Re: [osg-users] Linesegment, shader

2008-10-07 Thread Leitner, Roland
Hi Robert, thanks for your quick answer. I think that a shader would be the best way at the moment. Do you know any literature or examples for this problem. If you have any ideas please let me know. Thanks, Roland -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL

Re: [osg-users] Warning message picked up error in triangleintersection freezes applications running with OSG after approx. 15 minutes

2008-10-07 Thread J.P. Delport
Hi, Jean-Sébastien Guay wrote: Hi Ulrich, Warning:: Picked up error in TriangleIntersect (-1.81147 0.476811 -0.118829, -1.78078 0.471588 -0.0661082, -1.79068 0.886959 -0.0813922) (1.#QNAN, 1.#QNAN, 1.#QNAN) Warning:: Picked up error in TriangleIntersect (-1.79068 0.886959 -0.0813922, -1.78078

Re: [osg-users] osgdot graph generation tool

2008-10-07 Thread Paul Melis
Jean-Sébastien Guay wrote: I wanted to see what the graph for a file looked like, and I remembered the osgdot tool that Paul Melis had made. I got it off Mike's osgtoy SVN, and I quickly did a few modifications which I'd like to recontribute. Mike, would you care to integrate my changes? *

Re: [osg-users] osgdot graph generation tool

2008-10-07 Thread Paul Melis
Schmidt, Richard wrote: I have written an osgDot some time ago, maybe you can use it as a base for yours. It's designed as a plugin, contains the cmake makefiles and uses the visitor concept. Curious, is this a similar tool you wrote yourself, or is this my original tool completely

Re: [osg-users] osgdot graph generation tool

2008-10-07 Thread Schmidt, Richard
Hi Paul I created it based on your idea. Richard Schmidt, Richard wrote: I have written an osgDot some time ago, maybe you can use it as a base for yours. It's designed as a plugin, contains the cmake makefiles and uses the visitor concept. Curious, is this a similar tool you wrote

Re: [osg-users] How to make the StateVisitor::Optimizer and other Optimizer Classes work better

2008-10-07 Thread Robert Osfield
Hi Dimi, The Optimizer class do in general work very well at their job, but they do choose not to be overly aggressive in the optimizations and requiring DataVariance to be STATIC is one of these protections. If you data isn't STATIC then you need to look into why it isn't. Also w.r.t State

Re: [osg-users] Advice On Texturing Usage (Artifacts w/ osgPango)

2008-10-07 Thread Robert Osfield
Hi Jeremy, On Mon, Oct 6, 2008 at 8:37 PM, Jeremy Moles [EMAIL PROTECTED] wrote: Okay, answered my own question. I reversed the index order (by reversing my calls to addPrimitiveSet()) and it renders properly from the front. But does it render properly from the back? I'm an idiot. :)

Re: [osg-users] release edition question!

2008-10-07 Thread Robert Osfield
Hi YangXio, Could you have another bash at explaning what you are trying to achieve and what problems you see as I couldn't work this out from your original email. Screenshots would help a lot - a picture is worth a thousand words :-) Robert. 2008/10/7 YangXiao [EMAIL PROTECTED]: Hi When

Re: [osg-users] change vertex shader input dynamically

2008-10-07 Thread Robert Osfield
Hi Fabian, The osgvolume example has code that modifies uniforms via an event handler, so go have a look at this code. The key you are probably missing is passing of a pointer to the uniform to the event handler so that the event handler can set the value directly. Robert. On Tue, Oct 7, 2008

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Robert Osfield
On Tue, Oct 7, 2008 at 7:45 AM, Leitner, Roland [EMAIL PROTECTED] wrote: Hi Robert, thanks for your quick answer. I think that a shader would be the best way at the moment. Do you know any literature or examples for this problem. If you have any ideas please let me know. You still haven't

Re: [osg-users] release edition question!

2008-10-07 Thread Nick Bryan
This sounds like a problem with variable and memory initialisation etc. When run within VS you operate in a clean sandbox where all the memory is nicely managed and initialised by VS. In the debug versions, numeric variables and pointers are initialized to 0 and NULL whilst in the release

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Jean-Sébastien Guay
Hi Roger, I would like to render a scene that has some nodes in it that should not receive a shadow, and also some nodes that should neither cast nor receive a shadow but still be rendered. Not that I want to curb your enthusiasm to fix a percieved problem, but there are ways to achieve

[osg-users] Can you get the Post Cull results

2008-10-07 Thread Tomlinson, Gordon
HI Y'all (OSG 2.61) My colleague has a problem he's trying to solve. In that once the cull has gone through and done its stuff , we need to be able to post process all the nodes that have passed the cull to be dispatched to the draw, we cannot do this in the cull itself as we have to find

Re: [osg-users] Can you get the Post Cull results

2008-10-07 Thread Brian R Hill
A couple years ago I created a custom cull visitor to do this. I'd love to find an easier (more appropriate) way of post processing cull results, but my brain hurts every time I dig that deep into osg's internals. Brian [EMAIL PROTECTED] wrote: - To: osg-users@lists.openscenegraph.org

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Robert Osfield
Hi Roland, On Tue, Oct 7, 2008 at 1:03 PM, Leitner, Roland [EMAIL PROTECTED] wrote: Sorry ;) I need the results (distance map) back to the cpu. If you need the results back on the CPU then you will most likely be best to use a CPU based algorithm. You could render to depth buffer and then read

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Leitner, Roland
Okay, I have to try it. Could you give me any code or literature to implement this for (first) one ray? Thanks, Roland -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Robert Osfield Gesendet: Dienstag, 7. Oktober 2008 14:30 An: OpenSceneGraph

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Leitner, Roland
Hi Robert, I have simulated a ray (line segment) which has a given position and orientation in the scene. Then I compute the distance between the start point of the ray and the first object which is intersected by this ray. This distance value is then a gain in a function. Now I would

[osg-users] subversion tags

2008-10-07 Thread Mathieu MARACHE
Hi, This is probably only directed to Paul Martz and Robert Osfield, but here it goes : I was wondering if you could add two more tags on the subversion repository that would be tagging the latest stable and development releases and evolving with them. For example :

[osg-users] osgParticle

2008-10-07 Thread Роман Григорьев
Good day! I built custom particle system like in tutorials on osg site Now I'd like to control it using event handlers For example when I press a key I'd like to emit particle What's the best way to do it? Thanx in advance Bye ___ osg-users mailing

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Robert Osfield
Hi Roland, Thanks for the extra details, but alas still missing important bits - answered parts from my first set of questions. The key is what do you want to do with gain function, you do need this result for all the rays back on the CPU, or can it be used in shader to compute a pixel value

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Jean-Sébastien Guay
Hi Cedric, I already notice this problem for my usage i fixed it (for the osg 2.6). Check in the file as attachement for USE_RECEIVER_MASK I recommand you to search in the mailing because we already talk about that before, and it could give you more informations. Was this submitted for

Re: [osg-users] Can you get the Post Cull results

2008-10-07 Thread Robert Osfield
Hi Gordon, I think the easiest way forward would be to subclass from osgViewer::Renderer an provide you own implementation of cull/draw. It might be that we could refactor the Renderer base class a little to make this type of subclassing more straight forward so I'm open to suggestions. Robert.

Re: [osg-users] Advice On Texturing Usage (Artifacts w/ osgPango)

2008-10-07 Thread Jeremy Moles
On Tue, 2008-10-07 at 09:16 +0100, Robert Osfield wrote: Hi Jeremy, On Mon, Oct 6, 2008 at 8:37 PM, Jeremy Moles [EMAIL PROTECTED] wrote: Okay, answered my own question. I reversed the index order (by reversing my calls to addPrimitiveSet()) and it renders properly from the front. But

Re: [osg-users] Advice On Texturing Usage (Artifacts w/ osgPango)

2008-10-07 Thread Stephan Maximilian Huber
Jeremy Moles schrieb: On Tue, 2008-10-07 at 09:16 +0100, Robert Osfield wrote: Hi Jeremy, On Mon, Oct 6, 2008 at 8:37 PM, Jeremy Moles [EMAIL PROTECTED] wrote: Okay, answered my own question. I reversed the index order (by reversing my calls to addPrimitiveSet()) and it renders

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Cedric Pinson
Hi This code is not submitted because it's just a work around, not a clean way to do it, i make it when i tried shadow. I did not work again on the new shadow implementation but when I will test it, it will be the time to adapt this code for it if it's not yet included :) If it can help

Re: [osg-users] Near and far calculation and depth maps (and a questionabout WoWvx)

2008-10-07 Thread Wojciech Lewandowski
Chris, Please read following page, until final conclusion: http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html So if you have gone to the conclusion you should now understand why computeNearFar is added to OSG. It simply allows to better utilize depth buffer range. Compute NearFar

Re: [osg-users] Advice On Texturing Usage (Artifacts w/ osgPango)

2008-10-07 Thread Robert Osfield
Hi Jeremy, On Tue, Oct 7, 2008 at 3:00 PM, Jeremy Moles [EMAIL PROTECTED] wrote: But does it render properly from the back? Well, no matter what I do I can't get it to render properly from both sides using my current method. I suspected this would be the case. However, as long as I make

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Jean-Sébastien Guay
Hi Cedric, This code is not submitted because it's just a work around, not a clean way to do it, i make it when i tried shadow. Well, doing two traversals is pretty much required if you don't want to change the shader. This may have a large performance hit however. In my experience, using

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Cedric Pinson
Hi, I already notice this problem for my usage i fixed it (for the osg 2.6). Check in the file as attachement for USE_RECEIVER_MASK I recommand you to search in the mailing because we already talk about that before, and it could give you more informations. Cheers, Cedric Jean-Sébastien

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Cedric Pinson
Yes i dont say my implementation is good, it was just the easiest way i found to do it. I am not very confortable with the uniform because it could not work if you use a more complex shader, or you will have to take care about the shader you use and reimport the uniform in your shader to

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Leitner, Roland
Hi Robert, Sorry ;) I need the results (distance map) back to the cpu. Roland -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Robert Osfield Gesendet: Dienstag, 7. Oktober 2008 13:44 An: OpenSceneGraph Users Betreff: Re: [osg-users]

Re: [osg-users] Advice On Texturing Usage (Artifacts w/ osgPango)

2008-10-07 Thread Cedric Pinson
Hi all, I will try to reorder the index array from the area of quads in an update callback. Then it should work but specific for this case. Cedric Robert Osfield wrote: Hi Jeremy, On Tue, Oct 7, 2008 at 3:00 PM, Jeremy Moles [EMAIL PROTECTED] wrote: But does it render properly from the

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Jean-Sébastien Guay
Hi Cedric, I am not very confortable with the uniform because it could not work if you use a more complex shader, or you will have to take care about the shader you use and reimport the uniform in your shader to manage this case, it's maybe not a problem but you are right it's probably

Re: [osg-users] Warning message picked up error in triangleintersection freezes applications running with OSG after approx. 15 minutes

2008-10-07 Thread J.P. Delport
forgot the attachment... J.P. Delport wrote: Hi, J.P. Delport wrote: Hi, Jean-Sébastien Guay wrote: Hi Ulrich, Warning:: Picked up error in TriangleIntersect (-1.81147 0.476811 -0.118829, -1.78078 0.471588 -0.0661082, -1.79068 0.886959 -0.0813922) (1.#QNAN, 1.#QNAN, 1.#QNAN) Warning::

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Robert Osfield
On Tue, Oct 7, 2008 at 1:42 PM, Leitner, Roland [EMAIL PROTECTED] wrote: Okay, I have to try it. Could you give me any code or literature to implement this for (first) one ray? osgUtil::IntersectionVisitor coupled with a osgUtil::LineSegmentIntersector is your first point of call on the OSG

Re: [osg-users] observer_ptr threadsafe?

2008-10-07 Thread Robert Osfield
Hi Richard, On Tue, Oct 7, 2008 at 3:04 PM, Schmidt, Richard [EMAIL PROTECTED] wrote: The DatabaseRequests store observer_ptrs to those nodes where they want to insert the node they just loaded. In the database pager code one will find it in void

[osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Roger James
Shadow people, I would like to render a scene that has some nodes in it that should not receive a shadow, and also some nodes that should neither cast nor receive a shadow but still be rendered. From looking at the code it appeared to me that ReceivesShadowTraversalMask was the thing to

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Wojciech Lewandowski
Hi Guys, Nope, receivesShadowMask is generally ignored in ViewDependentShadows. Exception in MinimaDrawBoundsShadowMap but there it is used only to approximate shadow volume which is later additionaly refined. Problem is that implementing receiveShadowMask without messing with shaders/and

Re: [osg-users] subversion tags

2008-10-07 Thread Mathieu MARACHE
Hi Robert, I'm not talking about a symbolique link. It's just a another copy, just plain subversion copy : svn copy -mtagging 2.7.2 http://.../trunk http://.../tags/osg-2.7.2 svn copy -mupdating developer release http://.../tags/osg-2.7.2 http://.../tags/osg-latest-dev-release and then tagging

Re: [osg-users] Warning message picked up error in triangleintersection freezes applications running with OSG after approx. 15 minutes

2008-10-07 Thread J.P. Delport
Hi, J.P. Delport wrote: Hi, Jean-Sébastien Guay wrote: Hi Ulrich, Warning:: Picked up error in TriangleIntersect (-1.81147 0.476811 -0.118829, -1.78078 0.471588 -0.0661082, -1.79068 0.886959 -0.0813922) (1.#QNAN, 1.#QNAN, 1.#QNAN) Warning:: Picked up error in TriangleIntersect (-1.79068

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Jean-Sébastien Guay
Hi Wojtek, Nope, receivesShadowMask is generally ignored in ViewDependentShadows. Exception in MinimaDrawBoundsShadowMap but there it is used only to approximate shadow volume which is later additionaly refined. OK, thanks for the clarification. Problem is that implementing

Re: [osg-users] Linesegment, shader

2008-10-07 Thread Paul Melis
Leitner, Roland wrote: Okay, I have to try it. Could you give me any code or literature to implement this for (first) one ray? Perhaps a raytracing example I posted somewhere mid-july (titled Little ray-tracing example using the KD-tree) will give you some start. It shows how you can use

Re: [osg-users] subversion tags

2008-10-07 Thread Robert Osfield
Hi Mathieu, I do understand what your are looking for, but I don't agree it's clearer... having two tags for the same thing, and copying over the top of the same tag repeatidly. I consider this misuse of the svn repository. Robert. On Tue, Oct 7, 2008 at 4:18 PM, Mathieu MARACHE [EMAIL

Re: [osg-users] subversion tags

2008-10-07 Thread Paul Melis
Robert Osfield wrote: I do understand what your are looking for, but I don't agree it's clearer... having two tags for the same thing, and copying over the top of the same tag repeatidly. I consider this misuse of the svn repository. Same feeling here... What you could do is create a new

Re: [osg-users] subversion tags

2008-10-07 Thread Paul Melis
Paul Melis wrote: Robert Osfield wrote: I do understand what your are looking for, but I don't agree it's clearer... having two tags for the same thing, and copying over the top of the same tag repeatidly. I consider this misuse of the svn repository. Same feeling here... What you could

Re: [osg-users] subversion tags

2008-10-07 Thread Jean-Sébastien Guay
Hi Paul, Now that I think about it, perhaps making self-referential svn:externals isn't such a great idea, hmmm :) You mean an svn:externals that points to some other directory in your repository? No, that's fine. It's the way the SVN book advises to replace the modules functionality. You

Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-07 Thread Jean-Sébastien Guay
Hi Robert, I am planning to make a 2.7.3 dev release tomorrow morning, there have been plenty of changes checked in since 2.7.2 so there is potential for build breaks so I'd appreciate testing across platforms of svn/trunk. If you have a clean build or a build failure please post your results

[osg-users] Please test SVN of VIrtualPlanetBuilder in prep for VPB-0.9.8 dev release

2008-10-07 Thread Robert Osfield
Hi All, Once the the OSG-2.7.3 dev release is tagged, I follow up with a VPB-0.9.8 dev release. So... I'd also appreciate testing of VPB svn/trunk which requires OSG svn/trunk. Once both of these are out we'll have a paired release for VPB/OSG once more. Robert.

Re: [osg-users] Please test SVN of VIrtualPlanetBuilder in prep for VPB-0.9.8 dev release

2008-10-07 Thread Jean-Sébastien Guay
Hi Robert, Once the the OSG-2.7.3 dev release is tagged, I follow up with a VPB-0.9.8 dev release. So... I'd also appreciate testing of VPB svn/trunk which requires OSG svn/trunk. Once both of these are out we'll have a paired release for VPB/OSG once more. Just call me Speedy Gonzales. :-)

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Roger James
Hi J S, Comments at the bottom. Jean-Sbastien Guay wrote: Hi Roger, I would like to render a scene that has some nodes in it that should not receive a shadow, and also some nodes that should neither cast nor receive a shadow but still be rendered. Not that I want to curb your

Re: [osg-users] Please test SVN of VIrtualPlanetBuilder in prep for VPB-0.9.8 dev release

2008-10-07 Thread christophe loustaunau
Hi, osg build fine : vista 32bit VC++ 2005 (VC8) and cmake 2.6. vpb build fine : same configuration. But with vpbmaster I have a little problem : If I use the option --run-path d:\tmp vpbmaster write in the task files : --run-path C:\Users\Christophe It seems to use the default path and not

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Roger James
Hi JS, Cedric, Wojtek Jean-Sbastien Guay wrote: Hi Wojtek, Nope, receivesShadowMask is generally ignored in ViewDependentShadows. Exception in MinimaDrawBoundsShadowMap but there it is used only to approximate shadow volume which is later additionaly refined. OK, thanks for

Re: [osg-users] subversion tags

2008-10-07 Thread Mathieu MARACHE
Hi All, IMHO, the svn:external scheme is far more complex than copying tags (svn copy is a very cheap operation in subversion). I won't argue on which is best, they both achieve the same goal. But is this goal (having a way to checkout the latest devel/stable release) of any use to somebody else

[osg-users] ShadowMap question.

2008-10-07 Thread hui
Hi, I work on project need shadow between avatar and model, and I add shadowmap as the example code but it doesn't work. I read the shadow example and seems that the glsl shader only has two texture unit, one for shadowbase and one for shadowTexture. Do I need to assign my own texture unit

Re: [osg-users] subversion tags

2008-10-07 Thread Paul Melis
Mathieu MARACHE wrote: IMHO, the svn:external scheme is far more complex than copying tags (svn copy is a very cheap operation in subversion). I won't argue on which is best, they both achieve the same goal. But is this goal (having a way to checkout the latest devel/stable release) of any use

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Jean-Sébastien Guay
Hi Roger, Thanks for the suggestions. They may well be my only option, but I am a bit limited in what I can do as I am adding shadowing into an existing application, which also limits me to the OSG 2.6 branch for production code. I can relate, as I am also working on an existing framework

Re: [osg-users] ShadowMap question.

2008-10-07 Thread Roger James
Hui, hui wrote: Hi, I work on project need shadow between avatar and model, and I add shadowmap as the example code but it doesn't work. I read the shadow example and seems that the glsl shader only has two texture unit, one for shadowbase and one for shadowTexture. Do I need to assign

Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-07 Thread Alberto Luaces
Builds fine with gcc version 4.3.2, Linux 2.6.26-1-amd64. El Martes 07 Octubre 2008ES 18:00:17 Robert Osfield escribió: Hi All, I am planning to make a 2.7.3 dev release tomorrow morning, there have been plenty of changes checked in since 2.7.2 so there is potential for build breaks so I'd

Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-07 Thread Paul Melis
I seem to be getting some lock up when switching threading models in osgviewer (with the cow). However I also see these in 2.6.0 now that I test it (haven't been using 2.6 yet). What's more, switching of the threading model with 'm' does not always seem to happen. Sometimes when I press 'm'

Re: [osg-users] osgPPU osgShadow

2008-10-07 Thread Michael Guerrero
Hi Art, thanks for your attention. I've constructed an example for you by minimally modifying Example viewer. Below is the modified view.cpp. It has an additional createScene function that sets up a shadowed scene. Also note the #define ENABLE_SHADOWS. Commenting that out will use the default

Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-07 Thread Paul Melis
And I'm forgetting the important details: - Gentoo Linux 2.6.25 - GCC 4.1.2 - NVidia Geforce 9600GT, driver 173.14.09 Paul Paul Melis wrote: I seem to be getting some lock up when switching threading models in osgviewer (with the cow). However I also see these in 2.6.0 now that I test it

[osg-users] Using OSG with Borland C++ Builder 2007

2008-10-07 Thread Geoff
Ok, I just recently got tasked with getting some information out of an OpenFlight database for use in our current program, which is written in Borland C++ Builder 2007 (BCB2007). I tried to open up a sample application, and got errors with some of the math functions, which I was able to resolve,

Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-07 Thread Jean-Sébastien Guay
Hi Paul, What's more, switching of the threading model with 'm' does not always seem to happen. Sometimes when I press 'm' the threading model doesn't change, only when I press 'm' again. FYI, the ThreadingHandler checks that it doesn't receive multiple change threading model events within

Re: [osg-users] Stopping nodes receiving shadows

2008-10-07 Thread Wojciech Lewandowski
J-S, Roger, I am writing for purely formal reasons. It would be rude to not anwser to your posts. But J-S actually said all I wanted to say. So I have nothing more to add. Thanks for discussion guys ;-) Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-07 Thread Robert Osfield
Hi Paul, What type of data sets do you see lock ups on? What is the rest of your hardware specs? FYI, I haven't seen lock ups with toggling threading models, just tried it again and no problems so we'll need to work hard to reproduce elsewhere. My system is Quad core Intel, 4GB, Kubuntu 7.10,

Re: [osg-users] Using OSG with Borland C++ Builder 2007

2008-10-07 Thread Robert Osfield
Hi Geoff, Borland C++ isn't a compiler that others use in the OSG community, or at least not publicly so I'm afraid you are probably on your own with the need, and the ability to fix problems. The OSG is written is pretty clean C++ and compiles with a range of compilers so if Borland C++ is up

Re: [osg-users] Unicode support for Windows

2008-10-07 Thread Robert Osfield
Hi Michael et. al, On Tue, Oct 7, 2008 at 6:58 PM, Michael Platings [EMAIL PROTECTED] wrote: My solution: - Add a OSG_USE_UTF8_FILENAMES option to CMake - let the user store all filenames in UTF-8 using osg::ConvertUTF16toUTF8() - where a file is loaded, if OSG_USE_UTF8_FILENAMES is true

Re: [osg-users] osgPPU osgShadow

2008-10-07 Thread Art Tevs
Hi Michael, hmm, your setup for the shadowed scene isn't correct. I have attached a changed setup where I am able to see the teapot shadowed by some shadow technique and also working perfectly with the osgPPU (latest svn release). Look at it. Call with ./viewer Data/motionblur.ppu Does it

Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-07 Thread Paul Melis
Robert Osfield wrote: What type of data sets do you see lock ups on? Errr, the cow dataset :) What is the rest of your hardware specs? Intel Core2 Duo, 3 Gb, single monitor. The gfx card has 512 Mb, but that will hardly have any influence here. Just tested with vsync turned on and now

Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-07 Thread Csaba Halász
On Tue, Oct 7, 2008 at 9:14 PM, Paul Melis [EMAIL PROTECTED] wrote: I seem to be getting some lock up when switching threading models in osgviewer (with the cow). However I also see these in 2.6.0 now that I test it (haven't been using 2.6 yet). What's more, switching of the threading

Re: [osg-users] osgPPU osgShadow

2008-10-07 Thread Michael Guerrero
Awesome, thanks for the correction. I see that my initial example forgot to actually add the model to the shadowed scene :P But that wasn't the real problem. The real problem was giving osgPPU the same node that i was using for shadows. After seeing what you did in your correction I rearranged

Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-07 Thread Paul Melis
Paul Melis wrote: Robert Osfield wrote: What type of data sets do you see lock ups on? Errr, the cow dataset :) What is the rest of your hardware specs? Intel Core2 Duo, 3 Gb, single monitor. The gfx card has 512 Mb, but that will hardly have any influence here. Just tested with vsync

Re: [osg-users] Please test SVN of OpenSceneGraph in prep for 2.7.3 dev release

2008-10-07 Thread Csaba Halász
On Tue, Oct 7, 2008 at 10:58 PM, Paul Melis [EMAIL PROTECTED] wrote: Well, going back to 169.12 does seem to make that problem go away Interesting, since I have the problem with the 169.12 driver. Maybe I should upgrade to make it go away ;) -- Csaba

[osg-users] Random Particle Color, alpha, etc.

2008-10-07 Thread John Cummings
I'm porting my current particle system to OSG (version 2.6.x). I am hoping to use osgParticle instead of wrapping my current OpenGL calls in OSG drawables. It seems that osgParticle overall provides more functionality than my current scheme. However, I'm unsure of the best way to handle random

Re: [osg-users] osgPPU osgShadow

2008-10-07 Thread Art Tevs
Hi, Awesome, thanks for the correction. I see that my initial example forgot to actually add the model to the shadowed scene :P But that wasn't the real problem. The real problem was giving osgPPU the same node that i was using for shadows. I do not realy understand what you mean here

[osg-users] fullscereen rendering on second monitor

2008-10-07 Thread Roman Grigoriev
Good day! I'd like to use dual monitor configuration and use fullscreen mode rendering on second monitor and rendering in window on fist monitor using osg Could you please tell me how to make it? Thanx in advance Bye ___ osg-users mailing list