Re: [osg-users] Render to Texture

2010-12-13 Thread Sajjadul Islam
Hi Robert Delport, I have the setup with 4 cameras: 1st camera - the slave camera that inherit the master camera's relative frame and render the scene to 2 textures with color attachments. One of the texture remains as it is and other texture is left for further operation. 2. 2nd camera -

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
Hello guys, Sorry for my late reply, I had a very busy weekend. :) What I actually want is to traverse the whole graph 3 times. (that's why I have three cameras). And each time to draw a different submesh (see the nodes at the bottom). Each time I traverse the graph I want nothing to be

Re: [osg-users] Render to Texture

2010-12-13 Thread J.P. Delport
Hi, On 13/12/10 10:15, Sajjadul Islam wrote: Hi Robert Delport, I have the setup with 4 cameras: 1st camera - the slave camera that inherit the master camera's relative frame and render the scene to 2 textures with color attachments. One of the texture remains as it is and other texture is

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread J.P. Delport
Hi, how do you set the clearmask of the cameras? jp On 13/12/10 11:43, George Bekos wrote: Hello guys, Sorry for my late reply, I had a very busy weekend. :) What I actually want is to traverse the whole graph 3 times. (that's why I have three cameras). And each time to draw a different

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
Hey, I just use: mycamera-setClearMask(0); for all the cameras. I don't do any other 'special' initialization. You can also check the attached source if it helps. Cheers, George -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34759#34759

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread J.P. Delport
Hi, On 13/12/10 12:03, George Bekos wrote: Hey, I just use: mycamera-setClearMask(0); for all the cameras. I don't do any other 'special' initialization. You can also check the attached source if it helps. attached? jp Cheers, George -- Read this topic online here:

[osg-users] New to OSG, few simple questions.

2010-12-13 Thread Zoran Hranj
Hi everybody, I'm new to OSG and from what I can see I regret I havent come here sooner. Before I start, I have a few questions. 1. Is OSG free to use in commercial software? 2. How does OSG handle windows? Is it built in or requires 3rd party sw? 3. Any experience and/or thoughts of using Qt

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
Hey, Hmm.. maybe there is something wrong with the cpp file I attached. Anyway, here is the code: http://pastesite.com/20651 Cheers, George -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34761#34761

Re: [osg-users] Render to Texture

2010-12-13 Thread Sajjadul Islam
Hi Delport, Reasons for rendering the scene to two textrues With key press event i may want to show the texture using the HUD that have not gone through any operation. If i do any post processing on the texture the initial texture value is lost. I want to preserve it. This is why i render the

Re: [osg-users] Render to Texture

2010-12-13 Thread J.P. Delport
Hi, On 13/12/10 12:26, Sajjadul Islam wrote: Hi Delport, Reasons for rendering the scene to two textrues With key press event i may want to show the texture using the HUD that have not gone through any operation. If i do any post processing on the texture the initial texture value is lost. I

Re: [osg-users] TexGen for screen coordinates.

2010-12-13 Thread Chris Denham
chrisd wrote: Paul Martz wrote: On 12/10/2010 5:21 AM, Chris Denham wrote: I've been trying to apply a 2d texture to an object where I want the UVs to correspond to screen position. A bit like using EYE_LINEAR texgen, but with the texture projected 'orthographically' through

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread J.P. Delport
Hi, the strangeness ito depth disappeared when I added: camera01-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); camera02-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); So, I think the auto compute of near/far is breaking your depth buffer consistency.

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread George Bekos
It worked! Thank you so much! What I am trying to achieve is the following: I have a mesh with multiple submeshes and I have a clipping plane cutting them in random place. I want to place a cap on every submesh cut, so they will look solid. In order to do this I do the following: * Draw

[osg-users] OSG and GTK+

2010-12-13 Thread Matteo Morelli
Dear all, I'm writing a plugin for a software whose command prompt is in inside a GTK+ GUI. My plugin is a set of C functions, most of them are supposed to do computational stuff and one is supposed to create a GTK+ window with an OSG drawing area for visualization. These functions are collected

Re: [osg-users] New to OSG, few simple questions.

2010-12-13 Thread Chris 'Xenon' Hanson
On 12/13/2010 2:35 AM, Zoran Hranj wrote: Hi everybody, I'm new to OSG and from what I can see I regret I havent come here sooner. Before I start, I have a few questions. http://www.vis-sim.com/osg/osg_faq_1.htm 1. Is OSG free to use in commercial software? Yes. 2. How does OSG handle

Re: [osg-users] New to OSG, few simple questions.

2010-12-13 Thread Jean-Sébastien Guay
Hello Zoran, I'll just add a few details over what Chris said. 2. How does OSG handle windows? Is it built in or requires 3rd party sw? I agree with Chris that your question may mean 2 things. - We use OSG on MS Windows all the time, it's our primary platform. We try hard to make sure that

Re: [osg-users] Problem with Multiple Cameras drawing in the same viewport.

2010-12-13 Thread J.P. Delport
Hi, On 13/12/10 14:05, George Bekos wrote: It worked! Thank you so much! What I am trying to achieve is the following: I have a mesh with multiple submeshes and I have a clipping plane cutting them in random place. I want to place a cap on every submesh cut, so they will look solid. In order to

Re: [osg-users] Curves/splines

2010-12-13 Thread jago jagoc
Hi Paavo, i hope that this link could help you: http://code.google.com/p/osgmodeling/ Cheers, Jagovic Hi I'd like to use curves, particularly simple 2d control point based splines to drive variables of scene graph objects over time. I'd also like to use both linear and cubic interpolated

Re: [osg-users] Curves/splines

2010-12-13 Thread Paavo Mäkelä
Thanks for the link jago, osgModeling certainly looks comprehensive! For the time being, I implemented the Catmull-Rom spline, which serves my purposes ok. Regards, - PM -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34781#34781

Re: [osg-users] Uniform array naming problem

2010-12-13 Thread Michael Platings
How about just trimming off any invalid characters from the name returned by glGetActiveUniform? e.g. _extensions-glGetActiveUniform( _glProgramHandle, i, maxLen, 0, size, type, name ); for (GLsizei j = 0; j maxLen name[j]; ++j) { if (!isalnum(name[j]) name[j] != '_')

[osg-users] VBO possible leakage

2010-12-13 Thread George Sarkisyan
Hi, Using the gDEBugger I found some VBO leaks on application exit. For example the leak could be easily seen if we add useVertexBufferObjects TRUE into cessna.osg and will try to render it via standard osgviewer. OSG calls releaseGLObjects before exit for the loaded tree and for Geometry it

Re: [osg-users] VBO possible leakage

2010-12-13 Thread Robert Osfield
Hi George, I have just reviewed the relevant code Array's are no implementing the releaseGLObjects(State*) as they should be. The solution is to add a resizeGLObjectBuffers(uint) and releaseGLObjects(State*) to BufferData and this automatically call the appropriate method on osg::BufferObject if

Re: [osg-users] Render to Texture

2010-12-13 Thread Sajjadul Islam
Hi Delport, I am sorry that i did not get much from your last reply asking how am i changing the texture when i switch the branches. Do i have to explicitly specify the texture? Even it is i believe that it is done as follows: stateset-setTextureAttributeAndModes(0,

[osg-users] Texture subloads

2010-12-13 Thread Yurii Monakov
Hi All! I have very specific problem which I don't know how to solve with OSG. I want to create very large texture atlas (4096x2048) which consists of small subtextures (128x64, so there are 32x32=1024 subtextures). Each of small textures should contain some textual/symbol information which is

Re: [osg-users] osg::Switch , UpdateCallback not being dissabled

2010-12-13 Thread Soonchan Park
Hi, Tedzini You r right. First level children invoke their updatecallback, but furtur level of children doesn't invoke their. Have you found the solution? I try to solve also. If something solved, i'll make reply Thank you! Cheers, SC -- Read this topic online here:

Re: [osg-users] VBO Memory Usage

2010-12-13 Thread Jason Beverage
Hi Robert, I took a look into this again and I think I know what the issue is although I'm not sure about the solution. In GLBufferObjectManager::getGLBufferObjectSet a new GLBufferObjectSet is created each time b/c the number of verts generated on each frame is different so the profile doesn't

[osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-13 Thread Torben Dannhauer
Hi, I tried to compile OSG withGL3 on windows and VS 2008 fo testing purposes. I disabled the other GL options as describte in an other thread. VS failed to compile in Matrix_implementation.cpp: Code: if (fabs(length2) = std::numeric_limitsdouble::min()) ... The error output is about

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-13 Thread Jean-Sébastien Guay
Hi Torben, The error output is about the min macro and invalid token right to '::' (line 70+) Does anyone know what this error could be about? Has anyone used GL3 successfully on a windows machine? I haven't built OSG with GL3, but when MSVC complains about min/max, it's usually because

[osg-users] OSG problem with multiple cards

2010-12-13 Thread Steve Satterfield
Hi, I would like to update the discussion we started back in October regarding an apparent problem scaling OSG to multiple windows on multiple graphics cards. For full details on the previous discussion search the email archive for problem scaling to multiple cards. Summary of the problem:

[osg-users] [build] Inventor not working with GLES1.x?

2010-12-13 Thread Bart Jan Schuit
I've got a problem with compiling OSG for GLES1.1 on Ubuntu. I have the Imagination GLES1.x emulator installed, but I'm having some problems compiling OSG. I've followed the guidelines on /wiki/Community/OpenGL-ES and I've succesfully compiled for GLES2.0 before on this very system (also have

[osg-users] [build] Cannot make target:

2010-12-13 Thread Bart Jan Schuit
When I'm building OSG on a BeagleBoard in Angstrom Linux I get this error: make[2]: *** No rule to make target `/usr/lib/libpng.so', needed by `lib/osgPlugins-2.9.11/osgdb_png.so'. Stop. make[1]: *** [src/osgPlugins/png/CMakeFiles/osgdb_png.dir/all] Error 2 make: *** [all] Error 2 I've checked

Re: [osg-users] [build] Cannot make target:

2010-12-13 Thread Bart Jan Schuit
Sorry fixed it already myself. Somehow the symlinks were broken, although they worked before :S. But the reference was wrong now. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34792#34792 ___

[osg-users] non-virtual thunk errors with 2.9.9, 2.9.10

2010-12-13 Thread John Kelso
Hi, When I try to link my executables using osg-2.9.9 or osg-2.9.10 I get messages like: libiris.so: undefined reference to `non-virtual thunk to osgViewer::Viewer::setSceneData(osg::Node*)' I'm using CentOS and gcc 4.1.2. I googled a bit and found this problem mentioned when using one

Re: [osg-users] non-virtual thunk errors with 2.9.9, 2.9.10

2010-12-13 Thread Tim Moore
I saw a similar error when upgrading from Fedora 13 to Fedora 14, which uses a different version of gcc. In my case the solution was to remove the contents of my .ccache directory. More generally, I think this problem comes from mixing object files produced by different g++ versions. Tim On

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-13 Thread Torben Dannhauer
Hi J-S, you are right using NOMINMAX avoids the problem. I tracked it down to osg/GL and the inclusion of gl3.h: Code: #elif defined(OSG_GL3_AVAILABLE) #define GL3_PROTOTYPES 1 #include GL3/gl3.h #ifndef GL_APIENTRY #define GL_APIENTRY APIENTRY #endif // GL_APIENTRY

Re: [osg-users] non-virtual thunk errors with 2.9.9, 2.9.10

2010-12-13 Thread John Kelso
Hmmm... I can't seem to find any .ccache directory or file... I *thought* I recompiled and reinstalled everything in OSG and my software, but I'll do so one more time. Any other ideas out there? Thanks, John On Mon, 13 Dec 2010, Tim Moore wrote: I saw a similar error when upgrading from

Re: [osg-users] OSG problem with multiple cards

2010-12-13 Thread Tim Moore
On Mon, Dec 13, 2010 at 9:51 PM, Steve Satterfield st...@nist.gov wrote: Hi, I would like to update the discussion we started back in October regarding an apparent problem scaling OSG to multiple windows on multiple graphics cards. For full details on the previous discussion search the

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-13 Thread Paul Martz
On 12/13/2010 3:12 PM, Torben Dannhauer wrote: #ifdef NOMINMAX #define NOMINMAX I assume you mean #ifndef above? -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-13 Thread Jean-Sébastien Guay
Hi Torben, Perhaps moving this to the CMake files would make sense? I just checked the root CMakeLists.txt, and it has a section: IF (WIN32) ... # Both Cygwin and Msys need -DNOMINMAX ??? IF(UNIX) ADD_DEFINITIONS(-DNOMINMAX) ENDIF() ... ENDIF() Removing the

[osg-users] Render on two screens with an angle

2010-12-13 Thread Bart Jan Schuit
I want to build an app which should have one camera (or two identical, meaning that they are at the same position, facing the same direction, if that is more convenient) and multiple screens. The screens will be aligned in a 90 degree angle towards each other. So they are perpendicular: top

Re: [osg-users] Render to Texture

2010-12-13 Thread Sajjadul Islam
Hi Delport, I have created a new class inherating the osg::Drawable::UpdateCallback. The class structure is as follows: *' class BlurCallback : public osg::Drawable::UpdateCallback { public: BlurCallback(BlurPass

Re: [osg-users] Render on two screens with an angle

2010-12-13 Thread Ulrich Hertlein
On 14/12/10 10:23 , Bart Jan Schuit wrote: I want to build an app which should have one camera (or two identical, meaning that they are at the same position, facing the same direction, if that is more convenient) and multiple screens. The screens will be aligned in a 90 degree angle towards

Re: [osg-users] OSG problem with multiple cards

2010-12-13 Thread J.P. Delport
Hi Steve, sorry, I might have asked this the previous time as well... Have you checked the thread affinity of the different threads? Are they not bound to a single CPU? AFAIR the osgviewer used to set its affinity and all subsequent threads inherited it. jp On 13/12/10 22:51, Steve

Re: [osg-users] Render to Texture

2010-12-13 Thread J.P. Delport
Hi, On 14/12/10 02:46, Sajjadul Islam wrote: Hi Delport, I have created a new class inherating the osg::Drawable::UpdateCallback. The class structure is as follows: *' class BlurCallback : public

Re: [osg-users] Render to Texture

2010-12-13 Thread J.P. Delport
Hi, On 13/12/10 19:25, Sajjadul Islam wrote: Hi Delport, I am sorry that i did not get much from your last reply asking how am i changing the texture when i switch the branches. Do i have to explicitly specify the texture? Even it is i believe that it is done as follows:

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-13 Thread Torben Dannhauer
Hi Paul, Hi J-S yes you are right, I meant #ifndef, sorry for the typo :) Yes I'll move it to the cmake file as it does not touch the cource files, but I have no clue about bugs my changes could introduce on other build systems the MSVC, so I decided to ask :) Todayevening I'll move it to