[osg-users] Can't compile Collada 1.5 with RC5

2009-02-11 Thread Martin Scheffler
Using Visual Studio 2008. OSG 2.8 RC 5 Collada Dom 1.5 Crosspost from here: https://sourceforge.net/forum/message.php?msg_id=6398399 Compiling Collada 1.5 dom worked without a problem for both static and dynamic. Now when I build OpenSceneGraph 2.8 RC5 in VS 2008 I get these error messages:

Re: [osg-users] Can't compile Collada 1.5 with RC5

2009-02-11 Thread Martin Scheffler
2009/2/11 Robert Osfield robert.osfi...@gmail.com Hi Martin, Collada is a bit of mess w.r.t consitency, and keeping the OSG building against this moving target has proven to be a challange. The very latest Collada DOM is now 2.2, so this is our target, I'm also compiling against Collada

Re: [osg-users] [3rdparty] change ocean height

2009-10-02 Thread Martin Scheffler
no seb, I also really needed that feature. I already wrapped it in dtOcean: https://sourceforge.net/apps/mediawiki/delta3d/index.php?title=DtOcean Cheers. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=17796#17796

[osg-users] Loading mesh without textures

2009-10-15 Thread Martin Scheffler
Hi, I am using OSG to write a preprocessing tool where I do a lot of collision testing. I am running into memory problems as the meshes I load have a LOT of textures. I would like to remove the textures, as they take away a lot of memory and are irrelevant for the task I do. Is it possible to

Re: [osg-users] Loading mesh without textures

2009-10-15 Thread Martin Scheffler
Ulrich, thank you for your answer. But I load .ive files, which have textures included! So this callback only receives the name of the ive, not the textures. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18290#18290

Re: [osg-users] Loading mesh without textures

2009-10-15 Thread Martin Scheffler
Gordon: I think the idea with the visitor would work for me. I apply this visitor to my meshes: [code] class StripTexturesVisitor : public osg::NodeVisitor { public: StripTexturesVisitor() : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {} virtual void

Re: [osg-users] Loading mesh without textures

2009-10-15 Thread Martin Scheffler
Thanks guys! I will post a correct visitor here when I have finished it. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18297#18297 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Loading mesh without textures

2009-10-19 Thread Martin Scheffler
So, as promised here's the code to strip textures and UV coords from geometry. It saves me about 700 mb at runtime, which makes me happy :o Code: class StripTexturesVisitor : public osg::NodeVisitor { public: StripTexturesVisitor() :

Re: [osg-users] Wayfinding / route finding

2009-11-02 Thread Martin Scheffler
Also, the OSG-based game engine Delta3D offers pathfinding functionality. http://www.delta3d.org Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19041#19041 ___ osg-users mailing list

Re: [osg-users] Combining particles with different textures

2009-11-18 Thread Martin Scheffler
Hi Robert, I'm on it. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19803#19803 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-25 Thread Martin Scheffler
wow, time to brush up my mandarin! :) Congratulations! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20398#20398 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Read color from osgTerrain ImageLayer?

2009-11-30 Thread Martin Scheffler
Hi Robert, I use the puget example from the osgDem page. I think compression is not on by default, right? gdal_translate.exe ps-e.lg.jpg ps-e.lg.tif gdaladdo.exe -r average ps-t.lg.tif 2 4 8 16 32 osgdemd.exe --xx 10 --yy 10 --layer 0 -t ps-t.lg.tif --xx 10 --yy 10 -d ps-e.lg.tif -l 4 -v 0.5

Re: [osg-users] Read color from osgTerrain ImageLayer?

2009-11-30 Thread Martin Scheffler
OK, I removed compression by adding --RGB-16, now it works Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20582#20582 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] probem in playing gif with osgdb_gif

2009-12-08 Thread Martin Scheffler
This looks like only the changes to the last animation frame are displayed. When you save a gif from Adobe ImageReady or similar programs, the frames of the gif only contain the changes from the last animation frame to reduce image size. Maybe you can fiddle with the gif export settings so

Re: [osg-users] probem in playing gif with osgdb_gif

2009-12-09 Thread Martin Scheffler
I'm sorry, I haven't used photoshop for years. You have to disable optimization or something. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21153#21153 ___ osg-users mailing list

Re: [osg-users] Publicly Available TerraPage Database

2010-01-10 Thread Martin Scheffler
I found this link in an old post: http://www.triangraphics.de/index.php?1=Downloadl=eng -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22354#22354 ___ osg-users mailing list

[osg-users] Confirmed system configuration for osgShadow to work?

2010-01-26 Thread Martin Scheffler
Hi, I have tried out osgShadow on multiple systems and can't get a really good looking shadow on any of them. SM, SSM and lispsm gives me fully black objects (tested on Win and Linux, both with NVidia GTX 280), PSSM only gives me a flickering shadow, other imlpementations have other problems.

[osg-users] [3rdparty] osgearth crashes when I load a shape file

2010-01-29 Thread Martin Scheffler
Hi, first up, osgEarth is absolutely amazing! It is a lot of fun to play around with. But now to my problem: Everything crashes when I try to load a shape file! I added a shape file as seen here: http://osgearth.org/wiki/TileSourcePluginModelFeatureOverlay Luckily I built in debug mode from

Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file

2010-01-29 Thread Martin Scheffler
It's the data included in the SVN, and the example that I linked in the first post. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23440#23440 ___ osg-users mailing list

Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file

2010-02-01 Thread Martin Scheffler
It seems that OGR is unable to find the ESRI driver. [code] OGRGetDriverByName( ESRI Shapefile); [/code] returns NULL. This is not checked and causes a crash. I am using FWTools 2.4.6. I have copied the DLLS in the FWTools bin directory to a location in my path. Do you have an idea what I do

Re: [osg-users] [3rdparty] osgearth crashes when I load a shape file

2010-02-01 Thread Martin Scheffler
OK, got it working now. The problem was I did not set the working directory to osgEarth/bin. This caused the relative paths in the .earth file to be incorrect. createFeatureProfile() in FeatureSourceOGR returned NULL because the file could not be loaded. This was not checked in

[osg-users] Picking Polygons?

2009-03-28 Thread Martin Scheffler
Hi all, I have a geometry containing a number of polygons, each a osg::DrawElementsUInt(osg::PrimitiveSet::POLYGON,0). I want to use the LineSegmentIntersector to pick a polygon of the mesh. Everything works fine, only I can't make sense of the primitiveIndex value of the Intersection class.

Re: [osg-users] Picking Polygons?

2009-03-30 Thread Martin Scheffler
Hi Robert, thanks for your answer. I now switched to use triangles for the intersection mesh. This works, but only if I disable using the KD tree for intersection testing. When I do intersectVisitor.setUseKdTreeWhenAvailable(true); the primitiveIndex values are not correct. When I switch

[osg-users] simple water shader?

2009-04-14 Thread Martin Scheffler
Hi, For my project I need indoor water for puddles. Because I don't have much time to spend on this I would like your advice on how to do this the fastest way. I don't need scene reflections or even transparent water, a glossy animated normal map would be good enough for me. * Is there

[osg-users] [osgPlugins] collada: use of bind_vertex_input

2009-04-23 Thread Martin Scheffler
Hi, I export from Max using the feeling exporter 3.05b (c gives the same results). I have a diffuse map and an ambient map in my model. When importing the collada file into osg, the maps are not shown. It seems that I have to modify [code]instance_material symbol=r8.3.007_1

Re: [osg-users] [3rdparty] osgOcean release

2009-05-07 Thread Martin Scheffler
that misses is a way to set the location of the water shaders from the outside. At the moment the shader locations are hard coded to the resources folder. Could you change that? Thank you! Cheers, Martin Scheffler -- Read this topic online here: http://forum.openscenegraph.org

Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-15 Thread Martin Scheffler
Hi, I am currently thinking about how to do a multi-display simulation with OSG that uses a single machine to feed all displays. The app I am currently working on requires multiple views, but is difficult to distribute across machines because of some randomness components in my graphics stuff.

Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-16 Thread Martin Scheffler
Philip, The NVidia Quadro Plex D4 seems to handle eight display outputs (http://www.nvidia.com/object/product_quadroplex_2100_d4_us.html - sorry for posting a german language link before). Has anybody tried that out? I would like to know how complex the geometry may be for the system to

Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-17 Thread Martin Scheffler
Distributing the scene graph is the approach Avango is taking - http://avango.org/. Avango is based on OSG and allows scene graphs distributed across machines. The authoritative version of scene graph branches may lie on different machines. Transformation matrixes are automatically

[osg-users] GUIEventAdapter: How do I know which key was pressed together with ctrl?

2009-06-03 Thread Martin Scheffler
Hi, I'm currently creating a first person shooter like camera control. I steer with the 'wasd' keys. Pressing shift speeds the character up, pressing ctrl makes the character duck. I basically need a way to get the basic, unmodified key the user pressed. This would have to return 'w', no

Re: [osg-users] [osgOcean] problem with ocean surface in svn

2009-06-09 Thread Martin Scheffler
Hi Kim, I just ran into the same problem on our SuSE boxes. Will you take a look at that? Or do you have any pointers for me where to look? As osgOcean works perfectly fine under windows the best guess is to look for differences in the FFTW library, right? Has anyone got osgOcean running

Re: [osg-users] Forward declared classes and ref_ptrs

2009-06-09 Thread Martin Scheffler
I can only forward-declare ref-ptr members if I write the implementation of the class destructor in the cpp file. Try if that helps Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13773#13773

Re: [osg-users] [3rdparty] [osgOcean] problem with ocean surface in svn

2009-06-09 Thread Martin Scheffler
Allright! Keep up the good work! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13775#13775 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-16 Thread Martin Scheffler
Hi, I compiled osgOcean and everything works fine here. I ran into trouble when integrating it with my existing application. When I used the last version of osgOcean, I could just put the ocean somewhere in the scene graph and it did not interact with my other stuff. Now osgOcean blocks my

Re: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?

2009-06-17 Thread Martin Scheffler
Pierre, are you using FFTW or FFTSS? This error is known to appear with FFTW, can you try out FFTSS? Thanks! Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14071#14071 ___ osg-users mailing

[osg-users] [3rdparty] OSGOcean reflection is not mirrored

2009-07-23 Thread Martin Scheffler
Hi, seems like the reflection in osgOcean is not mirrored correctly. When I have letters reflecting in the water, they are from right to left (mirrored vertically) but they should be from bottom to top (mirrored horizontally)! Cheers, Martin -- Read this topic online here:

Re: [osg-users] [3rdparty] OSGOcean reflection is not mirrored

2009-07-23 Thread Martin Scheffler
OK, never mind, everything is fine. The ship model I am working with is open on the bottom side, so I could peek under the hull and the inner side of the hull was reflected. That reminds me, is there a way to set the height of the ocean? By default it seems to be at z = 0, is there a way for

[osg-users] Callback for actors being culled?

2009-07-28 Thread Martin Scheffler
Hi, I have a lot of particle systems in my scene. I want to freeze the particle systems that are currently not seen. How can I get informed when a node is culled away? I have a geometry the max size of the particle system, so I would like to be informed when that geometry is culled away /

Re: [osg-users] Callback for actors being culled?

2009-07-29 Thread Martin Scheffler
By digging some more I found an old forum message that answers my question, so please disregard my request. http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg16202.html Cheers, Martin -- Read this topic online here:

[osg-users] Combining particles with different textures

2009-08-01 Thread Martin Scheffler
Hi, I'm trying to work out how to combine particles with different textures. I want to create a fire particle system where I can dynamically change the amount of fire-, smoke- and spark-particles. I haven't found a good way to do this yet. My first idea was to overlay multiple particle

Re: [osg-users] Combining particles with different textures

2009-08-01 Thread Martin Scheffler
I just looked at the cessna example, and it seems to have the z fighting problem I tried to describe. If you turn the camera around the plane, at some point the fire jumps over the smoke. The two particle systems are not really mixing. Martin -- Read this topic online here:

Re: [osg-users] Combining particles with different textures

2009-08-02 Thread Martin Scheffler
Thanks Rosme and Skylark, I've modified the Particle class to allow me to specify start and end tiles for a particle. I am uploading a patch for the class with this post, maybe you could include it (or the functionality it describes) in the distro? I can now shoot particles with different

Re: [osg-users] Combining particles with different textures

2009-08-02 Thread Martin Scheffler
Alright, will do! screenshot [/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=15704#15704 attachment: fire.jpg___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Suggestion: Add components in nodes (aggregation)

2009-08-13 Thread Martin Scheffler
Regarding actor components in Delta3D: The GMComponents are not at the actor level, but even higher, they are to be used for stuff like network adapters, device interfaces and other global stuff. If you check out Delta3D from trunk you can take a look at inc/dtGame/actorcomponentbase.h which

Re: [osg-users] About OSG and Distributed Issue?

2010-04-17 Thread Martin Scheffler
you can also check out Avango (http://www.avango.org/). It uses OSG and provides ways to replicate scene graph structures. i don't know if the network stuff is optimized enough for internet use though -- Read this topic online here:

[osg-users] Any clean way to turn off buffer swapping?

2010-05-11 Thread Martin Scheffler
Hi, I am trying to use Qt OpenGL widgets as a HUD for OSG. (Wow, I love abbreviations!) [url]http://labs.trolltech.com/blogs/2008/06/27/accelerate-your-widgets-with-opengl/[/url] I have managed to get Qt to draw its widgets over OSG, and it looks good. First I let OSG draw its scene, then Qt

Re: [osg-users] Any clean way to turn off buffer swapping?

2010-05-11 Thread Martin Scheffler
Hi Robert, I experimented with osgQT for the last two days and got it working. The performance was pretty bad, I had 20 fps from the Qt thread with a single QCalendarWidget displayed. Maybe the performance can be improved if OpenGL rendering was used instead of the default Qt painting, but RTT

Re: [osg-users] Any clean way to turn off buffer swapping?

2010-05-11 Thread Martin Scheffler
I'm running qt and the viewer in separate threads, just like your browser example. When I render a spin box the fps is 60, when I render a QCalendarWidget it goes down to 20. This can probably be improved by using QGLWidget for rendering the widgets to texture. I am not that deep into the

Re: [osg-users] A Qt Scenegraph...

2010-05-27 Thread Martin Scheffler
As far as I understood the article, the Qt scene graph is specifically 2d or 2.5d. It is only meant as an optimization to the GraphicsView stuff. Did I get that right? Maybe it won't have to be as complex as OSG. -- Read this topic online here:

Re: [osg-users] Embedding OSG in QT 4.5.0 with QGLWidget + QGraphicsScene / drawBackground() - need a little help.

2010-06-15 Thread Martin Scheffler
Some notes: The captureCurrentState command never catches any states. In OSG head, the camera does not even have a state. The push/popClientAttribute method causes problems with terra page terrain rendering. When I include it, the GUI looks good, but the terrain is screwed up. Adding

Re: [osg-users] 3D Scene emulating a 2D environment

2010-07-07 Thread Martin Scheffler
theoribeiro: Just set your ortho projection values to your screen size: (0, 1024, 0, 768) or whatever. Also set your camera viewport: camera-setViewport(0, 0, 1024, 768). Now the OSG units correspond to pixels on your screen. -- Read this topic online here:

Re: [osg-users] Human 3d model animation/motion

2010-07-07 Thread Martin Scheffler
Hi nerazzuri, You can check out Delta3D (www.delta3d.org). It is a game engine based on OSG that has a lot of functionality for controlling animated persons. The animations use the Cal3D format btw. In the examples/ folder of the delta3d distro there are some examples on how to create and

Re: [osg-users] Human 3d model animation/motion

2010-07-14 Thread Martin Scheffler
We are using the rocketbox characters: http://www.rocketbox.de/index.php?foo=portfolioproduct=cc We export them from Max to Cal3D, works nicely. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29993#29993

Re: [osg-users] a limit of osg::ReaderWriter interface

2010-07-30 Thread Martin Scheffler
Hi all, something is definitely wrong with the gz plugin. osgconv physics_crate.ive physics_crate.ive.gz osgconv physics_crate.ive.gz physics_crate.osg DataInputStream::readUInt(): Failed to read unsigned int value. Also, physics_crate.ive.gz cannot be opened with winzip or 7zip. Cheers,

[osg-users] Render text n pixels above text position

2010-08-25 Thread Martin Scheffler
Hi, I have a number of actors that I want to add text labels to. The text labels should be screen aligned with a fixed size. I want the text to stay 50 pixels above the center of the actor, so that the actor is not obscured by text when I am far away. Is this possible? There is a method

Re: [osg-users] Render text n pixels above text position

2010-09-02 Thread Martin Scheffler
Glenn, thanks for your reply. Because performance IS important for me (hundreds of texts) I went a different route. I derived a class TextWithOffset from osgText::Text and overwrote the method computePositions. I added my offset to the _offset member variable after the alignment was

[osg-users] TerraPage terrain LODs are jumping again - have LOD ranges to be sorted?

2010-09-08 Thread Martin Scheffler
Hi, this is a problem that was fixed some time ago but pops up again now. I have a terrapage terrain that loads fine, but every few seconds the detailed LODs are swapped against lower res ones and back again. This looks funny and bogs down the system. After poking around with a debugger the

Re: [osg-users] TerraPage terrain LODs are jumping again - have LOD ranges to be sorted?

2010-09-08 Thread Martin Scheffler
I just noticed that I only get the effect when I have long-running operations in the cull traversal. I'll try to post a replicable test scenario. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31410#31410

Re: [osg-users] TerraPage terrain LODs are jumping again - have LOD ranges to be sorted?

2010-09-10 Thread Martin Scheffler
Yes, that solved it! Yay! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=31501#31501 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Announcing dtEntity

2011-01-23 Thread Martin Scheffler
Hi, those of you who hang out on the Delta3D forums already know this, but this should be of interest here, too: I am working on an entity system on top of Delta3D and OpenSceneGraph. An entity system is a pure component approach to gameplay systems - no actor objects, each game actor is

Re: [osg-users] Announcing osg.js

2011-02-19 Thread Martin Scheffler
Very awesome! I'm especially interested in the JS side - I've just been looking for a javascript linear algebra library to use with my own project (http://www.sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity) Mind if I lift your vector, matrix and quat classes? I've

Re: [osg-users] [3rdparty] Cloud node kit

2011-04-10 Thread Martin Scheffler
Sythel, you can also check out Delta3D. It is based on OSG and has several kinds of basic clouds. Of course they are not as good looking as the ones of the commercial sollutions, but they are free and can do quite a lot. Cheers, Martin -- Read this topic online here:

[osg-users] osgexport for blender?

2011-04-16 Thread Martin Scheffler
Hi all, I can't download osgExport for blender from http://projects.blender.org/frs/?group_id=19 Does anyone have a working link, or can you simply post the file to the list? Thanks a lot! Cheers, Martin -- Read this topic online here:

Re: [osg-users] osgexport for blender?

2011-04-16 Thread Martin Scheffler
never mind, I found it here: http://hg.plopbyte.net/osgexport/file/e28389f02799/blenderExporter Maybe the project maintainer should add a link from blender.org to there? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38518#38518

Re: [osg-users] osgexport for blender?

2011-04-29 Thread Martin Scheffler
Hi, I just tried installing the plugin. Which blender version is supported? I tried the current (2.57) and after adding the new bl_info stuff I could start the script but got script errors: [code] Error initializing quicktime found bundled python: C:\PROGRA~1\BLENDE~1\Blender\2.57\python

Re: [osg-users] osgexport for blender?

2011-05-07 Thread Martin Scheffler
Awesome! Got it installed, will have to explore the features later. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39135#39135 ___ osg-users mailing list

Re: [osg-users] osgexport for blender?

2011-05-07 Thread Martin Scheffler
I tried exporting this model: http://www.blendswap.com/3D-models/weapons/a-104-cold-fusion-assault-rifle/ And got errors: Code: osg: WARNING Camera CAMERA not exported osg: exporting mesh Circle.805 osg: mesh Circle.805 with material bpy_struct, Material(screen) osg: vertexes 8 osg: faces 2

Re: [osg-users] osgexport for blender?

2011-05-07 Thread Martin Scheffler
I commented out that line and blender seems to end up in an endless loop. When I cancel the script with ctrl-c the stack trace ends up in osg\osgdata.py, line 701, in equalVertices. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39138#39138

Re: [osg-users] osgexport for blender?

2011-05-07 Thread Martin Scheffler
Reedev: I used the 2.57 plugin tghat damyon posted. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39140#39140 ___ osg-users mailing list

Re: [osg-users] Shadow is not updated with the light

2011-05-16 Thread Martin Scheffler
Hi Sumit, mayb you have to update the light direction vector instead of the light position? I think the LISP shadow ignores light position and only uses light direction. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39385#39385

[osg-users] Interesting article on Qt scenegraph and its threading model

2011-05-31 Thread Martin Scheffler
Perhaps now it is possible to render Qt Gui above OSG? http://labs.qt.nokia.com/2011/05/31/qml-scene-graph-in-master/ Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39975#39975 ___

Re: [osg-users] QT-OSG problem

2011-08-16 Thread Martin Scheffler
I'm currently working on a better qt render thread integration that solves all these problems. It is already possible to open render windows from the render thread (using a qt blocking queued connection). Resize, minimize, close etc are communicated using signal-slot connections. The only

Re: [osg-users] How To: QTreeWidget with multiple nodes of same name in scenegraph

2011-08-22 Thread Martin Scheffler
Hi Sanat, Maybe you should use Qt's Model View Controller framework. It is a lot more complex than the Tree Widget, but also gives a lot more possibilities. You could write a QAbstractItemModel that directly accesses the live scene graph. You would have to inform the model of changes to your

Re: [osg-users] How To: QTreeWidget with multiple nodes of same name in scenegraph

2011-08-22 Thread Martin Scheffler
Nerazurri: In a tree, nodes can by definition only have one parent. If you want to display a scene graph in a tree structure you could display a node multiple times for each parent? BTW Maybe one of the existing applications has something for you?

Re: [osg-users] I made the libRocket GUI library usable with OSG

2011-08-26 Thread Martin Scheffler
Hi Jeremy, I hope I haven't discouraged you from continuing development on osgWidget! A native osg gui would have a lot of advantages over an external library. The main reason I did not consider osg widget was the lack of documentation, so maybe you can invest some time in that... About the

Re: [osg-users] Review of osgQt changes.

2012-11-12 Thread Martin Scheffler
Hi, I am just learning about the changes to the OpenGL integration in Qt 5. The new way of dealing with OpenGL seems to be a lot less retarded than the QGLWidget way. You can simply create a QOpenGLContext object in the render thread and a QSurface object in the GUI thread and do

Re: [osg-users] Review of osgQt changes.

2012-11-22 Thread Martin Scheffler
Hi, I didn't yet investigate, but as far as I understood, you don't need to subclass QSurface. You can create a QOpenGLContext object in the render thread and a QSurface in the GUI thread, then do context-makeCurrent(surface) to let the context render to the surface. After that, the two

[osg-users] Using osgDB to load text files or other non-OSG files?

2012-12-06 Thread Martin Scheffler
Hi, I would like to use the osgDB architecture to load script and xml files, possibly other stuff. I would like to be able to use the CURL plugin to load these files from the net, which means I can't simply get a path with osgDB::findFile and fopen that. Ideally I would like to enter a path or

Re: [osg-users] Animating articulated osg models

2013-01-03 Thread Martin Scheffler
Hi Mike, to allow articulated parts on instanced models you can use bone deformation instead of DOF transforms. This changes the way the tanks have to be modelled, but it allows you to render all tanks in one draw call. You can use osgAnimation or osgCal to do the bone deformation. Cheers,

Re: [osg-users] OSG Render Thread in Qt: Access to scene data from main app thread

2013-04-15 Thread Martin Scheffler
Hi Pertur, I don't think it is a good idea to manipulate OSG data across threads. Maybe you should instead send commands from your GUI thread to the render thread with Qt signal/slot connections and do the manipulating in the render thread. Signal/slot connections across threads are always

Re: [osg-users] Qt5 integration first try

2013-06-12 Thread Martin Scheffler
Hi, in reference to my submission here: http://forum.openscenegraph.org/viewtopic.php?p=54555#54555 as I said, I simply submitted Vitezslavs patch. I can certainly try to remove the extra hooks from the osg main classes. The moveToThread command must be called with the Qt widget and the Qt

[osg-users] State of Qt5 integration?

2014-03-21 Thread Martin Scheffler
Hi all, is anybody still working on integrating Qt5? It seems that CMake now runs smoothly, but I could not get the osgviewerQT example running on Windows 7. I see the Qt widgets, but the OSG windows are all black and the console is flooded with OpenGL errors. This is using Qt 5.2 64 bit on

Re: [osg-users] State of Qt5 integration?

2014-03-21 Thread Martin Scheffler
I just played around a bit and managed to get a very simple integration. It is a bit cheating, I simply take an OSG window and add it to a Qt widget. * No fancy Qt stuff supported like drag and drop, overdrawing etc. * Only windows (although Linux should be no problem after some modifying) *

Re: [osg-users] I made the libRocket GUI library usable with OSG

2011-10-06 Thread Martin Scheffler
Some improvements to osgLibRocket: * Should now work cleanly in non-singlethread mode * scissor tests now work, widget contents is now correctly hidden * lots of small stuff Known issues: * When starting OSG in fullscreen mode then fullscreen gui does not appear. Somehow the initial screen size

[osg-users] osgAnimation hardware mode clone weird meshes

2011-10-17 Thread Martin Scheffler
Hi all, this is not really a bug I guess but I want to spare other people from having to find this: I tried creating loads of animation instances of the same type. This worked OK as long as I created all instances at once, but when I created additional instances during the simulation then

[osg-users] dtEntity OSG entity system videos

2011-10-28 Thread Martin Scheffler
Hi all, I just want to inform you all about my ongoing work with dtEntity, a game/simulation framework on top of OSG. I posted an announcement a few months back, but a lot has happened since then. Most importantly, dtEntity is no longer dependent on Delta3d (although integration is still

Re: [osg-users] dtEntity OSG entity system videos

2011-11-02 Thread Martin Scheffler
Hi John, yes, that was a bug in the CMake file. I just committed a fix. The editor depends on JavaScript for camera motion and tools. I'm affraid without V8 you will only be able to build the dtEntity lib and a few very simple demos. If you decide to build V8 yourself please build it as a

[osg-users] osgga event on mouse enter window?

2011-11-30 Thread Martin Scheffler
Hi, it seems there is no osgga event being fired when the mouse is moved over the 3d window. This would be useful for applications with multiple 3d windows. I have implemented this as a user event in my qt based app, but maybe it would be interesting to have that feature for the standard osg

[osg-users] video: editing osgParticle system with dtEntity property editor

2011-12-16 Thread Martin Scheffler
Hi, here's a video showing the capabilities of the dtEntity property editor: http://www.youtube.com/watch?v=0X0EH3YQmPI The property editor can be used to modify game objects on the fly, add functionality, create hierarchical property structures. The particle component has a number of

Re: [osg-users] video: editing osgParticle system with dtEntity property editor

2011-12-18 Thread Martin Scheffler
Hi J.P., I am using Microsoft Expression Encoder 4, which is free and very nice. It works on Vista and later. Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44416#44416 ___

Re: [osg-users] Dynamic datavariance clarification

2012-02-23 Thread Martin Scheffler
Hi Eric, I think it is not enough to mark every changed node as dynamic, you also have to mark all their child subgraph nodes as dynamic! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45711#45711

Re: [osg-users] I made the libRocket GUI library usable with OSG

2012-03-26 Thread Martin Scheffler
Hi, I can't read that last comment (not approved), but whatever the question: I am still improving osgLibRocket, subversion address: https://dtentity.googlecode.com/svn/trunk/source/osgLibRocket Recent improvements: * No longer re-adding osg geometry every frame, instead increasing/decreasing

Re: [osg-users] constant size overlay

2012-03-27 Thread Martin Scheffler
If you don't need the overlays to be clickable then you can also attach point sprites to your scene elements. That should be a little more performant than the autotransform thing. Turn off depth test to make the icons shine through. Cheers, Martin -- Read this topic online

Re: [osg-users] [ANN] OpenSceneGraph 3 Cookbook Published!

2012-04-01 Thread Martin Scheffler
I ordered on thursday! B) Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46713#46713 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Why no games with OSG?

2012-04-26 Thread Martin Scheffler
Hi Maia, maybe the stuff I am working on is interesting for you: http://code.google.com/p/dtentity/ DtEntity is similar to Delta3D in its functionality (it started as a Delta3D module), but it is more lightweight and less intrusive. DtEntity is a game and simulation system for OSG. It has basic

Re: [osg-users] Why no games with OSG?

2012-04-27 Thread Martin Scheffler
Actually the physx binding is no longer part of dtEntity, as I did not ever use it and it never really reached the point where it would be useful. I agree that Bullet would be a good choice for a physics engine, it should be possible to use osgBullet together with dtEntity. --

Re: [osg-users] Why no games with OSG?

2012-04-27 Thread Martin Scheffler
Hi Maia, to answer your questions: less intuitive for OO programmers Entity systems do not use inheritance (well, dtEntity does, components can form an inheritance structure) and do less encapsulation than traditional object systems. But once you understand the basic idea it is very nice to

[osg-users] Loading OSG resources from Qt QResource system

2012-05-03 Thread Martin Scheffler
Hi, has anyone tried loading textures, meshes etc from the Qt resource system? I am thinking about how best to distribute my resources with my application. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47525#47525

Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything :-)

2012-06-20 Thread Martin Scheffler
Hi all, my osgLibRocket integration is part of dtEntity, but it is designed to be usable stand alone. You can check out https://dtentity.googlecode.com/svn/trunk/source/osgLibRocket/ Using osgLibRocket together with dtEntity gives you at least two advantages: * JavaScript integration. You can

Re: [osg-users] constant size overlay

2012-07-03 Thread Martin Scheffler
You have to enable blending. Try this: [code] ss-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); ss-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE | osg::StateAttribute::PROTECTED | osg::StateAttribute::ON); [/code] Thank

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