Re: [osg-users] Render To Texture with osgFX

2007-07-16 Thread Mihai Radu
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Look into osgHud and osgShadow for examples of RTT. You don't need osgFX, only a Camera and an FBO to set as the appropriate buffer, color or depth. You might want to use osgFX if multitexturing is involved when using the textures you generated.

Re: [osg-users] Build a new machine, comments?

2007-07-13 Thread Mihai Radu
Robert Osfield wrote: > Hi Leif, > > On 7/13/07, Leif Delgass <[EMAIL PROTECTED]> wrote: >> A word of warning: you might consider looking at a roomier case or at >> least check the dimensions carefully. The new GeForce cards (even the >> GTS) are quite long and you may be in danger of bumping up

Re: [osg-users] OsgShadow shadow volume strange bug

2007-07-13 Thread Mihai Radu
Hi Alexandre, I've been working with shadowMap for the last couple of months, on a modified osg 1.2, but the code is almost identical. What errors are you seeing with that one ? Cheers Mihai amalric alexandre wrote: Hi Robert, Ok thank you, I see that osgShadow is a complicated work, shado

[osg-users] fixing back-projection texturing with fixed functionality

2007-07-12 Thread Mihai Radu
that will give the proper result. The example is meant to be dropped into the examples dir in the sources, then added to the CMakeLists.txt file. There was another thread dealing with a similar issue 'TexGenNode & TexEnvCombine' but while David mentioned using a masking texture, t

Re: [osg-users] Changing the length of cylinder

2007-05-02 Thread Mihai Radu
Hi Brian, In addition to Robert's comments, since you are setting the callback on g_pCyl, inside operator()( node, ) node refers to the current node being traversed. In this case g_pCyl (of course when I use this, I do some testing to make sure I'm acting on the proper type eg. if (node->a

Re: [osg-users] GLSL changes from OSG 1.0 to 1.2?

2007-04-19 Thread Mihai Radu
I have also ran into this kind of problem moving from 1.0 to 1.2 (osgProducer). The set-up is similar, a uniform with default value at the root group: root->getOrSetStateSet()-> addUniform(new Uniform("uTextured",true)) then nodes can have this overridden: node->getOrSetStateSet()-> addUniform(n

Re: [osg-users] How to preload and precompile shader.

2007-03-30 Thread Mihai Radu
Hi Ivan, Try this before the code creating the program: osg::setNotifyLevel(osg::INFO); Then watch the spew on the console to get some idea of supported extensions, errors etc ... Mihai Ivan Bolčina wrote: Nvidia 6600 GT, driver is 9.1.3.1 Thanks and bye, ivan 2007/3/28, Mike Weiblen

Re: [osg-users] moving to VS8

2007-03-28 Thread Mihai Radu
Hi Mike, I have been usign vc8 & osg for some time now, and I do have an updated set for 3rdParty, since we checked the libs needed to our CVS, on hand I have a set without sources that can be used to build osg. I put a 7zip archive here: http://tiganu.googlepages.com/home Let me know if it

Re: [osg-users] fisheye or wide-angle example code?

2007-03-28 Thread Mihai Radu
Hi Lucas, The basic idea is to have a wide FOV (field-of-view). The implementations are quite different right now, with osg 1.2 using osgProducer ( where you will have to refer to Producer::Camera functions, the ultimate arbiter underneath it all is Producer::Camera::Lens ); in the SVN path os

Re: [osg-users] Texture repeat

2007-03-21 Thread Mihai Radu
Here's how I scale down a texture, in my case it gets applied to a height-field:     float scale = 0.1;     osg::TexMat* texmat = new osg::TexMat;     osg::StateSet* set = meshGeom->getOrCreateStateSet();     set->setTextureAttributeAndModes(0, texmat, osg::StateAttribute::ON);

Re: [osg-users] Re: CompositeViewer and computeIntersections

2007-03-13 Thread Mihai Radu
Hi Calin, If you look closely, only that View has a PickHandler added to it. So you use that as a basis for your experiments, once it's behaving how you want it, you can apply other instances of the calss to the various Views. Salut Mihai Calin Negru wrote: I've played a bit with the example

Re: [osg-users] SVN : this morning

2007-03-12 Thread Mihai Radu
Hi Adrian, >From a quick parsing of the output you gave, I think the problem is that Xcode is trying to build both i386 and ppc (for a Universal target), but it's failing in linking with ppc libraries. Try to set the architecture to only i386 in the project info (Option + i for OpenSceneGraph

Re: [osg-users] osg: code for a simple light required

2007-03-08 Thread Mihai Radu
I noticed you never apply the stateset referring to the light to any node. Here's a suggestion: group->addChild(lightSource); // grab a pointer to the group's stateset osg::StateSet* statelightON_OVRD = group->getOrCreateStateSet(); statelightON_OVRD->setAttribute(light, osg::StateAttribute::

Re: [osg-users] Moving 2D graphics on the HUD

2007-03-07 Thread Mihai Radu
If you want to just move the position of a texture on a fixed geometry, an alternative is to use a TexMat node (texture matrix) that will be multiplied with the texture coordinates. Updating is done just as Thibault suggested, with a callback. To see it in action check osgtexturerectangle exam

Re: [osg-users] SLI

2007-03-05 Thread Mihai Radu
Hi Robert, I do agree with you that the current state of SLI is geared towards gamers that want to post their out-of-this world FPS scores ... ignoring anything else. Thinking about it, I think a nice direction would be to use a system like CUDA to do a computation pass on one card, not sure wha

Re: [osg-users] Shadows and depth component.

2007-03-02 Thread Mihai Radu
Hi Kenneth, I was curious about this question too, and I did a bit of digging, the results: the following code does the same thing as just creating the texture, so you can see it's a float format osg::Image* image = new osg::Image; image->allocateImage(tex_width,tex_height,1,GL_DEPTH_

Re: [osg-users] Windows Vista

2007-02-22 Thread Mihai Radu
Hi, I had problems with Vistan on a MacBook pro, svn compiled fine with VS2005(sp1 + patch), but when the viewer was realized, all I got was a black screen, and the machine froze (looks like the graphics froze). I blame ATI and their drivers (using the latest mobility drivers from the ati si

Re: [osg-users] osgShadow::ShadowMap implementation

2007-02-19 Thread Mihai Radu
that cheats a bit by setting lightpos[3] = 1.0f in this case. Cheers Mihai Robert Osfield wrote: On 2/19/07, *Mihai Radu* <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>> wrote: The SVN version compiles & works very nice (Fedora 6). Thanks for the feedback. About the clipp

RE: [osg-users] osgShadow::ShadowMap implementation

2007-02-19 Thread Mihai Radu
bruary 19, 2007 12:43 PM > To: osg users > Subject: Re: [osg-users] osgShadow::ShadowMap implementation > > > > Hi Mihai, > > On 2/19/07, Mihai Radu <[EMAIL PROTECTED]> wrote: > > Saw it :) > > Had to wait for a couple of fixes whil

Re: [osg-users] osgShadow::ShadowMap implementation

2007-02-19 Thread Mihai Radu
nesses. > > Since we now have two image based ShadowTechniques checked in I'm > hoping that it won't take much more to add support for > ParallelSplitShadowMap. > > Robert. > ___ > osg-users mailing list > osg-users@openscenegraph.net > http://opensceneg

Re: [osg-users] osgShadow::ShadowMap implementation

2007-02-15 Thread Mihai Radu
osition of the light source you do what the > osgShadow::ShadowVolume technique does and let the traversal happen > for the scene then get the PositionalStateContainer from the > RenderStage that the cull traversal has populated, then build the view > and projection matrix according to this p

Re: [osg-users] osgProducer Viewer window disappears

2007-02-14 Thread Mihai Radu
crash I'll try to get some stack trace. Robert. Hope this helps Mihai Radu On 2/14/07, Julian Looser <[EMAIL PROTECTED]> wrote: Hello, I realise there has been a lot of development recently on new viewer classes for OSG, however for my project I am still using osgProducer::Viewer. I

[osg-users] osgShadow::ShadowMap implementation

2007-02-13 Thread Mihai Radu
eally like to have this going, then I could use the nodeKit with the application we are working on ( I'll have to back-port it to osg 1.2, but that's not a big deal if I exclude ShadowVolume technique). Regards Mihai Radu cm-labs.com #include #include #include #in

Re: [osg-users] shadows with shaders

2007-02-12 Thread Mihai Radu
) and the Varying used to pass interpolated parameters from Vertex to Pixel stages (this is a bit of hardware restrictions getting in the way when using spotlights in my case). If you have any practical questions, fire away :) Mihai Radu Robert Osfield wrote: Hi Zach, On 2/8/07, Zach Deedler

Re: [osg-users] CVS rename of osg::CameraNode -> osg::Camera

2006-11-27 Thread Mihai Radu
e Camera[Node] the entire scene (as in the main scene) to be rendered, I get crashes (I suspect because there's a loop in the SceneGraph, but I'm no sure) - the view from this Camera[Node] is being influenced by manipulations of the main camera, ruining the whole effect Cheers Mi

Re: [osg-users] Multiple shaders and RTT

2006-11-27 Thread Mihai Radu
the end of that call, also it's nice to use the same TextureUnit, I think that will avoid making copies of it. (Of course you'll need to have TexCoords for the quad on the second pass, I assume you set them per-vertex at creation time). Cheers Mihai Radu [EMAIL PROTECTED] wrote: Hi R

Re: [osg-users] NodeMask numbering with multiple cameras

2006-11-17 Thread Mihai Radu
Hi Tristan, since I was interested in checking out osg::Switch, I reworked your example to get the result you wanted: 1: changed how models got added to have only 1 enabled at start 2: in the main loop, I changed the logic that does the switch, so it's only called when needed I think this cou

[osg-users] Re: Fedora Core 4 packages of OSG 1.2

2006-10-31 Thread Mihai Radu
Just renaming the .rpm files will not change the way that rpm will try to solve dependencies when they are installed. If Eric can post the .spec file(s) or the source rpm, and assuming they are generated out of the sources on the websile, I can fix the version numbers and regenerate a

[osg-users] Re: NVPerfSDK for Linux

2006-10-20 Thread Mihai Radu
Thanks for the heads-up. I was looking into doing some performance testing, but having to reboot in win made it one of those 'I'll get to it tommorow' kind of jobs :) -- Mihai Radu cm-labs.com On Fri October 20 2006 08:10, Donald Tidrow wrote: > There are finally offici

[osg-users] osgShadow wiki page

2006-10-13 Thread Mihai Radu
adow=true); scene = mShadow->getSceneRootInstance().get(); // standard from here on: viewer->setSceneData(scene); I hope this helps pushing the shadow library a bit forward. -- Mihai Radu cm-labs.com ___ osg-users mailing list osg-users@openscene

[osg-users] Re: Multiple pass rendering problem

2006-10-13 Thread Mihai Radu
To answer my own question: I was not adding the CameraNode to the scenegraph, so it was not getting rendered -- DUH The question is still valid: how does a PRE_RENDER or NESTED_RENDER CameraNode behaves in a multiple-camera (Producer::Camera) application ? Thanks -- Mihai Radu cm-labs.com

[osg-users] Multiple pass rendering problem

2006-10-13 Thread Mihai Radu
::RenderSurface and Producer::InputArea and I think there's a problem in that the CameraNode does not seem to be rendering. Can these 2 set-ups for the cameras be mixed, or do I need to use only CameraNodes or only Producer::Camera ? -- Mihai Radu cm-lab

[osg-users] Re: Texturing an OSG model

2006-10-12 Thread Mihai Radu
ave exported to .osg format, this model is a wall > with named panels on it. They are exported with a default bitmap > textures so looking at the osg file yeilds: -- Mihai Radu cm-labs.com ___ osg-users mailing list osg-users@openscenegraph.net

[osg-users] Re: Texturing an OSG model

2006-10-12 Thread Mihai Radu
ffice: 2.D.31, 205 LABS > Phone: (08) 8259 7554 > Fax: (08) 8259 5624 > Email: [EMAIL PROTECTED] > > IMPORTANT: This email remains the property of the Australian Defence > Organisation and is subject to section 70 of the CRIMES ACT 1914. If > you have received this email in e

Re: [osg-users] CameraNode PIXEL_BUFFER/-_RTT fails for Release builds under WIndows

2006-09-27 Thread Mihai Radu
anks in advance, > > Stephan You can always install the newest driver from ATI on the MBp, there is nothing custom about the GPU in it. Hope this helps narrow your debugging. -- Mihai Radu cm-labs.com ___ osg-users mailing list osg-users@op

Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]

2006-09-19 Thread Mihai Radu
Hi Adrian, I'm currently working on depthShadow code, but not (yet :) partitioned, so I'm dealing with similar issues. I took a quick look @ the code you posted, and seems to be working ok. What kind of help did you have in mind ? -- Mihai Radu cm-labs.com On Monday 18 September

Re: [osg-users] RenderBin Error

2006-09-14 Thread Mihai Radu
more information from the GLSL compiler to be able to trace more of these errors, or just have more info coming in from it to help with shader development. Hope this helps. -- Mihai Radu cm-labs.com On Wednesday 13 September 2006 22:07, [EMAIL PROTECTED] wrote: > I upgraded to OSG 1.2 toda

Re: [osg-users] problem with 1.2 and openflight models on mac

2006-09-14 Thread Mihai Radu
I have been installing the frameworks and plugins in: ~/Library/Frameworks ~/Library/Frameworks/PlugIns (not sure about the capitalization here) and everything is getting picked-up properly. -- Mihai Radu cm-labs.com On Wednesday 13 September 2006 22:11, E. Wing wrote: > As far as I k

Re: [osg-users] Fragment shader question - somewhat off topic - sorry

2006-09-11 Thread Mihai Radu
e objects within OSG, but also to have the ability to controll where they are stored also, in GPU ram or in system memory. -- Mihai Radu cm-labs.com On Monday 11 September 2006 13:12, Mike Weiblen wrote: > Hi Roger, > > Roger James wrote: > > I apologise in advance for this being

Re: [osg-users] Re: OpenSceneGraph-1.2 Release prep

2006-09-11 Thread Mihai Radu
precipitation runs so slow, I   first thought it had frozen. But it responded after about a minute to   escaping out of the program. Mac Book Pro osx 10.4.7 i686-apple-darwin8-gcc-4.0.1 (GCC) 4.0.1 (Apple Computer, Inc. build   5363) -- Mihai Radu cm-labs.com On Monday 11 September 2006 10:01, R