Re: [osg-users] Extending CURL plugin to implement write functions.

2011-06-24 Thread Torben Dannhauer
Hi, Thanks! That was fast :) Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40840#40840 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Issue: Osg Dlls not found on Release mode

2011-06-24 Thread Robert Osfield
Hi Mohamed, On Fri, Jun 24, 2011 at 9:53 AM, Mohamed Alji osgfo...@tevs.eu wrote: ** any information or advice is a welcome The topic of finding dll's has arisen many times on osg-users mailing list forum so my advice is go search the archives. Also have a look at the microsoft online

Re: [osg-users] Issue: Osg Dlls not found on Release mode

2011-06-24 Thread Mohamed Alji
First, I need to thank you very much for taking the time to answer my question. I apologize for not having looking more deeply in the others posts I will do so right now. you can remove this post . [Idea] what about proposing articles for FRI : Frequently Resolved Issues on the wiki. Have a

[osg-users] re-render models to ceate a haptic model

2011-06-24 Thread Craig Fletcher
Hi, I am trying to integrate OSG with the Sensable haptic libraries and have a question regarding re-rendering the OSG models. The haptic models capture the geometry of the graphic models from OpenGL commands via the depth or feedback buffer. This is an example supplied by Sensable

Re: [osg-users] re-render models to ceate a haptic model

2011-06-24 Thread Robert Osfield
HI Crag, I don't personally know about the current state of art w.r.t haptic API's but there is an osgHaptics NodeKit that the VRLab in Umea, Sweden developed: http://www.vrlab.umu.se/research/osgHaptics/ This might be what you need for OSG/Haptic integration. Robert. On Fri, Jun 24, 2011

Re: [osg-users] re-render models to ceate a haptic model

2011-06-24 Thread Craig Fletcher
Thats great thanks Robert, their code is open so I can take a look through it..or use it. Craig -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40848#40848 ___ osg-users mailing list

[osg-users] [3rdparty] 3DS track model and mipmap detail distance

2011-06-24 Thread Roberto Sartori
Hi, I'm loading a track in 3ds format, textures are loaded with mipmap levels automatically but the mipmap switch is too close to the camera thus mipmap artefact are too clearly visible expecially on lane borders. Is there a way in OSG to setup texture mipmap distance switching for a loaded

Re: [osg-users] [3rdparty] 3DS track model and mipmap detail distance

2011-06-24 Thread Sergey Polischuk
Hi, Roberto You can use osg::TexEnvFilter state attribute to set mipmap lod bias. Cheers, Sergey. 24.06.2011, 15:39, Roberto Sartori roberto.sart...@gmail.com: Hi, I'm loading a track in 3ds format,  textures are loaded with mipmap levels automatically but the mipmap switch is too close to

Re: [osg-users] advice for highlighting node under mouse

2011-06-24 Thread Sergey Polischuk
Hi, Cory You can write technique for outline effect to use additional passes with different settings, and add different cull masks to each pass, so you can use effect node at top of your graph and apply masks on nodes to get correct effect passes running on them. You will need to change

[osg-users] [3rdparty] osgShadowMap problems

2011-06-24 Thread Roberto Sartori
Hi, I've got problems using shadows, I've followed the standard examples as following: // create the shadowed scene m_OSG_Default_3D_Scene = new osgShadow::ShadowedScene; // create and setup the shadow technique m_OSG_ShadowMap = new osgShadow::ShadowMap; m_OSG_ShadowMap-setLight(

Re: [osg-users] Low performance

2011-06-24 Thread Mohamed Alji
Hi Robert, You were right here is the same appl stats but on Release mode. [Image: http://img857.imageshack.us/img857/7769/stats2p.png ] Thank you! Mohamed ALJI -- Read this topic online here:

Re: [osg-users] improperly culled osgText

2011-06-24 Thread Robert Osfield
HI Terry, On Thu, Jun 23, 2011 at 9:43 PM, Terry Welsh mogu...@gmail.com wrote: Thanks for the reply.  Turning off small feature culling does indeed fix my problem, but it's not ideal. It's not ideal at all, I'd call it hack ;-) I guess another hack would be to switch off culling off for the

Re: [osg-users] [osgPlugins] FBX plugin: crash if using AVI texture

2011-06-24 Thread Alessandro Terenzi
Finally, I could try with the debug build and here's the call stack when the crash occurs: osg78-osgd.dll!osg::ObserverSet::signalObjectDeleted(void * ptr) Line 79 + 0x1b bytes C++ osg78-osgd.dll!osg::Referenced::signalObserversAndDelete(bool signalDelete, bool doDelete)

Re: [osg-users] advice for highlighting node under mouse

2011-06-24 Thread Cory Riddell
Thank you Sergey. I knew there had to be a better way. Cory On 6/24/2011 7:00 AM, Sergey Polischuk wrote: Hi, Cory You can write technique for outline effect to use additional passes with different settings, and add different cull masks to each pass, so you can use effect node at top of

Re: [osg-users] .zip plugin in OSG trunk (and probably 3.0 as well)

2011-06-24 Thread Robert Osfield
Hi Ulrich, I have come up with a solution to the zip reading problem - I've changed the Registry::read(..) method to check the list of cached archives to see if they can read the filename just after all the plugin are passed the filename. This allows us to do: osgviewer AH-6.zip And have the

[osg-users] Please test svn/trunk and OSG-3.0 branch for next rc

2011-06-24 Thread Robert Osfield
Hi All, I have now checked in a couple of bugs and build fixes this morning. Could everyone try svn/trunk or OSG-3.0 branch out an let me know how things compile and run. In particular I'd like feedback on using VisualStudio 2010 as I got a series of confusing direct emails from a OSG user that

[osg-users] error building osga plugin in r12640

2011-06-24 Thread Peter Amstutz
Visual Studio 2008, Windows 7 building svn revision 12640: 41OSGA_Archive.obj : error LNK2001: unresolved external symbol public: virtual class osgDB::ReaderWriter::WriteResult __thiscall OSGA_Archive::writeShader(class osg::Shader const ,class std::basic_stringchar,struct

Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just as a follow-up question on this topic, what settings are included in the DEFAULT_CULLING? Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Thursday, June 23, 2011

Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Tony Horrobin
Hi Shayne, The definition is in include/osg/CullSettings. Cheers, -Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40863#40863 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] improperly culled osgText

2011-06-24 Thread Jeremy Moles
On Fri, 2011-06-24 at 13:57 +0100, Robert Osfield wrote: HI Terry, On Thu, Jun 23, 2011 at 9:43 PM, Terry Welsh mogu...@gmail.com wrote: Thanks for the reply. Turning off small feature culling does indeed fix my problem, but it's not ideal. It's not ideal at all, I'd call it hack ;-)

Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks Tony...:) -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony Horrobin Sent: Friday, June 24, 2011 8:19 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users]

Re: [osg-users] Basic Lighting Shaders

2011-06-24 Thread Jeremy Moles
On Thu, 2011-06-23 at 13:24 -0400, Jeremy Moles wrote: I'm looking to collect some sample code from OSG users (if this code is shareable) for some basic lighting examples done purely in GLSL. If anyone is willing to share this (I can certainly adapt it, so there's no need to modify it), I'd be

Re: [osg-users] Please test svn/trunk and OSG-3.0 branch for next rc

2011-06-24 Thread Robert Osfield
Hi All, Just a quick note, I've merged a fix to build problem that was picked up VS2008. So for svn/trunk the rev is 12642, while OSG-3.0 branch it's 12643 is what you should be on to get this fix. Once I've got positive feedback on all the main platforms I'll push forward with rc5. Robert.

Re: [osg-users] error building osga plugin in r12640

2011-06-24 Thread Robert Osfield
Hi Peter, Ooopps... now implemented and checked into svn/trunk and OSG-3.0. Thanks for the prompt testing and feedback. Robert. On Fri, Jun 24, 2011 at 2:51 PM, Peter Amstutz peter.amst...@tseboston.com wrote: Visual Studio 2008, Windows 7 building svn revision 12640: 41OSGA_Archive.obj :

Re: [osg-users] FAR_PLANE_CULLING

2011-06-24 Thread Terry Welsh
Thanks for the explanation Paul. I hadn't had to look at the auto near/far feature for so long I didn't make the connection. It looks like this old app I'm using has it disabled as you'd expect. -- Terry Welsh mogumbo 'at' gmail.com www.reallyslick.com Message: 8 Date: Thu, 23 Jun 2011

[osg-users] Errors reported on BINO-PC on CDash

2011-06-24 Thread Robert Osfield
Hi All, One of the new entries to cdash.openscenegraph.org is Win32-vs9 from the site BINO-PC, this build logs 50 errors before the build gives up: http://cdash.openscenegraph.org/viewBuildError.php?buildid=3924 The errors are almost exclusively: 2LINK : fatal error LNK1104: cannot open

Re: [osg-users] .zip plugin in OSG trunk (and probably 3.0 as well)

2011-06-24 Thread Ulrich Hertlein
Hi Robert, On 24/06/11 15:42 , Robert Osfield wrote: And have the model load up correctly. Could you try svn/trunk or OSG-3.0 branch out to see how you get on. Tried trunk (r12643). It compiles and runs fine on OS X. /ulrich ___ osg-users mailing

Re: [osg-users] OpenSceneGraph-3.0.0 release candidate 2 tagged

2011-06-24 Thread Robert Osfield
Hi Stephan, On Thu, Jun 23, 2011 at 9:40 PM, Stephan Wenglorz stephan.maku...@gmx.net wrote: /home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/3ds/WriterNodeVisitor.cpp: In member function ‘void plugin3ds::WriterNodeVisitor::writeMaterials()’:

Re: [osg-users] improperly culled osgText

2011-06-24 Thread Terry Welsh
Okay, so it's a problem that can't be solved properly without some major refactoring. In the meantime, I propose changing this: bbox.set(_position, _position); to this: bbox.set(_position - Vec3(1.0, 1.0, 1.0), _position + Vec3(1.0, 1.0, 1.0)); It's still a hack :) but I think it's better

Re: [osg-users] Please test svn/trunk and OSG-3.0 branch for next rc

2011-06-24 Thread Robert Osfield
Hi All, I'm now ready to tag 3.0.0-rc5, once I've got some positive feedback I'll tag the beast. Right now I've got to go help out with my eldest daughters Birthday party! Have fun ;-) Robert. ___ osg-users mailing list

Re: [osg-users] Testing a workaround for fullscreen toggling issues under modern X11 window managers

2011-06-24 Thread Mathias Fröhlich
Hi Robert, On Wednesday, June 22, 2011 17:17:26 Robert Osfield wrote: At first it would probably help when the NodeVisitor is able to visit Drawables using the usual accept mehtods or something like that. Then we could probably just use the Geodes traverse method to walk the drawables.

Re: [osg-users] OSGExp specular

2011-06-24 Thread Farshid Lashkari
Hi Jean-Sébastien, Sorry, I've been busy lately. Should I still look into this or does the existing behavior make sense now? Cheers, Farshid On Tue, Jun 21, 2011 at 7:31 AM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Sergey, osgExp expects specular in range 0...1000,

[osg-users] Animation Embedded in an Object

2011-06-24 Thread John Farrier
Hi, I have an object with an embedded animation. The original was a .LWS / .LWO object that I converted to a .IVE file. When I open the .IVE with osgViewer, the animation works just fine. In my application, however, there is no animation (the object displays just fine.) Because the

Re: [osg-users] Testing a workaround for fullscreen toggling issues under modern X11 window managers

2011-06-24 Thread Robert Osfield
Hi Mathias, I'm afraid I've got too much to think about with the release to start ponder on other topics so I'm going to bow out gracefully. After 3.0 I'll start thinking about what might go into 3.2, so this would then be a natural time to bring up topics like how we evolve

[osg-users] OSGExp, movie textures and OSG file formats

2011-06-24 Thread Alessandro Terenzi
I wonder if anybody else experienced my same problem: I wrote a visitor that looks for movie textures in order to play them, the input files come from 3dsMax via OSGExp v1.0.0, but I made it work only if I export to .osg, if I export to either .ive or .osgb the visitor fails to dynamic_cast any

Re: [osg-users] Please test svn/trunk and OSG-3.0 branch for next rc

2011-06-24 Thread Ryan Pavlik
I've built on 32-bit Visual Studio 2010 (without the additional dependencies), and it built just fine - there should be a dashboard report up. Also it looks like my auto-build on Ubuntu 11.04 x64 built fine too. Ryan On Fri, Jun 24, 2011 at 11:29 AM, Robert Osfield

Re: [osg-users] Please test svn/trunk and OSG-3.0 branch for next rc

2011-06-24 Thread Robert Osfield
On Fri, Jun 24, 2011 at 8:50 PM, Ryan Pavlik rpav...@iastate.edu wrote: I've built on 32-bit Visual Studio 2010 (without the additional dependencies), and it built just fine - there should be a dashboard report up.  Also it looks like my auto-build on Ubuntu 11.04 x64 built fine too. Thanks

[osg-users] OpenSceneGraph-3.0.0-rc5 tagged, please test ;-)

2011-06-24 Thread Robert Osfield
Hi All, Another day, another release candidate! source package : http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.0.0-rc5.zip svn tag: svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.0-rc5 OpenSceneGraph As things stand I don't

Re: [osg-users] OpenSceneGraph-3.0.0 release candidate 2 tagged

2011-06-24 Thread Stephan Wenglorz
Hello Robert, On 24.06.2011 18:18, Robert Osfield wrote: Hi Stephan, On Thu, Jun 23, 2011 at 9:40 PM, Stephan Wenglorz stephan.maku...@gmx.net wrote: /home/stephan/Dev/LibSources/OpenSceneGraph/src/osgPlugins/3ds/WriterNodeVisitor.cpp: In member function ‘void

Re: [osg-users] Problems with UV Textures in OSG

2011-06-24 Thread Jordan Sparks
Hi, my team and I are trying UV textures for the first time in OpenSceneGraph, however, we have a problem. We use Maya to build our 3D models and when I did UV texturing on a model for a simple dice, it refuses to show up properly in OSG. Even though the UV texturing looks perfect in Maya, as