Re: [osg-users] png plugin for new OSG release

2006-08-07 Thread E. Wing
OS X uses the Quicktime plugin for PNG. I don't think we ever built the libpng plugin on OS X because libpng is not a standard component on OS X. Most people would not be able to compile, link, or run a libpng plugin because they would lack the header and library. -EricSubject: Re: [osg-users] png

Re: [osg-users] Invisible 3ds nodes when nodes are added to SceneView after the first render pass and _usePerVertexNormals = true

2006-08-07 Thread J Chapman
> As an experiement try reading the models during the update phase, i.e.> directly before or after the update() traversal, rather than in a> seperate thread.  The performance will be awful but it may well shed> some light at what is amiss, if not, it at least illiminates one of> the variables. Tha

[osg-users] osgEdit compilation Error

2006-08-07 Thread heishuijing_2000
Hi all,    Have somebody heard of osgEdit.I am using WindowsXP  with compiled edition of openscenegaph 1.0. I have the GTK package "gtk-win32-devel-2.8.18-rc1.exe" . I used Visual Studio 2003 to compilate osgEdit.But now i have some problems.    The compilation result is bellow,here,i only list one

[osg-users] billboard transparency

2006-08-07 Thread Alex Pecoraro
I just updated to from 1.0 version 1.1 and I now notice that my billboards are no longer transparent around the outside edges of the quads that the textures are mapped to. What do I have to do to make them transparent again? Thanks. Alex ___ osg-use

RE: [osg-users] Working towards OpenSceneGraph-1.1.1 release

2006-08-07 Thread Paul Martz
> Should have: > ... > Reported OpenFlight proxy node/optimizer issue addressed. Per our email, I agree this is a "should have" and not a "must". I'll continue looking into it as time allows. -Paul ___ osg-users mailing list osg-users@openscen

RE: [osg-users] Regarding Cutting Solids

2006-08-07 Thread Andrew Lowe
There is also Opencascade, www.opencascade.org, which is a massive C++ modelling/visualisation framework or if you want to see what a CSG modeller looks like on the inside, BRL-CAD, http://sourceforge.net/projects/brlcad, and the list goes on. Andrew > -Original Message- > From:

Re: [osg-users] Inexplicable crash after moving to OSG 1.1 (current CVS)

2006-08-07 Thread mark_barnes
On Thu, 2006-08-03 at 14:35 +0100, Robert Osfield wrote: > For instance I've just changed the relevant StateSet.cpp code from: > > static TextureGLModeSet s_textureGLModeSet; Was this right? According to CVS, version 1.60 of the file, this variable had external linkage and was not declared s

Re: [osg-users] Inexplicable crash after moving to OSG 1.1 (current CVS)

2006-08-07 Thread mark_barnes
On Fri, 2006-08-04 at 12:42 -0600, Chris Hanson wrote: > Robert, does OSG have a lot of singleton-like (but not actual singleton) > non-local > static objects? I wasn't aware of any before this, but I'm sure there must be > some. I'm > trying to imagine how I would search for them, other than j

Re: [osg-users] COLLADA plugin for OSG on SourceForge

2006-08-07 Thread mark_barnes
On Mon, 2006-08-07 at 10:37 +0100, Robert Osfield wrote: > There is one aspect of Cg that GLSL doesn't cover is the FX framework, > but the OSG has its own osgFX which might go some way of being able to > map things at the back, perhaps not in its current encarnation, but > like the rest of the OSG

Re: [osg-users] COLLADA plugin for OSG on SourceForge

2006-08-07 Thread mark_barnes
On Mon, 2006-08-07 at 11:24 +0200, Heinrich Fink wrote: > I guess one of the first things I want to implement is the binding for > COLLADA_FX - shaders (which are already in DOM 1.4.1-format) COLLADA FX was introduced in COLLADA 1.4.0 and the 1.4.1 update fixes a few important issues wrt binding

SV: [osg-users] osgAL setup

2006-08-07 Thread Anders Backman
> -Ursprungligt meddelande- > Från: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] För austincb > Skickat: den 7 augusti 2006 18:47 > Till: osg users > Ämne: [osg-users] osgAL setup > > Having a heck of a time trying to get osgAL to compile. Are > there specific versions of OpenAL and

Re: [osg-users] png plugin for new OSG release

2006-08-07 Thread Robert Osfield
Hi Aaron, The png plugin is still part of the OSG. I can't comment on what Eric Wing includes in the OSX binaries though, as I don't part is this build. Robert. On 8/7/06, Aaron Rolett <[EMAIL PROTECTED]> wrote: Hello All, I'm trying to upgrade project from using the RC of OSG 1.1 to the

Re: [osg-users] Rendering with osg::CameraNode

2006-08-07 Thread Robert Osfield
On 8/7/06, Daniel Larimer <[EMAIL PROTECTED]> wrote: Well, I believe what I want to do is the equivalent of culling the camera node on every frame that I don't have an update to the texture. I can do this the "hard way" by placing a switch above the camera node, but was hoping for someth

[osg-users] png plugin for new OSG release

2006-08-07 Thread Aaron Rolett
Hello All, I'm trying to upgrade project from using the RC of OSG 1.1 to the actual release. I noticed that the png plugin (osgdb_png.so) seems to have disapeard from the project file and was not included in the dmg I downloaded. Am I missing something? Thanks, Aaron _

RE: [osg-users] Draping Imagery onto Terrain Database after creation

2006-08-07 Thread Jason Beverage
Hi Robert, Using TexGen worked like a charm, thanks! Jason -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Friday, August 04, 2006 4:09 P To: osg users Subject: Re: [osg-users] Draping Imagery onto Terrain Database after creation On

Re: [osg-users] Rendering with osg::CameraNode

2006-08-07 Thread Daniel Larimer
On Aug 7, 2006, at 12:32 PM, Robert Osfield wrote: Hi Daniel, On 8/7/06, Daniel Larimer <[EMAIL PROTECTED]> wrote: I am attempting to render to a texture using osg::CameraNode and everything works fine when I use FBOs; however, not all systems (SGI Prism) support FBOs and so I am at

[osg-users] osgAL setup

2006-08-07 Thread austincb
Having a heck of a time trying to get osgAL to compile. Are there specific versions of OpenAL and OpenAL++ I should be using? I downloaded the latest versions of OpenAL, OpenAL++, and osgAL. It also can't find 'oalppd.lib', and the file isn't located in any of the folders. osgAL is still a via

Re: [osg-users] Rendering with osg::CameraNode

2006-08-07 Thread Robert Osfield
Hi Daniel, On 8/7/06, Daniel Larimer <[EMAIL PROTECTED]> wrote: I am attempting to render to a texture using osg::CameraNode and everything works fine when I use FBOs; however, not all systems (SGI Prism) support FBOs and so I am attempting to use the FRAME_BUFFER render mode. Once agai

RE: [osg-users] Proposed Windows build changes

2006-08-07 Thread Mike Wittman
Current status is that I've updated the OpenThreads and Producer projects locally, but OSG the projects are still in progress. I intend to submit all the changes once that's done. I didn't make any progress on this last week because I was out of the office, but I'm hoping to finish it up by the e

Re: [osg-users] Vector-Matrix mult

2006-08-07 Thread henrikmo
Thanks Robert. Quick as always. I'll probably have a followup question tomorrow. -Henrik Robert Osfield wrote: > Hi Henrik, > > On 8/7/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: >> I'll skip to the collision detection part. I have a hand which have five >> fingers each with three joints an

[osg-users] Rendering with osg::CameraNode

2006-08-07 Thread Daniel Larimer
All, I am attempting to render to a texture using osg::CameraNode and everything works fine when I use FBOs; however, not all systems (SGI Prism) support FBOs and so I am attempting to use the FRAME_BUFFER render mode. Once again, everything works fine except that I have two unique requi

RE: [osg-users] Regarding Cutting Solids

2006-08-07 Thread Jason Beverage
Hi Tirumalesh, Check out the GTS library at http://gts.sourceforge.net. I've had some success with that. Jason -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Monday, August 07, 2006 11:22 A To: osg users Subject: Re: [osg-users] Re

Re: [osg-users] again: off screen rendering class

2006-08-07 Thread Daniel Larimer
Actually, the method I posted is bad form because the QImage will go out of scope and delete the bits with it.  Return a copy of the qimage.  Qt will do internal implicit sharing of the bits so it is efficient.DanOn Aug 7, 2006, at 11:59 AM, Daniel Larimer wrote:Yes that is possible, and you can do

Re: [osg-users] again: off screen rendering class

2006-08-07 Thread Daniel Larimer
Yes that is possible, and you can do that with pbuffers, which OSG Provides or Qt provides.Your render method would be similar to and your class will inherit QGLPixelBuffer (Qt 4.1.x) char* render() { makeCurrent() sceneview.update(); sceneview.cull(); sceneview.draw(); return QGLPixelBuffer::toIma

Re: [osg-users] Vector-Matrix mult

2006-08-07 Thread Robert Osfield
Hi Henrik, On 8/7/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: I'll skip to the collision detection part. I have a hand which have five fingers each with three joints and a palm with a wrist transform in a hierarchical structure. The hand is controlled by a cyberglove, so the internal collis

Re: [osg-users] again: off screen rendering class

2006-08-07 Thread Frans Fürst
Hi Robert,the Qt widget was just one way to display an osg-scene. The final osg_offscreen-class should not be a Qt-widget. I need a way to render to an GL-context without the need to dispay it (via Producer, Glut, Ot, etc). In the end the class should look like that: class osg_offscreen{  osg_offsc

Re: [osg-users] again: off screen rendering class

2006-08-07 Thread Daniel Larimer
Try doing something like this: class OffScreen : public QGLPixelBuffer { void draw( ) { makeCurrent(); // code from QGLWidget used to render your scene doneCurrent(); } }; You can then call OffScreen::toIm

Re: [osg-users] again: off screen rendering class

2006-08-07 Thread Robert Osfield
Hi Frans, I don't recall QT having pbuffer support, but this would be one of creating an off screen graphics context. The issue you are hitting at really isn't OSG specific, its QT specific, so I'd head over to their support website and docs to see if you can spot anything on pbuffers/graphics c

Re: [osg-users] Regarding Cutting Solids

2006-08-07 Thread Robert Osfield
Hi Tirumalesh, The OSG does provide support for constructive solid geometry, you'll need to implement this yourself or use a 3rdParty library to do it. Robert. On 8/7/06, TIRUMALESH CHINTAMANI <[EMAIL PROTECTED]> wrote: Hi all, I am new to OSG and been working on this for a little while. I

[osg-users] again: off screen rendering class

2006-08-07 Thread Frans Fürst
Hi all,still trying to build an off-screen rendering class I now managed to render to an osg::Image through an osgUtil::SceneView embedded in a QT-OpenGL-Widget. I do it that way because I had an working Qt-OSG-Widget already and so I tried to add a camera rendering to a FBO. All that is working ne

[osg-users] Regarding Cutting Solids

2006-08-07 Thread TIRUMALESH CHINTAMANI
    Hi all,   I am new to OSG and been working on this for a little while. I am presently working on something to cut solid objects like for example a cube to get some shapes. I would like to know does OSG provide any functionality for this kind of operations.   Any help from u would be greatly app

RE: [osg-users] osgEdit compilation problem

2006-08-07 Thread Smeenk, R.J.M. (Roland)
I succesfully compiled OsgEdit some time ago with VS2005 and OSG1.0. Although it also compiles against OSG1.1 there seems to be a problem with the mouse interaction in the 3D view. Here are the changes I made to make it compile   If you see the following errors:   1>c1xx : fatal error C1083:

[osg-users] Vector-Matrix mult

2006-08-07 Thread henrikmo
Hello everyone. I'll skip to the collision detection part. I have a hand which have five fingers each with three joints and a palm with a wrist transform in a hierarchical structure. The hand is controlled by a cyberglove, so the internal collision is acceptable. However, I want to register when t

[osg-users] osgEdit compilation problem

2006-08-07 Thread heishuijing_2000
hello:     Recentlly,i find a tool named osgEdit.But when i compilate it ,i meet many problem.Who have used osgEdit? Can somebody help me ,and teach me how to eomilate it?     I used visual Studio 6.0 and OSG 1.0 in WindowsXp.I also am able to use VS2003.       Thank you very much!

Re: [osg-users] BOF presentation : osgDirector, ProjectionDesigner and osgdistortviewer

2006-08-07 Thread Robert Osfield
Hi Toshiyuki, On 8/7/06, Toshiyuki TAKAHEI <[EMAIL PROTECTED]> wrote: Yes. ProjectionDesigner depends on Qt and DevIL library, so I think it is easy to port it to Linux, Macintosh and other platforms. But currently I don't have any proper PCs to work with, so currently I have no plan to port it

[osg-users] Working towards OpenSceneGraph-1.1.1 release

2006-08-07 Thread Robert Osfield
Hi All, Since a number of problems were found with the 1.1 release, I am keen to get a maintaince release out quickly, in the next or so. My plan is kick things off now in terms of discussing outstanding issues, then after this disucssion decide what should be the MUST HAVE, Should have and coul

Re: [osg-users] BOF presentation : osgDirector, ProjectionDesigner and osgdistortviewer

2006-08-07 Thread Toshiyuki TAKAHEI
Hi Robert, On Mon, 7 Aug 2006 11:09:36 +0100 "Robert Osfield" <[EMAIL PROTECTED]> wrote: > > Cool projects. Feel free to add links to them all under the Community > section, and note on the front page about the new ProjectionDesigner. Thank you for your suggestion. I'll put the link to the OSG

Re: [osg-users] BOF presentation : osgDirector, ProjectionDesigner and osgdistortviewer

2006-08-07 Thread Robert Osfield
Hi Toshiyuki, Cool projects. Feel free to add links to them all under the Community section, and note on the front page about the new ProjectionDesigner. I haven't download the source to these projects yet, so can't know for sure yet, but looking at your websites it looks like the underlying AP

Re: [osg-users] COLLADA plugin for OSG on SourceForge

2006-08-07 Thread Robert Osfield
Hi Heinrich, On 8/7/06, Heinrich Fink <[EMAIL PROTECTED]> wrote: I guess one of the first things I want to implement is the binding for COLLADA_FX - shaders (which are already in DOM 1.4.1-format) I'd rather implement the shader-stuff using cg/cgfx than with GLSL, because it's easier to write

Re: [osg-users] COLLADA plugin for OSG on SourceForge

2006-08-07 Thread Heinrich Fink
Serge Lages wrote: On 8/6/06, Mike Weiblen <[EMAIL PROTECTED]> wrote: Hi all, As presented at the OSG BOF last week, the OSG plugin for COLLADA v1.4.1 is available on SourceForge. There is no .zip package yet, you may grab it from CVS at http://sourceforge.net/projects/osgdb-collada Prev

Re: [osg-users] Problem Compiling osgExp

2006-08-07 Thread A.J. Jessurun
Hello, (Back from vacation for a few days) Did you solve your compile problem? What version of OSGExp do you use? Is it the latest version that can be found here?: http://www.openscenegraph.org/index.php?page=OSGExp.OSGExp Greetings, Joran. Cesar Ismael Mendoza wrote: Hi all, Cesar Mendoz

Re: [osg-users] COLLADA plugin for OSG on SourceForge

2006-08-07 Thread Serge Lages
On 8/6/06, Mike Weiblen <[EMAIL PROTECTED]> wrote: Hi all, As presented at the OSG BOF last week, the OSG plugin for COLLADA v1.4.1 is available on SourceForge. There is no .zip package yet, you may grab it from CVS at http://sourceforge.net/projects/osgdb-collada Previous versions of the OSG