Re: [osg-users] SVN last version

2008-12-10 Thread Vincent Bourdier
t; > Robert. > > On Wed, Dec 10, 2008 at 12:55 PM, Vincent Bourdier > <[EMAIL PROTECTED]> wrote: > > Error : > > > 1>Z:\OSG_current_svn\sources\src\Xcode\OpenSceneGraph\config\OpenThreads/Config(4) > > : fatal error C1083: Impossible d'ouvrir le fi

Re: [osg-users] SVN last version

2008-12-10 Thread Vincent Bourdier
ve always done like that... What I need to change ? Thanks, Vincent > > Robert. > > On Wed, Dec 10, 2008 at 1:32 PM, Vincent Bourdier > <[EMAIL PROTECTED]> wrote: > > I need to had Z:\OSG_2.6.1\sources\src\Xcode\OpenSceneGraph\config in my > > include path. If I do

Re: [osg-users] SVN last version

2008-12-10 Thread Vincent Bourdier
mal, isn't it ? Thanks a lot, I was lost in these config ^^ Regards, Vincent 2008/12/10 Mathias Fröhlich <[EMAIL PROTECTED]> > > Hi, > > On Wednesday 10 December 2008 15:15, Vincent Bourdier wrote: > > What config file ? > The config file that contains the cmak

Re: [osg-users] SVN last version

2008-12-10 Thread Vincent Bourdier
2008/12/10 Jean-Sébastien Guay <[EMAIL PROTECTED]> > Hi Vincent, > > > I need to had Z:\OSG_2.6.1\sources\src\Xcode\OpenSceneGraph\config in my >> include path. If I don't I have the following error : >> > > There is no src/Xcode directory in the OSG source tree anywhere. See > > http://www.opens

Re: [osg-users] SVN last version

2008-12-10 Thread Vincent Bourdier
Hi, Yes I see that... I just was lucky when configuring bad my project... Now all works well :-) thanks a lot. Vincent. 2008/12/10 Jean-Sébastien Guay <[EMAIL PROTECTED]> > Hi Vincent, > > In my checkout, I have a Xcode directory... >> I checkout from >> http://www.openscenegraph.org/svn/osg

[osg-users] Matrixd vs Vec3d ..

2008-12-10 Thread Vincent Bourdier
Hi, Just a problem of math & OSG : I have * a vec3d point in relative coordinate * a matrix to transform in world coordinate I need to make something equivalent to vec = mat * vec ... But the 3d vector cannot be trnasformed by a matrix (4*4) ... For the moment I do : line = mat.getRotate() *

Re: [osg-users] Matrixd vs Vec3d ..

2008-12-10 Thread Vincent Bourdier
... 2008/12/10 Thrall, Bryan <[EMAIL PROTECTED]> > Vincent Bourdier wrote on Wednesday, December 10, 2008 10:31 AM: > > > Hi, > > > > Just a problem of math & OSG : > > > > I have > > * a vec3d point in relative coordinate > > * a matrix to tran

Re: [osg-users] culling takes too long

2008-12-10 Thread Vincent Bourdier
Hi, Maybe you can use billboard for trees ... cull is easy for a billboard ... instead of a complex geometry. LOD too can make benefits because geometry is less complex. Vincent. 2008/12/10 Juan Sebastian Casanueva <[EMAIL PROTECTED]> > Hi, > > I am adding trees and buildings to a terrain for

Re: [osg-users] Matrixd vs Vec3d ..

2008-12-10 Thread Vincent Bourdier
so to convert an > objects from local coords to world you do: > > v_world = v_local * ModelMatrix; Yes ! I haven't seen that operator (post-mult) ! I sounds good now ! A lot of thanks :-) Regards, Vincent. > > > Robert. > > > On Wed, Dec 10, 2008

[osg-users] Bug in osgManipulator with viewer.

2008-12-12 Thread Vincent Bourdier
Hi all, Having a bug with the osgManipulator, I succeed to reproduce it on an osg example I modified. See in attached file. The interesting code is at the end of the file, the bug is line 386. Problem : if the viewer->run() is not called is the same block where it was created, the application cra

Re: [osg-users] Bug in osgManipulator with viewer.

2008-12-12 Thread Vincent Bourdier
Sorry to make an update, but no one use osgManipulator ? Regards, Vincent. 2008/12/12 Vincent Bourdier > Hi all, > > Having a bug with the osgManipulator, I succeed to reproduce it on an osg > example I modified. See in attached file. > The interesting code is at the end of th

Re: [osg-users] Please test svn/trunk in prep for 2.7.7 dev release

2008-12-12 Thread Vincent Bourdier
Hi, Windows XP pro SP2, VS2005 SP1 Compilation (without example and wrappers) is OK. Regards, Vincent. 2008/12/12 Robert Osfield > Hi All, > > I have just made my last check in that I plan to do before tagging the > OpenSceneGraph-2.7.7 dev release. Could users check svn/trunk and do > a b

Re: [osg-users] Please test svn/trunk in prep for 2.7.7 dev release

2008-12-12 Thread Vincent Bourdier
I did it this morning... just some file updated this afternoon ... so yes, it was fast :-) 2008/12/12 Jean-Sébastien Guay > Windows XP pro SP2, VS2005 SP1 >> Compilation (without example and wrappers) is OK. >> > > Thanks Vincent, that was fast :-) > > J-S > -- >

Re: [osg-users] channel view

2008-12-13 Thread Vincent Bourdier
Hi, 2008/12/12 olfat ibrahim > > Hello > > > > i need to change the channel view for my scene > > also i want to attach a node to the view point can any one > > send me the needed functions or code ? > > > > also i was wonder is there a programing guid or man pages > > explain the functions buil

Re: [osg-users] Prevent Viewer::frame from changing frustum?

2008-12-13 Thread Vincent Bourdier
Hi, 2008/12/12 Alejandro Segovia > Hi OSG-users, > > I've noticed calling viewer->frame() seems to be changing my left, right, > bottom, top, z near and z far clipping planes when I set the camera's > projection matrix as a frustum. > > Is there some way to prevent it from making these changes?

Re: [osg-users] Bug in osgManipulator with viewer.

2008-12-15 Thread Vincent Bourdier
Hi, 2008/12/12 Jean-Sébastien Guay > Hi Vincent, > > Sorry to make an update, but no one use osgManipulator ? >> > > I use osgManipulator extensively, but as Robert said we all have work to > do. I'll test your code in a few minutes, but please keep in mind that some > of us are in different ti

Re: [osg-users] Bug in osgManipulator with viewer.

2008-12-15 Thread Vincent Bourdier
nd still the same solution : call viewer->run() just after the addEventHandler(new PickModeHandler()) make no crash ... If you see any bug ... any idea... Thanks a lot. Regards, Vincent. 2008/12/15 Vincent Bourdier > Hi, > > 2008/12/12 Jean-Sébastien Guay > >> Hi Vin

Re: [osg-users] Bug in osgManipulator with viewer.

2008-12-15 Thread Vincent Bourdier
> Hi Vincent, > > I'm afraid I'd not yet have an ideas what might be amiss. What you do > is to set the viewer threading to SingleThreaded just to see if this > might be threading issue. > > Robert. > > On Mon, Dec 15, 2008 at 9:55 AM, Vincent Bourdier >

Re: [osg-users] Bug in osgManipulator with viewer.

2008-12-15 Thread Vincent Bourdier
Hi, 2008/12/15 Jean-Sébastien Guay > Hi Vincent, > > Sorry I could not try out your example code before you found the solution > yourself... I was totally swamped. I'm glad you found the solution though! > > To solve the problem, I set my CommandManager ref_ptr as a private member >> in my clas

Re: [osg-users] Bug in osgManipulator with viewer.

2008-12-15 Thread Vincent Bourdier
Hi Robert, 2008/12/15 Robert Osfield > Hi Vincent, > > On Mon, Dec 15, 2008 at 8:31 PM, Vincent Bourdier > wrote: > > The disturbing thing, is that the Dragger set the commandManager in a > > pointer (dragger->setcommandManager ) so we can assume that the command &g

Re: [osg-users] current View Point

2008-12-16 Thread Vincent Bourdier
sition in the first one > > forgive my poshing but iam a new osg programer just switched from OpenGL > performer so the things mixed up with me a little can you at least recommend > a certai toutorial or a certain example > > tahnks > > --- On Tue, 12/16/08, Vincent Bourdier wrote

Re: [osg-users] current View Point

2008-12-16 Thread Vincent Bourdier
Hi, Please do not make a new thread each time... just reply the first one. Next, you can make some search on the mailing list archives... a lot of things are now resolved in it. Last, you can get the camera position with the camera manipulator : getMatrix or getInverseMatrix method. With this ma

Re: [osg-users] current View Point

2008-12-16 Thread Vincent Bourdier
Hi, Please, make replies to your posts ! do not make a new thread each time ... If you reply to your post, we will have all the mailing history of this question, and we can see the evolution of the problem. Next, just with this code, we cannot see what the problem is. Tell us what is good in your

Re: [osg-users] current View Point

2008-12-17 Thread Vincent Bourdier
) >{ >// fire off the cull and draw traversals of the scene. >viewer.frame(); > viewer1.frame(); > > } > > now the object i used did not move what is the problem ?? > > --- On Wed, 12/17/08, Vincent Bourdier wrote: > > > From: V

Re: [osg-users] current View Point

2008-12-17 Thread Vincent Bourdier
ot find "viewer.getView" function or equivelant to it > > > is there some way to help me fix or understand one of the two previous ways > or is there a way to directly update the node positon from the camira > position in the loop like using : > > osg::NodeCallback* nc = ne

Re: [osg-users] my current position

2008-12-17 Thread Vincent Bourdier
Hi, 2008/12/17 olfat ibrahim > > > > --- On Wed, 12/17/08, olfat ibrahim wrote: > > > From: olfat ibrahim > > Subject: my current position > > To: "OSG" > > Date: Wednesday, December 17, 2008, 9:01 AM > > i am using keyswitchManipulator : > > > > i need to print my current location while iam

Re: [osg-users] please test... SSAO (v1.0)

2008-12-17 Thread Vincent Bourdier
Hi, Some ref_ptr error in code... Sorry, but on my old PC shader/OpenGl problem... I will test on newer PC if I have time. Regards, Vincent. 2008/12/17 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com> > Hi all , > > please test this first version of SSAO Effect (Node) > > There is still

Re: [osg-users] my current position

2008-12-17 Thread Vincent Bourdier
t; " " << up.y() << " " << up.z() << > endl; > > osg::Matrixd m(viewer.getCamera()->getViewMatrix()); > > mt->setMatrix(osg::Matrix::translate(eye.x(),eye.y(),eye.z())* > osg::Matrix::rotate(m.getRo

Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread Vincent Bourdier
faster (arround 30FPS) on my NVidia Quatro > 570M, can you rebuild the latest version and send my the compiler bugs > (please) > > the resizing issue, i am awar of it not yet solved. > > /adrian > > 2008/12/18 Vincent Bourdier > > On VS 2005 SP1 OSG 2.6.1 : still

Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread Vincent Bourdier
a réussi, 1 a échoué, 0 mis à jour, 0 a été ignoré == About 30 fps : see attached file. Vincent. 2008/12/18 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com> > sorry, i am working with latest SVN version (but not so important) but the > attached SSAO version (latest) >

Re: [osg-users] please test... SSAO (v1.0)

2008-12-18 Thread Vincent Bourdier
s much faster (arround 30FPS) on my NVidia Quatro >> 570M, can you rebuild the latest version and send my the compiler bugs >> (please) >> >> the resizing issue, i am awar of it not yet solved. >> >> /adrian >> >> 2008/12/18 Vincent Bourdier > vincent.bo

[osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Vincent Bourdier
Hi, Using the draggerHandler (the copy of the one in osgManipulator example) to rotate and translate a node, I need to get theses transformations to apply it to an other node. In the Handler, I get the previous matrix of the dragger, and after transformation (on release) I get the other matrix.

Re: [osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Vincent Bourdier
etry, no Transform can be apply on it.) But the plane and the Geode not have the same orientation... I don't understand where the calculs are wrong. Thanks. Regards, Vincent. 2008/12/18 Vincent Bourdier > Hi, > > Using the draggerHandler (the copy of the one in osgManipulato

Re: [osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Vincent Bourdier
Hi Jean-Sébastien, I just tried that ... the problem is that the plane is not a referenced node... so I cannot put it under a transform. For the same reason I cannot put it under the dragger. Last, If I try InfinitePlane (referenced node), this is just a drawable, so it getNormal() method always

Re: [osg-users] osgManipulator Dragger Handler get transformation decal

2008-12-18 Thread Vincent Bourdier
OSG list is magic ! Because people help other people, but when I post on it because I begin becoming mad, I can be sure that : there is no answer because I did something too strange to be understood, or I will find the good solution when waiting for your proposition ^^ I made me realize one compo

Re: [osg-users] Please test svn/trunk in prep for OpenSceneGraph-2.7.8 dev release

2008-12-19 Thread Vincent Bourdier
Hi Robert, Compilation ok : 0 error, 0 warnings on OSG only (no examples, no wrappers, ...) Under : VS 2005 SP1, Windows XP SP2 Regards, Vincent. 2008/12/19 Robert Osfield > Hi All, > > I have now completed all my work in prep for the 2.7.8 and am > personally ready to tag 2.7.8, but is the

Re: [osg-users] rotation problem

2008-12-22 Thread Vincent Bourdier
Hi, It sound normal for me to have a y rotation for result. Make a little drawing, you will see that. Vincent. 2008/12/22 hemanth korrapati > hi all, > > I want to rotate a point which is on x-axis by 45 degrees w.r.t z-axis > and 45 degrees w.r.t x-axis. So I am using the following code > > >

Re: [osg-users] is possible to display a Bounding Sphere?

2008-12-22 Thread Vincent Bourdier
Hi, Bounding sphere is not a drawable, but an osg::Sphere exist, so with you BS radius and center, you can create a new Sphere to visualize your BS. Careful to the transformation matrices when getting the center and radius. Vincent. 2008/12/22 Francesco Argese > Hi all, > > i have a doubt: is

Re: [osg-users] World to Local Coordinates

2008-12-22 Thread Vincent Bourdier
Hi, I cannot answer you about WorldToLocalMatrix, but something can help you maybe : each node can call getWorldMatrices() wich return a matrix to apply to the node referenced coordinates to have the world coordinates. Example : to get the world coordinate of the center of a node I use :* osg::Ve

Re: [osg-users] model creation

2008-12-22 Thread Vincent Bourdier
Hi, You read/write .osg (ASCII) or .ive (binary) files from the scene. see osgDB::WriteNodeFile(...) Regards, Vincent. 2008/12/22 hemanth korrapati > Hi, > > How can we save all the objects in a scene as a single model ? > > Thanks > ___ > osg-us

Re: [osg-users] OT : Merry Christmas

2008-12-22 Thread Vincent Bourdier
Merry Christmas to all , Happy new year, good Holidays, Happy Halloween (why not ^^ ) Thanks a lot for your help all along this year. Vincent. 2008/12/22 Can T. Oguz > Merry Christmas to all :) > > Can > > 2008/12/22 Gordon Tomlinson > >> Merry Christmas to one and all, may the holidays brin

Re: [osg-users] state of a point

2008-12-22 Thread Vincent Bourdier
Hi, Bounding Sphere implement an intersect() method to test if two bounding sphere are intersecting ... if one is in the other one, it is considered as an intersection. You can create a BS for your point with a little radius, and test the intersection with the other BS you want. Maybe you can use

Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2008-12-22 Thread Vincent Bourdier
Hi Art ! What a nice Christmas gift ! Very impressive ! I would be very useful for beginners not familiar with the mailing list, or to read the complete discussion. I don't know if I will continue to use list or change to forum ... maybe both ! Congratulations ! Regards, Vincent. 2008/12/2

Re: [osg-users] World to Local Coordinates

2008-12-22 Thread Vincent Bourdier
Why not just inverse this matrix ? Not sure, but it can be the solution. Vincent. 2008/12/22 Renan Mendes > Vincent, > > Thanks for your help, but what I want is exactly the opposite. To > transform from world to local... Does anybody know the answer to my last > email? > > >Thank

Re: [osg-users] map/set iterator not dereferencable

2009-01-05 Thread Vincent Bourdier
Hi Have a look on your coordinateText pointer. Check it if it is always valid... Maybe, as Robert said, you loose some data due to a bad memory management ? Advice : always use ref_ptr<> for osg::Referenced elements. -- Read this topic online here: http://osgforum.tevs.eu/viewto

Re: [osg-users] create window from a thread on windows

2009-01-06 Thread Vincent Bourdier
Hi, Maybe you just have to add the handler/manipulator on the new window. Default viewer set default trackBallManipulator, do you have it ? how do you create you new window ? Regards, Vincent. 2009/1/5 Cedric Pinson > Hi, > > I create a an osgViewer from a thread not the main, and i dont ha

Re: [osg-users] create window from a thread on windows

2009-01-06 Thread Vincent Bourdier
s i dont really want to know, just it does not work like window > creation from another thread. > So to get in the same case that most of people i prefered to put the window > creation in the main thread. > > Thank you for you reply. > > Cheers, > Cedric > > Vincent Bou

Re: [osg-users] overriding keyboard events in osgViewer::View...

2009-01-07 Thread Vincent Bourdier
Hi, The Handlers can be set when you need them. By default, the statesetHandler is set, and manage the 'l' key for instance. If you make your own viewer, you can put the handlers you want. I'm not sure on how to remove the default handler, but If you set your view(er), and add the eventHandlers

[osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Vincent Bourdier
Hi, I need some explanations about the ways OSG allow to modify the render. I am working on a function, to apply to a node, to set it always rendered over the other nodes. In other words, If I apply this on an osgText, I would be able to read the text whatever my camera position can be (of course

Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Vincent Bourdier
children inherit the state ? is it necessary ? Thanks for you help. Regards, Vincent. 2009/1/9 Serge Lages > Hi Vincent, > > I'll try to answer to your questions... > > On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier < > vincent.bourd...@gmail.com> wrote: > &

Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-09 Thread Vincent Bourdier
2009/1/9 Serge Lages > >> Hi Vincent, >> >> I'll try to answer to your questions... >> >> On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier < >> vincent.bourd...@gmail.com> wrote: >> >>> Hi, >>> >>> I need some e

Re: [osg-users] Depth, CULL, renderBin : what and when ?

2009-01-11 Thread Vincent Bourdier
-- > *From:* osg-users-boun...@lists.openscenegraph.org [mailto: > osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Vincent > Bourdier > *Sent:* Friday, January 09, 2009 2:58 AM > *To:* OpenSceneGraph Users > *Subject:* Re: [osg-users] Depth, CU

[osg-users] Bug in osgText::drawForegroundText

2009-01-12 Thread Vincent Bourdier
I think there is a real bug in the rendering of OsgText. (2.6.1 release) The bug does appear randomly... I get it with simple text in a Hud, updated each frame. The bug is there : *void Text::drawForegroundText(osg::State& state, const GlyphQuads& glyphquad, const osg::Vec4& colorMultiplier) co

Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Vincent Bourdier
Hi, Looking for physic/collision application, I would have more information on osgNV. Does it would work with graphic card which are not NVidia's one ? Is it possible to consider this project as an interface for PhysiX (for now) for any application, plateform, ... ? Thanks, Regards, Vincent.

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread Vincent Bourdier
Hi, I allow myself to Up this topic... Thanks, Regards, Vincent. 2009/1/12 Vincent Bourdier > I think there is a real bug in the rendering of OsgText. (2.6.1 release) > > The bug does appear randomly... I get it with simple text in a Hud, updated > each frame. > >

[osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
Hi, Currently making my billboard node, I add an osgText on it. I need this text to be in node's coordinate, but in constant pixel size on screen. When the billboard move or rotate, the text will follow it. The only thing the text can change is caracter size. I use this code : * osg::ref_ptr d =

Re: [osg-users] osgNV 0.6.2 released, with a preliminary physics support!

2009-01-13 Thread Vincent Bourdier
version of it on SF.net if interested. It's still in design. > > Wang Rui > 2009/1/13 Vincent Bourdier > >> Hi, >> >> Looking for physic/collision application, I would have more information on >> osgNV. >> >> Does it would work with graphic card w

Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
mmend not > adding the text to the billboard, instead just add it as sibling to > the Billboard and enable the rotate to screen option on the text > object. > > Robert. > > On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier > wrote: > > Hi, > > > > Currently maki

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread Vincent Bourdier
ort > Hi, > > can you make it crash in singlethreaded mode? If not, check all settings of > "dynamic" on text nodes. > > jp > > Vincent Bourdier wrote: > >> Hi, >> >> I allow myself to Up this topic... >> >> Thanks, >> >

Re: [osg-users] Bug in osgText::drawForegroundText

2009-01-13 Thread Vincent Bourdier
ething like: > > stateset->setDataVariance(osg::Object::DYNAMIC); > > Also have a search on the mailing list for "setDataVariance". > > regards > jp > > Vincent Bourdier wrote: > >> Hi J.P, >> >> I have no crash in singleThreaded mode. It

Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
ctions : is the setRotation() is called, the text do not update with good proportions... Any suggestion ? Thanks, Regards, Vincent. 2009/1/13 Vincent Bourdier > Hi Robert, > > I did it from the past for a simple OSG text on a billboard node, > without constant screen pixel size m

Re: [osg-users] osgText size in screen coordinate problem

2009-01-13 Thread Vincent Bourdier
ent(osgText::Text::CENTER_TOP); d->setFont( _ve->getFont().get())* Thanks, Regards, Vincent. 2009/1/13 Robert Osfield > Do you use text->setAutoRotateToScreen(true)? > > On Tue, Jan 13, 2009 at 1:36 PM, Vincent Bourdier > wrote: > > Hi, > > > > I

Re: [osg-users] Vertex list indexing into another vertex list?

2009-01-15 Thread Vincent Bourdier
Hi, Maybe just use setVertexArray with the primary vertex list, and you use the second list in a osg::DrawElementsUInt (or similar). In the DrawElementsUInt, you push your vertices indexes. So when the vertices data are modified, if they keep the same position in the list the geometry will update.

Re: [osg-users] Vertex list indexing into another vertex list?

2009-01-16 Thread Vincent Bourdier
gt; apply TexCoord[0] to both vertices, which is not what was intended. > > - Ken > > > -Original Message- > > From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- > > boun...@lists.openscenegraph.org] On Behalf Of Vincent Bourdier > > Sent:

[osg-users] Compilation of OSG with /MT option.

2009-01-16 Thread Vincent Bourdier
Hi, Working on window, I am trying to compil osg with /MT option instead of /MD to avoid MV dependencies (*msvcr80.dll *for example). With this option, some OSG component (osgText, osgTerrain, ) do not link. It is possible to do it ? how ? (any suggestion would be a good beginning) Thanks.

Re: [osg-users] Compilation of OSG with /MT option.

2009-01-16 Thread Vincent Bourdier
Hi Jean-Sébastien, I can assume I need to compile all OSG dependencies with /MT option, to have good compilation in osg core itself. The "problem" is about the dependency package our application needs. We just understand the VS dll are needed, and we know it exist package to install it with the a

Re: [osg-users] Compilation of OSG with /MT option.

2009-01-19 Thread Vincent Bourdier
Hi Jean-Sébastien, Thanks for the explanation. In a first step, I just wanted to get the a) choice ^^ But compiling all dependencies with /MT option can be a solution if I understand well. I know a pack exist but it is a 2.6 Mo file to add, and ask for user to install it is sufficient, but It is

Re: [osg-users] Compilation of OSG with /MT option.

2009-01-19 Thread Vincent Bourdier
Thanks for you help Jean-Sébastien We have some more things to adapt for now, but we are testing all that. Merci. :-) Regards, Vincent. 2009/1/19 Jean-Sébastien Guay > Hi Vincent, > > I know a pack exist but it is a 2.6 Mo file to add, and ask for user to >> install it is sufficient, but

Re: [osg-users] VS Intellisense forOSG?

2009-01-21 Thread Vincent Bourdier
Hi Cory, I personally not have done all of that. Just putting the osgFile.lib in the linker and osgfile includes, and making my application, I have the intellisense working good. Nothing to do especially. When intellisense do not work, you can assume that an error is in you code syntax... or somet

Re: [osg-users] what is setTexCoordArray?

2009-01-22 Thread Vincent Bourdier
Hi Cory, Texture coordinates is a basic way to apply a texture on a geometry. For each vertex, you give a 2D coordinate data to associate a vertex and a texture point. OpenGl will interpolate the texture pixel between each vertex, depending on theses coordinates. The 2D texture coordinate have to

Re: [osg-users] what is setTexCoordArray?

2009-01-22 Thread Vincent Bourdier
nate increases as you move down. In OpenGL, the coordinates are called **s and **t instead of **u and **v, the (0, 0) point (the origin) is at the bottom-left corner, and the **t coordinate increases as you move up. *" So don't consider my little drawing as right. Vincent. 2009/1/22 V

Re: [osg-users] I have some questions about particles in OSG

2009-01-22 Thread Vincent Bourdier
Hi, Have a look on Placer and Shooter class. Radial shooter : http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01622.htmlallow you to set an angle of the cone, Placer : http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01569.htmlallow you to set wher

Re: [osg-users] How does DEEP_COPY_ALL treat textures?

2009-01-30 Thread Vincent Bourdier
Hi, Please be more patient... Sometime you can get an answer in 20 min, sometimes after 1 or 2 days... Regards, Vincent. 2009/1/30 > Hi All, > > Can anyone assist with an issue/misunderstanding I'm having when using > DEEP_COPY_ALL please ? > > The issue is that if I have a cube that I appl

Re: [osg-users] OsgManipulator Dragger Matrix

2009-02-03 Thread Vincent Bourdier
Hum, sorry I was not really awoken ... I was modifying the wrong matrix. Dragger get its own matrix for the geometry, Selection is the Matrix which modify the dragged node. Sorry for the inconvenience, Regards, Vincent. 2009/2/3 Vincent Bourdier > Hi all, > > I'm curre

[osg-users] OsgManipulator Dragger Matrix

2009-02-03 Thread Vincent Bourdier
Hi all, I'm currently working a code to save/load a Dragger just with text datas. So I know its position, children, ... and I save its Matrix rotation (Quat) to load the exact position of the dragged node. But when I set the matrix of the dragger on loading, the node under Dragger seems to be unm

[osg-users] Texture2D format problem

2008-02-21 Thread Vincent Bourdier
Hello I am trying to put 2 Texture2D on the same geometry. The backgroud texture is a .jpg file and the foregroud texture is a .png file with opacity (clouds map). If I use them normally, the foregroud texture is in good position, but in place of the transparent's pixels the is only a dark (blac

Re: [osg-users] Texture2D format problem

2008-02-25 Thread Vincent Bourdier
exist. (Be carefull to the depth of the Image) If someone have anther solution, I'll be interested. Thank you. 2008/2/21, Vincent Bourdier <[EMAIL PROTECTED]>: > > Hello > > I am trying to put 2 Texture2D on the same geometry. > > The backgroud texture is a .jpg file a

Re: [osg-users] Texture2D format problem

2008-02-25 Thread Vincent Bourdier
e problem might be, perhaps you are just > tackling it in an awkward way that is confusing things. > > Robert. > > > On Mon, Feb 25, 2008 at 8:26 AM, Vincent Bourdier > <[EMAIL PROTECTED]> wrote: > > Hello, > > > > I will make my own answer : > > I

Re: [osg-users] Texture2D format problem

2008-02-25 Thread Vincent Bourdier
multi-texturing on spheres. > > Robert. > > On Mon, Feb 25, 2008 at 9:01 AM, Vincent Bourdier > > <[EMAIL PROTECTED]> wrote: > > Hi Robert. > > > > Perhaps i'm not very clear in what i intend to do : > > I want to create a sphere to simulate the ear

[osg-users] Using Particle : how to add particle group to the scenegraph ?

2008-02-27 Thread Vincent Bourdier
Hi, I'm trying to make a Particle System. It looks easy but I have a little problem : my ModularEmitter, my ParticleSystemUpdater and my geode are on the same group. To have the particles on the viewer, I must add this group as a child of the root group. If I put it child of another group, nothin

Re: [osg-users] Using Particle : how to add particle group to the scenegraph ?

2008-02-28 Thread Vincent Bourdier
, J.P. Delport <[EMAIL PROTECTED]>: > > Hi, > > > Vincent Bourdier wrote: > > Hi, > > > > I'm trying to make a Particle System. > > > > It looks easy but I have a little problem : my ModularEmitter, my > > ParticleSystemUpdater and my geode are

Re: [osg-users] Complete darkness

2008-02-29 Thread Vincent Bourdier
Maybe just a setnumlight(0)... to replace default light by yours. Vincent 2008/2/29, Wojciech Lewandowski <[EMAIL PROTECTED]>: > > Sounds like default Light Model ambient Look at OpenGL docs for > glLightModel & GL_LIGHT_MODEL_AMBIENT. > > Cheers, > Wojtek > > - Original Message - > F

Re: [osg-users] [Fwd: Re: to draw landscapes beginning from a matrix]

2008-03-03 Thread Vincent Bourdier
Hi Aurora, With his proposition, you can create the color that you need. Setcolor(vec4) uses RGBA (Red, Green, Blue, Alpha) color (if i remember well) so put A to 1.0 (opacity) , and the RGB can be defined using the function he gives to you... you can use it for each component if you want a greysc

Re: [osg-users] [Re: to draw landscapes beginning from a matrix]

2008-03-03 Thread Vincent Bourdier
itude - min) / max) + > lowColor; >G =(highColor - lowColor) * ((altitude - min) / max) + > lowColor; >B =(highColor - lowColor) * ((altitude - min) / max) + > lowColor; > >tf->setValue(0, osg::Vec4(R,G,B,1.0)); >

[osg-users] Using NodeMask...

2008-03-03 Thread Vincent Bourdier
Hi, I am working on a hide/show function, and I've read some examples concerning NodeMask. It looks like a good and easy solution to do that, but I don't understand why it doesn't work on my application : int inheritanceMask = (osg::CullSettings::ALL_VARIABLES & ~osg::CullS

Re: [osg-users] Using NodeMask...

2008-03-03 Thread Vincent Bourdier
"toggle the earthGroup NodeMask between 0 and 0x." it is not what i done here : ? earthGroup->setNodeMask(0x1); Is my code good concerning the camera ? is it a viewer parameter ? (to set cullMask) I preferer avoid using switch node for the moment, it would add nodes to the graph, and if

Re: [osg-users] Using NodeMask...

2008-03-04 Thread Vincent Bourdier
node mask > (0x0). > > Otherwise the default mask is something like > 0x. Hence with your current setup you still > will be able to see all the nodes. > > Cheers, > Art > > > --- Vincent Bourdier <[EMAIL PROTECTED]> > schrieb: > > >

Re: [osg-users] Camera and light problem

2008-03-06 Thread Vincent Bourdier
Hi Jon If you add your transform to the camera, it is normal that the light follow the camera.. If you want to keep the light at the same position, you have to attach it near the root node, and attach the rest of the scene a lower levels than it. Each child inherit from its parents, so if you at

Re: [osg-users] obj normals

2008-03-07 Thread Vincent Bourdier
Hi , I don't know if an easy way exist, but you can get your normalArray and "correct" it... but you have to know exactly the vertices number to get normal and invert it... Vincent. 2008/3/7, lorenzo bronzin <[EMAIL PROTECTED]>: > > hi robert, > > > loading a wavefront .obj file is there a wa

[osg-users] osgFX::Cartoon (setOutlineLineWidth)

2008-03-07 Thread Vincent Bourdier
Hi, I'm using osgFX::Cartoon to obtain an effect on the edges. I want to highlight edges of a node. (geode) I've already tried osgFX::Scribe, but I prefere Cartoon edges because it compute only the necessary edges and not all. So, my problem is when I use Cartoon, I can't set LineWidth. I can pu

Re: [osg-users] Camera and light problem

2008-03-10 Thread Vincent Bourdier
Hi Jon, If your light is in the model at (0,0,0) it is normal, because in the graph, the position is always relative (depends on the parent node) (if you let it by default). try something like : -ROOT ---lightsource ---tranform --geode In this case light source will be in relative coordinat

Re: [osg-users] osgFX::Cartoon (setOutlineLineWidth)

2008-03-11 Thread Vincent Bourdier
Hi, No one have already had this problem ? Thanks. Vincent. 2008/3/7, Vincent Bourdier <[EMAIL PROTECTED]>: > > Hi, > > I'm using osgFX::Cartoon to obtain an effect on the edges. I want to > highlight edges of a node. (geode) > > I've already tried osgFX

Re: [osg-users] osgFX::Cartoon (setOutlineLineWidth)

2008-03-11 Thread Vincent Bourdier
f you attach a small example > that triggers that behaviour in your machine I would test it > > on mine (x86_64,Linux 2.6.22 , OSG SVN HEAD). > > Cheers, > Nicolas. > > 2008/3/11, Vincent Bourdier <[EMAIL PROTECTED]>: > >

Re: [osg-users] Stopping a particle system after a set number of particles

2008-03-11 Thread Vincent Bourdier
Hi, I think it doesn't exist yet... (perhaps I make a mistake writing this)... But counting time left before stoping the particlesystem is not very difficult... just make a time difference and switch off your particleSystem (or remove it) from the graph... Vincent. 2008/3/11, Kim C Bale <[EMAIL

Re: [osg-users] osgFX::Cartoon (setOutlineLineWidth)

2008-03-11 Thread Vincent Bourdier
Of course I did change edge_width and color.x/y/z for a float numbers but > apart from that I used the same code. > Are you sure edge_width is set to the value you want? If yes may be the > is a bug in the OpenGL driver or something. > > Hope it helps. > > Cheers, > N

[osg-users] Render a node through the other

2008-03-11 Thread Vincent Bourdier
Hi, I work on complex models, and I use the osgFX to put in relief some nodes. However, I am asking myself if it is possible to render a node through the others ... ? What I would like to obtain, is to see a node (geode) in relief (with osgFX) through the hole model (and so through the other geode

Re: [osg-users] no Images folder

2008-03-12 Thread Vincent Bourdier
Images folder have to be download in the DATA dependencies... and after that you'd better add a environnement variable (look on osg site web) Vincent. 2008/3/12, Bryan Berg <[EMAIL PROTECTED]>: > > Hi guys, > > So I'm playing with the example osg apps, but I don't seem to have an > Images > folde

Re: [osg-users] Assertion failure - using removeChild

2008-03-13 Thread Vincent Bourdier
Hi, Have you checked all the variables ? I have encountered the problem because my Node was not good... sometimes you get an error but it is another bug in your code... Try to verify each variable (in debug mode for example (step-by-step)) and you'll find your problem. I don't think it is an OSG

[osg-users] Matrixf and Quat problem

2008-03-13 Thread Vincent Bourdier
Hi, I am trying for hours to make a rotation with two vectors... The code is : osg::Matrixf MR = osg::Matrixf::identity();//matrix rotation MR.rotate(angle*osg::PI/180.0, _NodeTranslation^_NodeTranslationStart); osg::Quat qrotation = osg::Quat(); qrotation.set(MR); _rotation *= qrotation;

Re: [osg-users] Matrixf and Quat problem

2008-03-14 Thread Vincent Bourdier
uct returns a zero vector (0,0,0), a NULL rotation will be > computed. > > > > *From:* [EMAIL PROTECTED] [mailto: > [EMAIL PROTECTED] *On Behalf Of *Vincent > Bourdier > *Sent:* Thursday, March 13, 2008 12:55 PM > *To:* osg > *Subject:* [osg-users] Matrixf and Quat

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