Re: [osg-users] Browser integration

2008-11-03 Thread Ralph Kern
Just use "Google Translate" for it. It is able to give you a basic english translation, which is not perfect but understandable. regards Ralph Andreas Goebel schrieb: > Hello Wang Rui, > > if this is all code needed, it is quite simple. Very nice! Thank you for > posting this. > > Unfortunately

Re: [osg-users] OSG MFC Fullscreen

2008-11-03 Thread Simon Hammett
Try ChangeDisplaySettingsEx Not sure how that interacts with MFC though. 2008/11/3 Albino Rodrigues <[EMAIL PROTECTED]> > Hi, > > > > I've created an application based off the OSG MFC example. > > > > Does anyone know how to swap the rendering context between non full screen > and full screen

Re: [osg-users] RenderBin understanding

2008-11-03 Thread Wang Rui
Hi Peter, > what I'm asking: > -if an object has a parent osg::Group that has been set to "RenderBin" with > a value of 10 and the object itself uses > "RenderBin" with a value of 20 then which is used? > I think the object should be rendered after its parent, no matter whose bin number is great

[osg-users] Varying shader variable /= 0 in vertex shader, is == 0 in fragment shader

2008-11-03 Thread Engvall Åsa
Hi osg-users! I'm trying to write my first shader, it is a very simple test program which sets the color on a sphere. The color depends on whether the sphere has moved relative to its position in the previous frame. I use two varying variables, which are set in the vertex shader, see the code

Re: [osg-users] Debugging using Visual Studio

2008-11-03 Thread Jean-Sébastien Guay
Hi Renan, I've realized I wasn't too specific... Next time I'll come with details. But thanks, anyway. Yes, that will help pinpoint the problem. As I said, you should be able to debug without too much trouble, so if you're having problems, we can help you get through them. J-S -- _

Re: [osg-users] auto-capture example: capturing an image from a PagedLOD Database

2008-11-03 Thread Robert Osfield
Hi John, A custom "cull visitor" wouldn't be related to the osgViewer, rather it's something you'd instantiate and call yourself on demand. The custom "cull visitor" needn't even subclass from CullVisitor. The subclass from IntersectionVisitor with a Polytope representing the view frustum way ac

Re: [osg-users] RenderBin understanding

2008-11-03 Thread Peter Wraae Marino
thanks, this helped. the nested makes perfect sense.. i'm on track again, once again thanks, peter On Mon, Nov 3, 2008 at 3:06 PM, Lionel Lagarde <[EMAIL PROTECTED]>wrote: > Hi Peter, > > Peter Wraae Marino wrote: > > Hi Users, > > trying to clarify some specs on the renderbin, perhaps someone

Re: [osg-users] auto-capture example: capturing an image from a PagedLOD Database

2008-11-03 Thread John Vidar Larring
Hi Robert, > One way around this would be just write a custom CullVisitor that > kicks of the database request for a given camera set up. Just one small problem, where would I add the custom CullVisitor? Neither osgViewer::Viewer nor any of its base classes has any public methods for assigning

Re: [osg-users] Many light0 in the same scene ?

2008-11-03 Thread Sukender
Hi, About the openGL limitation of 8 lights: I recently coded a small and simple light sources manager. Its goal is to simply switch on the "most important" light sources of the current RenderStage. By "most important", I mean that each source has a priority you can define (depending on the int

Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Cedric Pinson
Hi all Yes the licence is currently GPL and will change when it will be in OpenSceneGraph Cheers, Cedric Stephane Lamoliatte wrote: Hi, AnimTk was released undel GPL licence. Do you plan to release the osgAnimation under GPL, LGPL or OSGPL licence ? Cheers, Robert Osfield a écrit : Hi C

Re: [osg-users] RenderBin understanding

2008-11-03 Thread Jeremy Moles
Whoops, forgot to attach. MONDAY... *sigh* On Mon, 2008-11-03 at 09:48 -0500, Jeremy Moles wrote: > Here's a quick example you can use to play around with RenderBin > settings; notice how you can make one object appear "on top" of another, > just by changing the binNum. > > I'm not sure if this

Re: [osg-users] RenderBin understanding

2008-11-03 Thread Lionel Lagarde
Hi Peter, Peter Wraae Marino wrote: Hi Users,   trying to clarify some specs on the renderbin, perhaps someone could help:   what I'm assuming: -there are two default renderbins created at startup "RenderBin" and "DepthSortedBin" -"DepthSortedBin" is always render after "RenderB

Re: [osg-users] RenderBin understanding

2008-11-03 Thread Jeremy Moles
Here's a quick example you can use to play around with RenderBin settings; notice how you can make one object appear "on top" of another, just by changing the binNum. I'm not sure if this is a worth examples addition, but perhaps. On Mon, 2008-11-03 at 15:19 +0100, Peter Wraae Marino wrote: > tha

[osg-users] Error compiling plugin collada 2.1 and osg 2.6.1

2008-11-03 Thread Adonai S . Canêz
Hi, I'm trying compile osg 2.6.1 and collada dom 2.1, but I am taking errors during compilatiom. I am create the project of osg with Cmake 2.6.2 and compile the source of collada with built.bat localted in \colladadom\dom\projects\vc8. I'm put the file generated libcollada14dom21-s.lib and libc

[osg-users] RenderBin understanding

2008-11-03 Thread Peter Wraae Marino
Hi Users, trying to clarify some specs on the renderbin, perhaps someone could help: what I'm assuming: -there are two default renderbins created at startup "RenderBin" and "DepthSortedBin" -"DepthSortedBin" is always render after "RenderBin" -"DepthSortedBin" sorts objects from back to front -hi

[osg-users] deadlock loading io plugin?

2008-11-03 Thread Max Pfingsthorn
Dear list, I have a very simple program such as this: int main(int argc, char** argv) { osg::ArgumentParser arguments(&argc,argv); cout << "start!" << endl; osg::ref_ptr loadedModel = osgDB::readNodeFiles(arguments); if (!loadedModel) { cout <

Re: [osg-users] Building a modified

2008-11-03 Thread Jeremy Moles
On Mon, 2008-11-03 at 09:51 -0600, Ed wrote: > I am trying out OSG by taking an example and modifying it. I have > pulled the example out from under the OSG tree and put it in my dev > tree. When building OSG, I used the BUILD_EXAMPLES flag (or whatever it > was, the exact name escapes me at t

Re: [osg-users] Untextured materials = pure black

2008-11-03 Thread Jefferson Pinheiro
Can you tell me, please, how to set a default texture for the root? 2008/11/2 Jean-Sébastien Guay <[EMAIL PROTECTED]> > Hi Jefferson, > > Just to add to what Terry said: > > b) set a simple default texture (for example, a 1x1 white texture) on >> the root node of your scene. >> > > This is what

Re: [osg-users] deadlock loading io plugin?

2008-11-03 Thread Robert Osfield
Hi Max, Do the osg examples fail in a similar way? Could you do a clean build of the OSG and your app and try again? Robert. On Mon, Nov 3, 2008 at 4:08 PM, Max Pfingsthorn <[EMAIL PROTECTED]> wrote: > Dear list, > > I have a very simple program such as this: > > int main(int argc, char** argv)

Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Jeremy Moles
On Sun, 2008-11-02 at 23:05 +0200, Ümit Uzun wrote: > Hi Sukender, > > I will try this week again and I wonder get success. I am new to cmake > too, so it will take time as you guess. I'm pretty sure that J-S got pkg-config in Windows when he installed (or had already installed) The Gimp for Wind

Re: [osg-users] VNC client done in 3D

2008-11-03 Thread Robert Osfield
Hi All, At the start of this thread I mentioned my plan to move this functionality into a plugin, this work is now complete, so you can do: osgviewer 10.0.0.1.vnc And it'll open create a quad with an image attached as vnc client, the quad has an osgViewer::InteractiveImageHandler attached to i

[osg-users] Problem with empty CMAKE_DEBUG_POSTFIX

2008-11-03 Thread Wilhelm Medetz
Hi, when building OpenScenegraph 2.6.1 on Windows with Visual Studio 2008 I set CMAKE_DEBUG_POSTFIX to an empty string. Everything worked fine for the Dlls, applications and examples. They were generated under .\OpenScenegraph\bin\Debug and .\OpenScenegraph\bin\Release). But the Plugin

Re: [osg-users] Error compiling plugin collada 2.1 and osg 2.6.1

2008-11-03 Thread Wilhelm Medetz
I have successfully built OpenSceneGraph 2.6.1 with Collada 2.1 under VisualStudio 2008. I set COLLADA_USE_STATIC to true and made the following changes OpenSceneGraph\Plugins\dae Linker|Input|Ignore specific library[Debug]: msvcrt.lib Linker|Input|Additional Dependencies[Debug]: ..\.

Re: [osg-users] auto-capture example: capturing an image from a PagedLOD Database

2008-11-03 Thread John Vidar Larring
Hi, > A custom "cull visitor" wouldn't be related to the osgViewer, rather > it's something you'd instantiate and call yourself on demand. The > custom "cull visitor" needn't even subclass from CullVisitor. The > subclass from IntersectionVisitor with a Polytope representing the > view frustum

[osg-users] HeadUpDisplay Problem

2008-11-03 Thread Ümit Uzun
Hi Folks, I have tried to create HUD for textured quad. I have read all about archive and looked to osgHUD sample but it isn't working for textured quad. And same time given code works for text. I can create HUD text on the screen but can not create textured quad on the screen. I know giving lots

[osg-users] Intersections with Particle Effects

2008-11-03 Thread Sause, William
Hi I am trying to do intersections with particle effects, however I am not getting any hits returned since Particle system does not have intersection support. Robert suggested implementing the Drawable::accept(PrimtiveFunctor) method in osgParticle::ParticleSystem. For reference, I looked at t

Re: [osg-users] deadlock loading io plugin?

2008-11-03 Thread Csaba Halász
On Mon, Nov 3, 2008 at 5:08 PM, Max Pfingsthorn <[EMAIL PROTECTED]> wrote: > > I'm using the current trunk of OSG (updated 30 mins ago) on Ubuntu > 8.04. The program hangs on the line with osgDB::readNodeFiles. I have > no idea why. > > This is what GDB says: > #6 0xb7ea30c1 in OpenThreads::Reentr

Re: [osg-users] deadlock loading io plugin?

2008-11-03 Thread Max Pfingsthorn
Hi Robert, no, it doesn't seem so. The osgviewer works fine. I did a clean build just before. There is only one thread says "info threads"... I'm stumped. Seems only to happen on apps I compile seperately. Cheers, max Robert Osfield wrote: > Hi Max, > > Do the osg examples fail in a similar w

Re: [osg-users] HeadUpDisplay Problem

2008-11-03 Thread Jeremy Moles
On Mon, 2008-11-03 at 18:56 +0200, Ümit Uzun wrote: > Hi Folks, > > I have tried to create HUD for textured quad. I have read all about > archive and looked to osgHUD sample but it isn't working for textured > quad. And same time given code works for text. I can create HUD text > on the screen but

Re: [osg-users] deadlock loading io plugin?

2008-11-03 Thread Csaba Halász
On Mon, Nov 3, 2008 at 6:12 PM, Robert Osfield <[EMAIL PROTECTED]> wrote: > > If this all fails then it looks like there is a bug in ReentrantMutex. Hmm, looking at it, I wonder why the thread checking is disabled in the unlock path? Is it for performance reasons? (couldn't find the relevant svn c

[osg-users] Building a modified

2008-11-03 Thread Ed
I am trying out OSG by taking an example and modifying it. I have pulled the example out from under the OSG tree and put it in my dev tree. When building OSG, I used the BUILD_EXAMPLES flag (or whatever it was, the exact name escapes me at this moment). How do I build my modified example? I

Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Jean-Sébastien Guay
Hi all, I'm pretty sure that J-S got pkg-config in Windows when he installed (or had already installed) The Gimp for Windows when messing around w/ osgCairo and whatnot. I could be wrong, but this is the path I will be taking when I try it on my own machine... Yes, you can get a gtk binary ins

Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Jeremy Moles
On Mon, 2008-11-03 at 13:07 -0500, Jean-Sébastien Guay wrote: > Hi all, > > > I'm pretty sure that J-S got pkg-config in Windows when he installed (or > > had already installed) The Gimp for Windows when messing around w/ > > osgCairo and whatnot. I could be wrong, but this is the path I will be >

Re: [osg-users] VNC client done in 3D

2008-11-03 Thread Jean-Sébastien Guay
Hi Robert, osgvnc --host 10.0.0.1 --host 10.0.0.2 Just curious, what if the VNC server requests a password? Is there a command-line argument to specify this? J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED]

Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Jean-Sébastien Guay
Hi Jeremy, osgPango and osgCairo require their respective libs (but not GTK, that's way larger and unnecessary and is only used for creating interface), Yeah, sorry, that was me being overly ambiguous... I meant that pango and cairo are libs that are required by gtk and thus are part of gtk

Re: [osg-users] VNC client done in 3D

2008-11-03 Thread Robert Osfield
Hi J-S. On Mon, Nov 3, 2008 at 6:08 PM, Jean-Sébastien Guay <[EMAIL PROTECTED]> wrote: > Hi Robert, > >> osgvnc --host 10.0.0.1 --host 10.0.0.2 > > Just curious, what if the VNC server requests a password? Is there a > command-line argument to specify this? I haven't implemented the code to hand

Re: [osg-users] Varying shader variable /= 0 in vertex shader, is == 0 in fragment shader

2008-11-03 Thread Andreas Lindmark
This line: vec2 displacementNDC = currentPosClip.xy/currentPosClip.w - previousPosClip.xy/previousPosClip.w; should be displacementNDC = currentPosClip.xy/currentPosClip.w - previousPosClip.xy/previousPosClip.w; Otherwise you will be declaring a new variable with the name displacementNDC the main

Re: [osg-users] HeadUpDisplay Problem

2008-11-03 Thread Ümit Uzun
Hi Jeremy, Thanks for reply. My target with creating HUD display is playing osgMovie imagestreamed texture in it. If I can achive this operation by osgWidget I glad to use this API. And if it is possible, which osgWidget sample should I glimps? Because I have never tried osgWidget before except lo

Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Sukender
I agree: pkg-config should be replaced by a CMake "find module" for appropriate libs (that is to say libxml, if needed). Sukender Le Mon, 03 Nov 2008 19:19:03 +0100, Jean-Sébastien Guay <[EMAIL PROTECTED]> a écrit: > Hi Jeremy, > >> osgPango and osgCairo require their respective libs (but not

Re: [osg-users] Untextured materials = pure black

2008-11-03 Thread Jean-Sébastien Guay
Hello Jefferson, Can you tell me, please, how to set a default texture for the root? See src/osgShadow/ShadowMap.cpp around line 290, which starts with this comment: // fake texture for baseTexture, add a fake texture // we support by default at least one texture layer // withou

Re: [osg-users] [osg-submissions] AC3D Texture clamping

2008-11-03 Thread John Cummings
Sorry about not seeing this thread earlier. I was going back and reading the osg-user and osg-submission threads about the AC3D clamping issues and saw reference to a thread where I had not replied. That mention caused me to search out this thread. I think it may be too late to have anything ch

Re: [osg-users] HeadUpDisplay Problem

2008-11-03 Thread Jeremy Moles
On Mon, 2008-11-03 at 21:10 +0200, Ümit Uzun wrote: > Hi Jeremy, > > Thanks for reply. My target with creating HUD display is playing > osgMovie imagestreamed texture in it. If I can achive this operation > by osgWidget I glad to use this API. And if it is possible, which > osgWidget sample should

Re: [osg-users] deadlock loading io plugin?

2008-11-03 Thread Robert Osfield
Hi Max, On Mon, Nov 3, 2008 at 5:06 PM, Max Pfingsthorn <[EMAIL PROTECTED]> wrote: > no, it doesn't seem so. The osgviewer works fine. I did a clean build > just before. > > There is only one thread says "info threads"... > > I'm stumped. Seems only to happen on apps I compile seperately. Check i

Re: [osg-users] Building a modified

2008-11-03 Thread Ed
Is there any reason why I couldn't, or more importantly, shouldn't just write my own Makefile, instead of using CMake? Ed Jeremy Moles wrote: On Mon, 2008-11-03 at 09:51 -0600, Ed wrote: I am trying out OSG by taking an example and modifying it. I have pulled the example out from under th

Re: [osg-users] HeadUpDisplay Problem

2008-11-03 Thread Ümit Uzun
Hi Jeremy, Thanks for your detailed description. You are so helpful people :) But firstly I should examine your API and samples then I will try to implement my target operation on it, if I can't achive, I will be glad to help me :) Thanks for your all efforts. And I am waiting porting osganimatio

Re: [osg-users] HeadUpDisplay Problem

2008-11-03 Thread Jeremy Moles
On Mon, 2008-11-03 at 21:48 +0200, Ümit Uzun wrote: > Hi Jeremy, > > Thanks for your detailed description. You are so helpful people :) But > firstly I should examine your API and samples then I will try to > implement my target operation on it, if I can't achive, I will be glad > to help me :) >

Re: [osg-users] Building a modified

2008-11-03 Thread Robert Osfield
Hi Ed, You can write your own Makefiles, if you are just working under single platform and know the place and name of all libs your need to link against there is compelling reason to use CMake instead. CMake value is when your project scales and ports across platforms, for a project like the OSG

[osg-users] osg::Plane

2008-11-03 Thread Renan Mendes
Stupid but fast question. Just want to make sure I'm getting it right, as notations can vary and there is no explanation at the reference docs. Let's say I have an osg::Plane that can be represented as ax + by + cz + d = 0. The method asVec4() from that class gives me an osg::Vec4 object with x = a

Re: [osg-users] Disable self shadows (ShadowMap)

2008-11-03 Thread Jefferson Pinheiro
> > Or, attach an empty osg::Program to get the fixed pipeline. If you're just > using the default shadow shader for your shadows, the fixed pipeline for > your cars might be sufficient instead of having to write a shader without > shadowing yourself. > >car_node->getOrCreateStateSet()->setAttr

Re: [osg-users] Untextured materials = pure black

2008-11-03 Thread Jefferson Pinheiro
Yes, that solved the problem. Many thanks, you both! I'm posting the code, for reference. osg::ref_ptr stateSet(root->getOrCreateStateSet()); osg::Image* image = new osg::Image; // allocate the image data, noPixels x 1 x 1 with 4 rgba floats - equivilant to a Vec4! int noPixels =

Re: [osg-users] RenderBin understanding

2008-11-03 Thread Paul Martz
The way I've come to look at RenderBins... The bin details are instructions to the CullVisitor. As the CullVisitor walks your scene graph during the cull traversal, it uses these values to build a render graph. (You could say, then, that the structure of this render graph is specified or implied

[osg-users] COLLADA on Linux

2008-11-03 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello, I am sorry if this was asked before, but I didn't find it in the archives. While trying to build the COLLADA DOM 2.1, I am getting this compilation error right away: $ make Compiling src/dae/daeAtomicType.cpp to build/linux-1.4/obj/daeAtomicTy

Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Cedric Pinson
Hi Robert, I put osgAnimation in the svn osgwidget branch and i have a version to try. I think to work with mercurial then i will get and push my change to the osgWidget branch, it's easy for me and does not require an extra svn branch. For people interested the mercurial repository is http:/

Re: [osg-users] COLLADA on Linux

2008-11-03 Thread Jeremy Moles
On Mon, 2008-11-03 at 22:02 +0100, Jan Ciger wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Hello, > > I am sorry if this was asked before, but I didn't find it in the > archives. While trying to build the COLLADA DOM 2.1, I am getting this > compilation error right away: > > $ mak

Re: [osg-users] COLLADA on Linux

2008-11-03 Thread Oleg Dedkow
Hello Jan, you just have to include header file in dae.h. After adding this line of code I was able to compile the actual COLLADA version under Xubuntu. Regards, Oleg -Ursprüngliche Nachricht- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Jan Ciger Gesendet: Montag, 3

Re: [osg-users] Computing bullet collision models from .3ds files

2008-11-03 Thread Janusz
Paul, Dusten: Are you trying to include the soft body animation (deforming surface (triangle) mesh constructed according to the tetrahedral element deformation) that is avaialble in bullet or are you just focusing on building triangle/collision meshes for rigid bodies ? I work along similar

Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-03 Thread Sukender
I just acheived a first success to compile osgATK and run osgATK examples under Windows. - "solid" works. - "animSkinning" displays something but the console continuously says "Channel rotation does not contain a valid symbolic name for this class". - "benchmark" runs but displays nothing and exi

Re: [osg-users] Computing bullet collision models from .3ds files

2008-11-03 Thread Dusten Sobotta
I'm currently only dealing with rigid bodies at this point, however will introduce soft bodies at some point for extra effects once my engine is done. I'm still implementing some core features like a scripting system and built-in level editor, so it will be some time before I get around to the ext

Re: [osg-users] Computing bullet collision models from .3ds files

2008-11-03 Thread Paul Martz
> Are you trying to include the soft body animation (deforming surface > (triangle) mesh constructed according to the tetrahedral element > deformation) that is avaialble in bullet or are you just > focusing on building triangle/collision meshes for rigid bodies ? > > I work along similar lines b

Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-03 Thread Cedric Pinson
Thank you for you report. I will check and report modification on the osg branch Cheers, Cedric Sukender wrote: I just acheived a first success to compile osgATK and run osgATK examples under Windows. - "solid" works. - "animSkinning" displays something but the console continuously says "Chann

Re: [osg-users] Varying shader variable /= 0 in vertex shader... resolved

2008-11-03 Thread Engvall Åsa
Of course! Thank you very much! Sometimes it's hard to see such easy things, I think this happens to other people too... Doesn't it? :-) Getting this answer was a perfect start of the working day. Now I feel very happy and will take further steps into the shader world. Asa __