Re: [osg-users] Newbie question: .osg file format

2008-11-19 Thread Sukender
Hi Patrick, In addition, you can try to look at .osg generated by code of your own (osgDB::writeNodeFile()). You also may try to create a model using a modeler (say Blender) and export it into a .osg, or use osgconv to convert an existing model to .osg, that would give you more examples.

Re: [osg-users] MAC

2008-11-19 Thread Raphael Sebbe
I think it's right in the middle of moving from Xcode based projects to cmake build system, which currently generates dylibs instead of frameworks (I may not be up to date, checked a couple of weeks ago, moving target). Once you get a successful build in cmake, with proper build flags, you

[osg-users] Networking with OSG + Bullet

2008-11-19 Thread Dusten Sobotta
Hello, Although I've thrown together a few small client/server programs, I haven't really developed a large-scale project involving networking. My current project is an MMO/FPS hybrid with a fast movement system similar to Quake 3, Warsow, HL2:CTF, etc. Bullet Physics have already been

Re: [osg-users] Networking with OSG + Bullet

2008-11-19 Thread Sukender
Hi Dusten, Well I won't really help, but I just want to say that I'm working on a OSG+ODE+TNL integration and I'm interested in the same fileds. I already began the integration but that's in an early state. What kind of networking lib are you using? Some (like TNL, Raknet, and more) have been

[osg-users] projection matrix and viewport

2008-11-19 Thread Gianluca Natale
I'm trying to set the projection matrix by the camera, just before calling a camera-frame. But, as soon as frame returns, the projection matrix is changed in the left and right clipping planes. Since the redraw is called as a consequence of a resize event, and the viewport is updated consequently,

Re: [osg-users] [Newbie]: PolytopeIntersector in WINDOW CoordinateFrame is not working as expected

2008-11-19 Thread Karl Karsten
Hello Jean-Sébastien, it no big deal for me, coding around OpenSceneGraph is my hobby ... ... to keep a bit on track and good for my brain. A made some other code to select geometry objects within a box. The scenario is that I place 1.000 cows.osg (transform + scale) in a world cube of

Re: [osg-users] projection matrix and viewport

2008-11-19 Thread Robert Osfield
Hi Gianluca, By default the OSG automatically updates the projection matrix when window is resized, but you can disable this using the Camera method: enum ProjectionResizePolicy { FIXED, /** Keep the projection matrix fixed, despite window resizes.*/

Re: [osg-users] projection matrix and viewport

2008-11-19 Thread Gianluca Natale
I forgot to say that I'm still using Producer::Camera (I would like to update to OSG 2.x, but I cannot do it soon), and I couldn't find such a function. Is there something similar that I can try? Thanks a lot. Gianluca -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL

[osg-users] Slave views

2008-11-19 Thread Alberto Luaces
Hello, I'm having some trouble trying to set some slave cameras, acting as HUDs. I have written a small program showing how I'm setting the graph. When running with 2.4.0, none of the slave views are shown. When compiling against SVN, the two are shown, but a crash happens when pressing 's'

[osg-users] StateSetSwitchNode suggestion.

2008-11-19 Thread Viggo Løvli
Solution suggestion: StateSetSwitchNode Motivation: - I need to render with different shader-programs and state-sets, on the same geometry, during one tick.- Example of when I need this is explained in the EXAMPLE section below. I hope from this e-mail to get feedback:- Is this

Re: [osg-users] Slave views

2008-11-19 Thread Smeenk, R.J.M. (Roland)
Yes, the crash a known issue. As a quick workaround we might add switching to a singlethreaded threadingmodel automatically in the StatsHandler when activating the scene statistics. -- Roland From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

Re: [osg-users] Problem with default lighting

2008-11-19 Thread Eduard Trulls
Ach, I've had a couple hectic days and forgot to answer until now. Thank you (and Robert both), that was it and I overlooked it. I've managed to replicate this behaviour converting from sketchup to osg file formats through obj and collada, so I guess the problem might be on either end. I'll

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-19 Thread J.P. Delport
Hi J-S, I've just upgraded OSG on two Linux machines to latest svn and I can still reproduce the hang with your example. I need to add around 8-12 new windows. The one machine is a dual-core laptop with GeForce Go 7400. The other is a quad-core desktop with a GTX280. Both are running Debian

Re: [osg-users] StateSetSwitchNode suggestion.

2008-11-19 Thread David Spilling
Viggo, I guess I must be missing something, because I'm not sure why you can't just use a combination of a switch node with several children, each of which is parent to the (same) scenegraph. Then each child can have its own shaders and state, which the switch selects between. If you are trying

Re: [osg-users] StateSetSwitchNode suggestion.

2008-11-19 Thread Robert Osfield
Hi Viggo, One thing I have considered in the path is to have an osg::Layer node which is a group that has a StateSet per child, this does sound kinda similar to what you are after. You can implement this without any custom nodes just be arranging Group/Switch and StateSet's as required - its

Re: [osg-users] Slave views

2008-11-19 Thread David Spilling
Alberto, When compiling against SVN, the two are shown, but a crash happens when pressing 's' several times I think (someone correct me if I'm wrong) that this is a known issue, and something to do with the thread safety of the stats handler, and/or NVIDIA drivers. If the former is still the

Re: [osg-users] Networking with OSG + Bullet

2008-11-19 Thread Simon Hammett
There are good articles @ valvesoftware about this: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking http://developer.valvesoftware.com/wiki/Lag_Compensation -- The truth is out there. Usually in header files. ___ osg-users

Re: [osg-users] Slave views

2008-11-19 Thread Robert Osfield
HI Alberto, You would be best to put the viewer.realize() till after all the camera setup. Robert. On Wed, Nov 19, 2008 at 12:33 PM, Alberto Luaces [EMAIL PROTECTED] wrote: Hello, I'm having some trouble trying to set some slave cameras, acting as HUDs. I have written a small program

Re: [osg-users] Networking with OSG + Bullet

2008-11-19 Thread Jeremy Moles
On Wed, 2008-11-19 at 10:55 +, Simon Hammett wrote: There are good articles @ valvesoftware about this: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking http://developer.valvesoftware.com/wiki/Lag_Compensation I love Valve. Both of these articles are great. :)

Re: [osg-users] osgmovie streaming

2008-11-19 Thread Chris Brown
Hi Serge, Currently using FFmpeg to play movies is not complicated, just take a look at the others custom ImageStreams and apply it with FFmpeg functions. Care to elaborate? Regards, Chris -- Centre for Advanced Software Technology Limited is a limited company registered in England and

Re: [osg-users] Slave views

2008-11-19 Thread Alberto Luaces
Well, at least this crash was triggered by the new StatsHandler not standing with a null SceneData pointer. When applying some scene, the crash disappears. Regards, Alberto El Miércoles 19 Noviembre 2008ES 14:33:46 Smeenk, R.J.M. (Roland) escribió: Yes, the crash a known issue. As a quick

[osg-users] Texturing geometries sharing the same vertices

2008-11-19 Thread Frédéric Trastour
Hi all, I am trying to create a textured object made of several geometries using different textures but the same vertex array, and I failed to apply textures. Here is what I do : the object is an extruded building. I have the footprint of the building - a polygon made of n cartographic points (

Re: [osg-users] A very simple ref_ptr memory leak example.

2008-11-19 Thread Chris Denham
Thanks Simon, I think you are right. In my application, the member pointers causing the problem are really 'users' rather than 'owners'. One of my objectives is to protect myself from my own programming, and so avoiding raw pointers and moving into a style of programming that is more like Java

Re: [osg-users] StateSetSwitchNode suggestion.

2008-11-19 Thread Viggo Løvli
Hi Robert and David, The Switch node: == I looked at the Switch node but came to a conclusion that I should not use it. Using it would work if I do a cull-callback on it and set the switch position during cull-traverse. The switch position need to be changed according to which

[osg-users] Shader Uniform Performance Question(s)

2008-11-19 Thread paul1492
Maybe somebody on this list can save me from reinventing the wheel... I'm looking to get a better understanding of performance issues related to uniforms. How much overhead is there in having a uniform?  If there only a performance hit if the uniform changes values or every frame. What if I

[osg-users] osgPPU

2008-11-19 Thread Patrick Castonguay
Hi , I am trying to figure out how to integrate osgPPU with a project called MPV (an opensource CIGI viewer). I have had a look at other osgPPU and RTT examples but I wonder about one thing. Can I use a osg::CameraNode instead of a osg::Camera with the osgPPU? Or does it absolutely require a

Re: [osg-users] Shader Uniform Performance Question(s)

2008-11-19 Thread Ümit Uzun
Hi Paul, 2008/11/19 [EMAIL PROTECTED] Maybe somebody on this list can save me from reinventing the wheel... I'm looking to get a better understanding of performance issues related to uniforms. How much overhead is there in having a uniform? If there only a performance hit if the uniform

[osg-users] Texture Management

2008-11-19 Thread Kim C Bale
I have a number of different models in OSG format that all use the same texture. What I want to avoid is having duplicate textures loaded onto the graphics card when I load these separate models. In previous programs I have achieved this using a Texture Manager that manages all texture

Re: [osg-users] Shader Uniform Performance Question(s)

2008-11-19 Thread David Spilling
Paul, From my perspective : How much overhead is there in having a uniform? GLSL? Not much. If there only a performance hit if the uniform changes values or every frame. What if I change the Uniform in OSG to exactly the same value it already has, would there be a performance hit? I

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Sukender
Hi Vincent, I'm not sure I understand... do you mean your blue sky sphere appears partially white because of lighting? If yes, try disabling specular components (on both light and sphere material if needed), this may be that white spot. Or did you set light colors components 1? And as far that

Re: [osg-users] osgPPU

2008-11-19 Thread Art Tevs
--- Patrick Castonguay [EMAIL PROTECTED] schrieb am Mi, 19.11.2008: Von: Patrick Castonguay [EMAIL PROTECTED] Betreff: [osg-users] osgPPU An: osg-users@lists.openscenegraph.org Datum: Mittwoch, 19. November 2008, 16:14 Hi , I am trying to figure out how to integrate osgPPU with a

Re: [osg-users] Texture Management

2008-11-19 Thread Sukender
Hi Kim, You may just use the osgDB::Registry cache. That's automatic :) For instance, set the cache by writing: osgDB::ReaderWriter::Options* rwoptions = new osgDB::ReaderWriter::Options; rwoptions-setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_ALL);

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread David Spilling
Hi Vincent, If you don't want lighting to affect your skysphere, you should turn it off. skysphere-getOrCreateStateSet-setMode( GL_LIGHTING, osg::StateAttribute::OFF ); To make it transparent, you need to enable a blend function, as well as tell OSG to put it in the transparent bin so that it

Re: [osg-users] Shader Uniform Performance Question(s)

2008-11-19 Thread Ümit Uzun
Hi David, You are right there is much uniform variables can be changed in every frame but these all Built-in variables. I think this difference can change the state of your tenet. I have read OrangeBook and Randi Rost ( GLSL GURU :) ) advices using uniform variables if you rarely update and in

[osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Vincent Bourdier
Hi, Making a new king of skymap, I have this problem : the light source, closer to the skymap (sphere with blue material only), make it render white, because of the lighting... I want to obtain the same thing without this white area... I need to manage opacity of this sphere, so Lighting ON

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Sukender
Yes, I have a partially white sphere. I cannot set specular OFF, I need it for others nodes in the scene. I cannot modify light in fact. So I need to change skymap parameters. Yes, set the material of your sky sphere to have no specular component. If I put lighting OFF, the opacity do not

Re: [osg-users] Texture Management

2008-11-19 Thread Kim C Bale
Splendid. Thank you. Kim. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Sukender Sent: 19 November 2008 15:53 To: OpenSceneGraph Users Subject: Re: [osg-users] Texture Management Hi Kim, You may just use the osgDB::Registry cache. That's automatic :)

Re: [osg-users] osgPPU

2008-11-19 Thread Art Tevs
sorry, last mail without my text ;( here again: - No it is not required to have a camera a or cameranode attached to somewhere in the osgPPU (if yes, then let me know, I will change it ;) However it is absolutely required to have a starting Texture, it could be a Texture2D of your screen

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Vincent Bourdier
Hi, Yes, I have a partially white sphere. I cannot set specular OFF, I need it for others nodes in the scene. I cannot modify light in fact. So I need to change skymap parameters. If I put lighting OFF, the opacity do not seems to work... How can I combine : no ligthing area visible on skymap

Re: [osg-users] Slave views

2008-11-19 Thread Alberto Luaces
Hi, El Miércoles 19 Noviembre 2008ES 14:08:14 Robert Osfield escribió: HI Alberto, You would be best to put the viewer.realize() till after all the camera setup. Robert. Putting viewer.realize() just before viewer.run() makes the slave views not showing on 2.4 nor SVN. I have to return to

Re: [osg-users] Newbie question: .osg file format

2008-11-19 Thread Paul Martz
.osg/.ive are not intended to be supported by any software other than OpenSceneGraph itself, so there is no formal spec per se. If you want to create a .osg file, the best way to do it is to write code that builds a scene graph, then call writeNodeFile() to dump it to .osg. You can then tweak it

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Sukender
Try to assign a signle color and BIND_OVERALL-it to the sphere. Change then the transparency dynamically, and tell me what happens! Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 19 Nov 2008 17:32:52 +0100, Vincent Bourdier [EMAIL PROTECTED] a

Re: [osg-users] Shader Uniform Performance Question(s)

2008-11-19 Thread David Spilling
Umit, Sorry to be picky, but: Firstly, uniform variables are intented to using in rarely changing values, and attributes is used while needing frequently changing values. Not quite. Lots of the fixed-function uniforms - which are deprecated under GL3 - potentially change every frame (

Re: [osg-users] Slave views

2008-11-19 Thread Robert Osfield
Hi Alberto, On Wed, Nov 19, 2008 at 2:42 PM, Alberto Luaces [EMAIL PROTECTED] wrote: Well, at least this crash was triggered by the new StatsHandler not standing with a null SceneData pointer. When applying some scene, the crash disappears. This is clearly a bug. Which version of the OSG are

Re: [osg-users] [Newbie]: PolytopeIntersector in WINDOW CoordinateFrame is not working as expected

2008-11-19 Thread Peter Hrenka
Hi guys, Karl Karsten schrieb: Hello Jean-Sébastien, it no big deal for me, coding around OpenSceneGraph is my hobby ... ... to keep a bit on track and good for my brain. A made some other code to select geometry objects within a box. The scenario is that I place 1.000 cows.osg (transform +

Re: [osg-users] Slave views

2008-11-19 Thread Alberto Luaces
Hi Robert, El Miércoles 19 Noviembre 2008ES 17:51:44 Robert Osfield escribió: Hi Alberto, On Wed, Nov 19, 2008 at 2:42 PM, Alberto Luaces [EMAIL PROTECTED] wrote: Well, at least this crash was triggered by the new StatsHandler not standing with a null SceneData pointer. When applying some

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Vincent Bourdier
Hi, 2008/11/19 Sukender [EMAIL PROTECTED] Yes, I have a partially white sphere. I cannot set specular OFF, I need it for others nodes in the scene. I cannot modify light in fact. So I need to change skymap parameters. Yes, set the material of your sky sphere to have no specular

Re: [osg-users] Newbie question: .osg file format

2008-11-19 Thread Patrick Bouffard
Thanks Paul, Yes, I found the code in osgPlugins/osg, and don't worry I don't intend on building a large codebase. This is just a hack for now. My intention is to use the osgswig Python wrappers to access OSG more directly. But for now I'm content to fiddle with .osg files in order to understand

Re: [osg-users] osgPPU

2008-11-19 Thread Robert Osfield
Hi Patrick, For clarity osg::CameraNode is osg::Camera, it's just the old OSG-1.x name for the same class. In OSG-2.x osg::Camera takes on more functionality w.r.t RTT and viewers, but it's still just CameraNode plus extras. Robert. On Wed, Nov 19, 2008 at 3:14 PM, Patrick Castonguay [EMAIL

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-19 Thread Jean-Sébastien Guay
Hi JP, Thanks for testing again. I've had a few other reports for Linux and Windows, some can repro others can't, so I'm trying to get hardware details and driver versions to see if it could be dependent of these factors. Thanks for providing them. Not sure why Robert can't reproduce the

Re: [osg-users] [Newbie]: PolytopeIntersector in WINDOW CoordinateFrame is not working as expected

2008-11-19 Thread Jean-Sébastien Guay
Hello Karl, This is very, very fast, 1sec for 1.000 cows. But some nodes could be outside the selectionBoundingBox, because the box of the node has an intersection with the SelectionBoundingBox and not the node itself. Yes, that's a classic optimization. I haven't looked at the code (that's

Re: [osg-users] [Newbie]: PolytopeIntersector in WINDOW CoordinateFrame is not working as expected

2008-11-19 Thread Jean-Sébastien Guay
Hi Peter, - Any idea to speed up this procedure? Combine your two approaches: First check the planes of your Polytope against the bounding volumes of your nodes. Do not use intersect but check if the volume is properly on the inner side of the plane. If this test passes for all planes you

Re: [osg-users] You have three guess...

2008-11-19 Thread Jean-Sébastien Guay
Hi Robert, I have just written a CmakeModules/FindXUL.cmake script and converted the osgbrowser example across to use instead of relying upon pkg-config. I have also attempted a clean up of the platform specific parts to the build and the source code so fingers crossed osgbrowser should be in

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Sukender
No, as I said, material is for lighting only. Loog at OpenGL references. For instance http://www.falloutsoftware.com/tutorials/gl/gl8.htm . It reads: In OpenGL, by assigning a material property to an object (defined by RGB color format), you are theoretically assigning the color which is

Re: [osg-users] You have three guess...

2008-11-19 Thread Robert Osfield
Hi J-S, On Wed, Nov 19, 2008 at 7:00 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: One question, out of curiosity, does the new script use pkg-config if available? It's convenient on Linux I would think, to fill out a bunch of settings in one fell swoop... It works the same on all

[osg-users] osgPPU with osgSDL

2008-11-19 Thread Patrick Castonguay
Hi, I think I have made a little bit of progress on my integration of osgPPU with the MPV IG but I am running into a un-handled exception... I am still quite a newbie (but eager to learn) with RTT and OSG so excuse my ignorance... Some of the problem is, I believe, related to the fact that the

[osg-users] osgPPU with osgSDL - clarification

2008-11-19 Thread Patrick Castonguay
With ref to my previous email I had my description of the scenegraph a little miss leading. It should look like this; RttRootNode (not really used other than to keep things organized) ViewportNode (used to set the different wiew on the world) RootNode (world containing

Re: [osg-users] osgPPU with osgSDL

2008-11-19 Thread Robert Osfield
Hi Partick, This screams out for MPV being ported to use osgViewer. It shouldn't be too difficult to port as osgViewer is far more capable a 3D windowing support than anything that you can do in SDL. With SDL you loose threading and support for pbuffers, and support for pbuffers is something

[osg-users] GTK guru's please help!

2008-11-19 Thread Robert Osfield
Hi Guys, I'm now wrapping my first pass at browser support in the OSG by moving the LLMozLib/LibXUL implementation in the osgbrowser example off into a plugin. The work moving the code was pretty straight forward as I've always had this change in mind, but now I've moved on to debugging the

Re: [osg-users] osgPPU

2008-11-19 Thread Art Tevs
Hi Patrick So if understand correctly, I could pass a texture (for each frame) or just have the camera attached to the PPU processor... Is that correct? Yes, you could just attach a texture (which is updated somewhere externally) into the osgPPU and work on it. You will need then something

Re: [osg-users] GTK guru's please help!

2008-11-19 Thread Jeremy Moles
On Wed, 2008-11-19 at 20:51 +, Robert Osfield wrote: Hi Guys, I'm now wrapping my first pass at browser support in the OSG by moving the LLMozLib/LibXUL implementation in the osgbrowser example off into a plugin. The work moving the code was pretty straight forward as I've always had

Re: [osg-users] osgPPU with osgSDL

2008-11-19 Thread Art Tevs
Hi, Some of the problem is, I believe, related to the fact that the MPV uses the osgSDL library, not sure!!! (could it be possible that osgSDL cannot handle the kind of information and processing that osgPPU generates?) osgPPU does only generate some textures and use shaders in between,

Re: [osg-users] GTK guru's please help!

2008-11-19 Thread Jason Daly
Jeremy Moles wrote: I've always been under the impression that gtk_init() has to be called first before any fuction that begins with gtk_*, have you tried moving it as the first call instead of disable_setlocale? What if you call gtk_init() in the main code before doing anything that forces

Re: [osg-users] Compile error - ConvertUTF on osgDB in Cygwin

2008-11-19 Thread Brian Keener
Robert Osfield wrote: set/export/setenv OSG_NOTIFY_LEVEL=DEBUG osglauncher Your right - I forgot about that setting. Even saw some in the code and forgot what it was that would activate them - Brain blurp I guess. Also it would be worth just trying the rest of the more conventional

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-19 Thread Don Leich
I tried J-S's test on a couple of systems in my office and got it to hang on several. I'm using OSG 2.6.0 and our drivers are far from bleeding edge (some are several years old). I think I have coaxed additional nastyness from the test by typing an 'm' to change the threading model after each

Re: [osg-users] [Newbie]: PolytopeIntersector in WINDOW CoordinateFrame is not working as expected

2008-11-19 Thread Karl Karsten
Hello Peter, Combine your two approaches: First check the planes of your Polytope against the bounding volumes of your nodes. Do not use intersect but check if the volume is properly on the inner side of the plane. If this test passes for all planes you don't need to generate all the

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-19 Thread Csaba Halász
On Wed, Nov 19, 2008 at 10:42 PM, Don Leich [EMAIL PROTECTED] wrote: pthread_cond_wait, FP=7fbfffd5a0 pthread_cond_wait, FP=7fbfffd5b0 OpenThreads::Condition::wait, FP=7fbfffd610 OpenThreads::BlockCount::block, FP=7fbfffd660

Re: [osg-users] Dual screen support on Linux using TwinView

2008-11-19 Thread Michael
Hey Robert Thanks for the reply. So I've been doing some testing and I'm not sure exactly how I set this up. Here is some more info on my setup: xorg.conf: Section Device Identifier Device0 Driver nvidia VendorName NVIDIA Corporation BoardName GeForce 8600

Re: [osg-users] Tone mapping algorithms

2008-11-19 Thread josselin . petit
Hi all, Really no one for tone mapping ? Ok, maybe I have to give more informations. So here is how I'm doing until today (sorry the length of the mail, but there is a lot of informations ;-). Please, if you're interested by the subject and if you have any suggestion, give answer ! - I

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-19 Thread Csaba Halász
Hi people, my call stacks show that all the waiting is going on because one of the threads is stuck in makeCurrent: #0 0x7f34b8b7a727 in sched_yield () from /lib/libc.so.6 #1 0x7f34b8385665 in ?? () from /usr/lib/libGLcore.so.1 #2 0x7f34b80a0d8a in ?? () from

Re: [osg-users] Dual screen support on Linux using TwinView

2008-11-19 Thread Benoit Gagnon
I believe you simply have to offset the X and Y locations of your graphic contexts and leave the screen identifier to 0. The width and height should be 1024x768 for both contextes. On Wed, Nov 19, 2008 at 7:09 PM, Michael [EMAIL PROTECTED]wrote: Hey Robert Thanks for the reply. So I've been

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2008-11-19 Thread Jean-Sébastien Guay
Hi Csaba, my call stacks show that all the waiting is going on because one of the threads is stuck in makeCurrent: And it isn't a proper deadlock, more like a busy wait (single thread is running at 100% cpu) For the record, I am on linux, nvidia driver 177.80. Yep, seems like that's the same

[osg-users] setUnRefImageDataAfterApply - is there an alternative?

2008-11-19 Thread Jean-Sébastien Guay
Hi all, As noted in other threads, I'm currently working on an app that adds views at runtime. As expected, this causes the views created after the viewer has started running to have no textures on the models, because of the osg::Texture::_unrefImageDataAfterApply default setting of true.

Re: [osg-users] Tone mapping algorithms

2008-11-19 Thread J.P. Delport
Hi, sorry I did not read all the details, but can you try using glFragData instead of glFragColor to output from shaders. Also attach COLOR_BUFFER0 and up for using FBOs. You might be having problems with clipping 0..1. jp [EMAIL PROTECTED] wrote: Hi all, Really no one for tone mapping ?

Re: [osg-users] setUnRefImageDataAfterApply - is there an alternative?

2008-11-19 Thread Ulrich Hertlein
Quoting Jean-Sébastien Guay [EMAIL PROTECTED]: Also, I've noticed the osg::Texture::_clientStorageHint, what does that do? I'd guess that relates to GL_CLIENT_STORAGE_HINT_APPLE and such functionality. It allows you to skip some copying of the image data on it's way through the framework and

Re: [osg-users] Texture Management BUMP

2008-11-19 Thread Kim C Bale
I've been pondering this Database pager. It only caches the image files into memory to prevent loading during runtime doesn't it? Those are then used to build textures on the card memory. Is there anything to deal with loading textures onto the graphics card, dishing out texture IDs rather

Re: [osg-users] Transparency and lighting off compatible ?

2008-11-19 Thread Vincent Bourdier
Okay, I've understand that, and I have to modify my function to set a node transparent, accessing to the color data and modifying it... Thanks a lot for your help :-) Regards, Vincent. 2008/11/19 Sukender [EMAIL PROTECTED] No, as I said, material is for lighting only. Loog at OpenGL