global illumination calculated in real-time as

[osg-users] Plugins finding/loading issue on Mac OS X (imageio and FBX)

2011-05-26 Thread Alessandro Terenzi
Hi, I want to port some apps from OSG 2.9.6 to the latest developer release (2.9.14)...so I've built OSG's frameworks and osgviewer.app and everything went fine on Windows, but I'm getting some troubles with plugins loading on Mac OS X (10.5). In osgviewer.cpp I added the following line:

Re: [osg-users] Plugins finding/loading issue on Mac OS X (imageio and FBX)

2011-05-26 Thread Alessandro Terenzi
Alessandro Terenzi: Hi, I want to port some apps from OSG 2.9.6 to the latest developer release (2.9.14)...so I've built OSG's frameworks and osgviewer.app and everything went fine on Windows, but I'm getting some troubles with plugins loading on Mac OS X (10.5). In osgviewer.cpp I added

Re: [osg-users] Please test svn/trunk in prep for next dev release

2011-05-07 Thread Alessandro Terenzi
Hi, I've built OSG as frameworks (on Mac OS X, of course) and everything worked fine on my end (even the FBX plugin built against the latest FBX SDK). Only one note: I've got lots of warnings and had to manually change the installation path for each framework because CMake ignored it. Regards.

Re: [osg-users] iOS: integration with not-OpenGL apps

2011-05-05 Thread Alessandro Terenzi
, but I'll submit them, as soon as possible. Please let me know, if this new code works on your end. cheers, Stephan Am 02.05.11 19:17, schrieb Alessandro Terenzi: Hi, I'm trying to find a way to integrate OSG into a generic app for iOS, but I'm facing some problems. Maybe I'm

Re: [osg-users] iOS: integration with not-OpenGL apps

2011-05-05 Thread Alessandro Terenzi
it and it looks like that my app still works... Thanks. Alessandro On Thu, May 5, 2011 at 9:24 AM, Alessandro Terenzi a.tere...@gmail.comwrote: Thank you Stefan, I'm going to try it right now... Alessandro On Wed, May 4, 2011 at 10:22 PM, Stephan Huber ratzf...@digitalmind.dewrote: Hi

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