[osg-users] New Book on Openscenegraph 3.0

2011-01-25 Thread Zaid Siddiqui
Hi,
I am Zaid and I am looking out for potential reviewers interested in reviewing 
our book  OpenSceneGraph 3.0 : Beginners guide on their blog/ Website. The book 
is written by Rui Wang, Xuelei Qian.

You can check out the book at 
https://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

If you are interested you can contact me on  would be happy to send across a 
review copy. 

(only serious people please! )
... 

Thank you!

Cheers,
Zaid

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[osg-users] hi, anyone can tell me how convert .dgn files to .osg/.ive ?

2011-01-25 Thread John Water
Hi, everybody.

recently, I get trouble about converting .dgn files( MicroStation'format) to 
.osg ; I found dgn2osg plugin in osg'web sites, but it seems not to download 
availably now.

I also can't find opendgn'sdk download from Google which support read/write dgn 
files.

any advices, appreciate!!

Thank you!

Cheers,
John

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Robert Osfield
Hi Sam,

You can't remove an object from it's a parent in a apply() method as
this would invalidate the iterators of the calling code (the
traverse() method that calls the node-accept() which in turn calls
the apply()).

It's safe to remove the children of a node you are passed in a the
apply method, but not removing that node from it's parent.  Another
approach is to collect the list of nodes you want to remove in list
during the traversal using the node visitor than have a method you
call after traversal that does all the operations on the nodes, this
way you can avoid invalidating iterators.

The second half of your post I couldn't make any sense of so can't
comment on this.

Robert.


On Tue, Jan 25, 2011 at 7:26 AM, Sam Warns the_vincu...@hotmail.com wrote:
 Hi,

 I was writing a Visitor that performed an extraction of certain elements from 
 a scenegraph. My first try was to remove the nodes in question from their 
 parents directly in the apply method which lead to some exceptions.
 So what am I doing wrong? I mean I would except some finalize method which is 
 called when the visitor is finished.
 Currently the only remaining function is the getter function for the nodes, 
 that should be extracted. So in apply I have stored references to the object 
 which I can only extract when using the getter so that the removal logic can 
 be executed.
 This works so far but if I do not call the getter no extraction code is 
 executed and nothing really happened.

 What am I doing wrong?


 Thank you,
 Sam

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Sam Warns
Hi Robert,

the second half of my post is about the second option you was talking about.
The apply only gathers the nodes in question and does nothing else then there 
is another method that performs the removal from parent.
But the issue with that is, that if I do not call this method, no removal is 
done.
That was, what I was talking about. The visitor finished its work but as long 
as the user do not call an additional method the removal from parent has not 
been done yet.

I was hoping for a finish method that is automatically called after the 
visitors work has been finished. This finish method could then perform the 
necessary removal operation (or any other).


Thank you!

Cheers,
Sam

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Robert Osfield
Hi Sam,

You have complete control over what you do before and after traversal,
there really isn't any need to have a finalize method as it would only
restrict what users can do over what they can already do.

If you wanted an finialize method in your visitor  then just write a
method like:

  MyVisitor : public NodeVisitor {

   void apply(...) // all my apply overrides your need...

   void process(Node* node)
   {
// do what you want to initialize the visitor prior
// to traversing the scene graph
node-accept(node);
 // do what you want after traversal
   }
   };

   MyVisitor myvistor;
   myvisitor-process(node);

The visitor implementation is deliberately designed to allow you to be
flexible, it's up to you how you want to go about implementing the
details for the purpose of your application.

Robert.

On Tue, Jan 25, 2011 at 10:21 AM, Sam Warns the_vincu...@hotmail.com wrote:
 Hi Robert,

 the second half of my post is about the second option you was talking about.
 The apply only gathers the nodes in question and does nothing else then there 
 is another method that performs the removal from parent.
 But the issue with that is, that if I do not call this method, no removal is 
 done.
 That was, what I was talking about. The visitor finished its work but as long 
 as the user do not call an additional method the removal from parent has not 
 been done yet.

 I was hoping for a finish method that is automatically called after the 
 visitors work has been finished. This finish method could then perform the 
 necessary removal operation (or any other).


 Thank you!

 Cheers,
 Sam

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[osg-users] Database Pager behavior

2011-01-25 Thread Vincent Bourdier

Hi all,

I just would like to understand the behavior of the database Pager when 
I get


  
   osg::notify(osg::INFO)DatabasePager::fileRquest(fileName)

   orphaned, resubmitting.std::endl;


This code is in the DatabasePager::requestNodeFile(...) function, where 
the file is considered as orphaned when the ref_count equals 1.
I understand why it is considered as orphaned due to its ref_count (1 
means only the actual reference and no parents in the scene graph) but I 
don't understand how or when this can arrive...


Can you help me ?

Thanks.

Regards,
   Vincent.
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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Sam Warns
Hi Robert,

I am aware of the possibility to define my own methods in the visitor but the 
point I was trying to explain is, that if I apply a visitor on a scene I would 
except that this visitor has finished its work after calling the 
node-accept(myVisitor)

If I have a RemoveXVisitor and I as the user and not the writer of it use this 
visitor as I am used to use them by


Code:

RemoveXVisitor v;
node-accept(v);




I would expect that the Visitor has done it's work, which it actually didn't 
since there is no finalize method I would need to write:

Code:

RemoveXVisitor v;
node-accept(v);
v.doTheJobActually();




So there is a discrepancy between what I would except from a visitor after it 
was passed to accept and what a visitor is able to do in it's apply method

Greetings
Sam

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Robert Osfield
Hi Sam,

I simply don't get why your are expecting things from the NodeVisitor
that it isn't intended to provide, and what you can very simply
provide yourself.

There are many examples of NodeVisitor's in action in the OSG please
do a search through the code base.

Robert.

On Tue, Jan 25, 2011 at 11:34 AM, Sam Warns the_vincu...@hotmail.com wrote:
 Hi Robert,

 I am aware of the possibility to define my own methods in the visitor but the 
 point I was trying to explain is, that if I apply a visitor on a scene I 
 would except that this visitor has finished its work after calling the 
 node-accept(myVisitor)

 If I have a RemoveXVisitor and I as the user and not the writer of it use 
 this visitor as I am used to use them by


 Code:

 RemoveXVisitor v;
 node-accept(v);




 I would expect that the Visitor has done it's work, which it actually didn't 
 since there is no finalize method I would need to write:

 Code:

 RemoveXVisitor v;
 node-accept(v);
 v.doTheJobActually();




 So there is a discrepancy between what I would except from a visitor after it 
 was passed to accept and what a visitor is able to do in it's apply method

 Greetings
 Sam

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Sam Warns
Hi Robert,

I suppose I expect that because let's say a RemoveGroupsVisitor should remove 
Groups from a given graph, when I apply this visitor to a scene by


Code:

RemoveGroupsVisitor r;
scene-accept(r);




I personally would expect that now the groups are removed, which they are not 
by the limitation of the apply methods

Regards
Sam

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Re: [osg-users] manipulator design advice

2011-01-25 Thread Jerome Karim
Hi,
very good question, i am having the same problem i will keep u informed ;) 

Thank you!

Cheers,
Jerome

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Re: [osg-users] hi, anyone can tell me how convert .dgn files to .osg/.ive ?

2011-01-25 Thread Tomlinson, Gordon
I would have a look at something like 'Deep Explorer' from right hemisphere, it 
can convert a lot of formats to formats supported by OSG such as Multigen 
OpenFlight(tm) of the top of my head I believe it supports dng format, once 
converted to say OpenFlight you can use OSG to create your OSG/IVE files


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John Water
Sent: Tuesday, January 25, 2011 3:48 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] hi,anyone can tell me how convert .dgn files to .osg/.ive ?

Hi, everybody.

recently, I get trouble about converting .dgn files( MicroStation'format) to 
.osg ; I found dgn2osg plugin in osg'web sites, but it seems not to download 
availably now.

I also can't find opendgn'sdk download from Google which support read/write dgn 
files.

any advices, appreciate!!

Thank you!

Cheers,
John

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Re: [osg-users] hi, anyone can tell me how convert .dgn files to .osg/.ive ?

2011-01-25 Thread Petr Srom
Hi,
osgconv srcfile dstfile
in cmdline type before osgconv: set OSG_NOTIFY_LEVEL=DEBUG

Petr

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[osg-users] osgconv failed loading .dll

2011-01-25 Thread Petr Srom
Hi,
I have problem convert .flt to .ive

console debug output:
USING: c:\Program Files\OpenSceneGraph-2.8.3\bin\osgPlugins-2.8.2\osgdb_ive.dll
dynmaic library failed loading: osgPlugins-2.8.2\osgdb_ive.dll

cmd osgoconv --plugins 
find all .dlls in c:\Program Files\OpenSceneGraph-2.8.3\bin\osgPlugins-2.8.2\

on the 2nd pc is sthe same OSG instalation 
and osgconv works fine ... 
in debug mode are the paths same 

PC1 and PC2:
Env Variables - are the same
cmd osgversion OpenSceneGraph Library 2.8.2 (both)
cmd echo %OSG_ROOT% c:\Program Files\OpenSceneGraph-2.8.3 (both)
start - run: osgviewer cow.osg - ok (both)

Instalation on the 2nd PC: I have copied al from root directory c:\Program 
Files\OpenSceneGraph-2.8.3\ and add same env. variables.

Thank you for any help!

Cheers,
Petr

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[osg-users] struct member alignment - default (ok) - 1Byte (unhandled exc...)

2011-01-25 Thread Petr Srom
Hi,
i have problem with struct alignment - my project include this structs:

typedef struct __DSPOS__
{
float x;
float y;
float z;
float h;
float p;
float r;
}DSPOS;

typedef struct __PLAYER_POS__
{
UCHAR index;
DSPOS pos;  
}PLAYER_POS;

And when i changed in project - properties Struct Member Alignment from 
default to 1 Byte - I cannot run viewer (Microsoft Visual Studio)
):

the problem is on this line: 
viewer.setSceneData(root);

Unhandled exception at 0x00db7a10 in osgdefaultproject.exe: 0xC005: Access 
violation reading location 0xe24d.

How can I solve this problem?

Thank you.

Cheers,
petr

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Re: [osg-users] struct member alignment - default (ok) - 1Byte (unhandled exc...)

2011-01-25 Thread Petr Srom
solved:
project-properties-c++-codegen-struct m align: default
#pragma pack(push, 1) 
typedef struct
 ...
#pragma pack(pop)

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Re: [osg-users] struct member alignment - default (ok) - 1Byte (unhandled exc...)

2011-01-25 Thread Alberto Luaces
Petr Srom writes:

 Hi,
 i have problem with struct alignment - my project include this structs:

 typedef struct __DSPOS__
 {
   float x;
   float y;
   float z;
   float h;
   float p;
   float r;
 }DSPOS;

 typedef struct __PLAYER_POS__
 {
   UCHAR index;
   DSPOS pos;  
 }PLAYER_POS;

 And when i changed in project - properties Struct Member Alignment from 
 default to 1 Byte - I cannot run viewer (Microsoft Visual Studio)
 ):

 the problem is on this line: 
 viewer.setSceneData(root);

 Unhandled exception at 0x00db7a10 in osgdefaultproject.exe: 0xC005: 
 Access violation reading location 0xe24d.

 How can I solve this problem?

Do not change the whole project alignment settings. Other libraries
compiled with sane values for it will break, as you have experienced
with OSG. Change it only in your data structures with the pragma
directives of your compiler. A quick google results in #pragma pack
for your VS.

-- 
Alberto

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Robert Osfield
Hi Sam,

Your expectations are unreasonable, please them recalibrate otherwise
you are going to constantly disappointed that everything in the world
doesn't conform to you prior conceptions.  In the case of the
NodeVisitor where you are seeing a limitation, it's actually a
positive and deliberate feature.

The OSG's NodeVisitor is extremely powerful and flexible, this is
achieved by handing over responsibility to the developer and makes as
few assumptions as possible.  With this it does have usage patterns
that you have to follow, there are plenty of examples that illustrate
it's use, and I have given you examples and explanations.

Robert.

On Tue, Jan 25, 2011 at 11:54 AM, Sam Warns the_vincu...@hotmail.com wrote:
 Hi Robert,

 I suppose I expect that because let's say a RemoveGroupsVisitor should 
 remove Groups from a given graph, when I apply this visitor to a scene by


 Code:

 RemoveGroupsVisitor r;
 scene-accept(r);




 I personally would expect that now the groups are removed, which they are not 
 by the limitation of the apply methods

 Regards
 Sam

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Paul Martz

On 1/25/2011 4:34 AM, Sam Warns wrote:

Hi Robert,

I am aware of the possibility to define my own methods in the visitor but the 
point I was trying to explain is, that if I apply a visitor on a scene I would 
except that this visitor has finished its work after calling the 
node-accept(myVisitor)

If I have a RemoveXVisitor and I as the user and not the writer of it use this 
visitor as I am used to use them by


Code:

RemoveXVisitor v;
node-accept(v);




I would expect that the Visitor has done it's work, which it actually didn't since there 
is no finalize method I would need to write:

Code:

RemoveXVisitor v;
node-accept(v);
v.doTheJobActually();




So there is a discrepancy between what I would except from a visitor after it 
was passed to accept and what a visitor is able to do in it's apply method


If your RemoveXVisitor doesn't actually remove anything, but instead collects 
references to X (that you might remove later with a separate operation), then 
perhaps you should consider changing the name of the visitor to CollectXVisitor 
to more accurately describe its purpose, so that other developers don't get 
confused about what it does (as you are describing above).

   -Paul
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[osg-users] GSoC 2011

2011-01-25 Thread Sergey Kurdakov
Hi OSG community.

osg was always late to participate
but maybe this time?

so consider the opportunity

Google has just announced GSoC2011.

http://google-opensource.blogspot.com/2011/01/google-summer-of-code-announced-at-lca.html

The timeline is here:
http://www.google-melange.com/document/show/gsoc_program/google/gsoc2011/timeline

Regards
Sergey
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[osg-users] Addressing warnings in OSG in prep for 3.0

2011-01-25 Thread Robert Osfield
Hi All,

For the 3.0 release I'd like to clean up warnings that have crept in
over the past year, for this I'd the communities help, as I have
limited OS versions available to test and only a finite amount of time
available each day.

There aren't too many in the core libraries and plugins as these
warnings are generally picked and fixed as we go along, there is one
in Program.cpp I've left in as reminders of incomplete functionality,
so this will need address via a feature addition or simply
introduction of runtime warning of incomplete functionality.  There
are others that appear under other platforms and picked up on
cdash.openscenegraph.org.   Let me know your suggestions on which one
might indicate actual code problems and how the warnings might be
fixed, or suppressed if avoids compromising code quality and
reliability by doing a hacky fix as workaround for inappropriate
warnings.

The cdash.openscenegrah.org builds reports altered me to many warnings
in the fbx plugin under the Linux build, so I pulled down the fbx SDK
and got the plugin compiling and reproduced the warnings - with this
I've been able to fix half a dozen warnings that required an
unambiguous fix, however, there are far more that the warning is
telling us that is potentially something wrong in the code that really
requires someone with knowledge of the fbx SDK and the fbx plugin to
fix.  I've attached the linux warnings that remain as an aid.

Thanks in advance for your help,
Robert.
[  0%] Built target OpenThreads
[ 45%] Built target osg
[ 62%] Built target osgUtil
[ 70%] Built target osgDB
[ 70%] Built target osgText
[ 79%] Built target osgGA
[ 83%] Built target osgViewer
[ 95%] Built target osgAnimation
[ 95%] Building CXX object 
src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRAnimation.o
/usr/local/include/fbxfilesdk/kfbxplugins/kfbxanimcurvenode.h:342: warning: 
‘void fbxsdk_2011_3_1::CollectAnimFromCurveNode(fbxsdk_2011_3_1::KFCurve**, 
fbxsdk_2011_3_1::KFCurveNode*, unsigned int, 
fbxsdk_2011_3_1::KFbxAnimCurveNode*)’ declared ‘static’ but never defined
[100%] Building CXX object 
src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRCamera.o
/usr/local/include/fbxfilesdk/kfbxplugins/kfbxanimcurvenode.h:342: warning: 
‘void fbxsdk_2011_3_1::CollectAnimFromCurveNode(fbxsdk_2011_3_1::KFCurve**, 
fbxsdk_2011_3_1::KFCurveNode*, unsigned int, 
fbxsdk_2011_3_1::KFbxAnimCurveNode*)’ declared ‘static’ but never defined
[100%] Building CXX object 
src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRLight.o
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRLight.cpp: In member 
function ‘osgDB::ReaderWriter::ReadResult 
OsgFbxReader::readFbxLight(fbxsdk_2011_3_1::KFbxNode*, int)’:
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRLight.cpp:56: warning: 
enumeration value ‘eNONE’ not handled in switch
/usr/local/include/fbxfilesdk/kfbxplugins/kfbxanimcurvenode.h: At global scope:
/usr/local/include/fbxfilesdk/kfbxplugins/kfbxanimcurvenode.h:342: warning: 
‘void fbxsdk_2011_3_1::CollectAnimFromCurveNode(fbxsdk_2011_3_1::KFCurve**, 
fbxsdk_2011_3_1::KFCurveNode*, unsigned int, 
fbxsdk_2011_3_1::KFbxAnimCurveNode*)’ declared ‘static’ but never defined
[100%] Building CXX object 
src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRMesh.o
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp: In function ‘int 
getVertexIndex(const fbxsdk_2011_3_1::KFbxLayerElementTemplateT*, const 
fbxsdk_2011_3_1::KFbxMesh*, int, int, int) [with T = 
fbxsdk_2011_3_1::KFbxVector4]’:
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:563:   instantiated 
from here
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: 
enumeration value ‘eNONE’ not handled in switch
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: 
enumeration value ‘eBY_EDGE’ not handled in switch
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:76: warning: 
enumeration value ‘eALL_SAME’ not handled in switch
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp: In function ‘bool 
layerElementValid(const fbxsdk_2011_3_1::KFbxLayerElementTemplateT*) [with T 
= fbxsdk_2011_3_1::KFbxVector4]’:
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:708:   instantiated 
from here
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:59: warning: 
enumeration value ‘eINDEX’ not handled in switch
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp: In function ‘bool 
layerElementValid(const fbxsdk_2011_3_1::KFbxLayerElementTemplateT*) [with T 
= fbxsdk_2011_3_1::KFbxColor]’:
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:709:   instantiated 
from here
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp:59: warning: 
enumeration value ‘eINDEX’ not handled in switch
/home/robert/OpenSceneGraph/src/osgPlugins/fbx/fbxRMesh.cpp: In function ‘bool 
layerElementValid(const fbxsdk_2011_3_1::KFbxLayerElementTemplateT*) [with T 
= fbxsdk_2011_3_1::KFbxVector2]’:

Re: [osg-users] Addressing warnings in OSG in prep for 3.0

2011-01-25 Thread Torben Dannhauer
Hi Robert,

As I built the 3rdParty Package for VS2008 last year, I did a mistake and 
removed the debug databases from the compile output, so in debug mode there are 
lots of warnings due to missed .pdb files.

Should I rebuild the package content (would consume a lot of time I think), Or 
are the messages OK because it is not OSG itself but only the 3rdParty package?

Cheers,
Torben

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Re: [osg-users] OpenSceneGraph with glut support

2011-01-25 Thread Mukund Keshav
Hi Robert,

im really sorry, i somehow missed out on your post on my first read. Thanks for 
the detailed explanation. Well im a student and looking at the vastness of OSG, 
i felt it would require quite a lot of time. So, i was looking for support from 
the lower level APIs.

Thanks

...

Hi Shayne,


 Our OpenGL rendering
 is in a wrapper which happens in a post draw callback. This seems to work
 fine. The key is in state management since OSG and OpenGL share the same
 render context. 


Could you please elaborate with some links or small examples? i did not quite 
get you.

Thanks a lot!

Mukund

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[osg-users] Rotating the display

2011-01-25 Thread Frank Sullivan
Greetings,

My application is going to be run on different displays, some of which might be 
rotated 90, 180, or 270 degrees from their typical position. I've basically set 
things up so that my app reads the screen orientation from a config file, and 
does what it needs to do to make sure that things look 'upright' if that screen 
orientation is anything other than 0 degrees.

For the HUD, I have an osg::Projection node that is a parent to all of the HUD 
items. If the screen orientation is non-zero, then the projection matrix that I 
use contains some built-in rotation, like so:


Code:
osg::Matrix orthoMat = osg::Matrix::ortho(0, screenWidth, 0, screenHeight, 0.1, 
1000.0f);
osg::Matrix rotMat = osg::Matrix::rotate(screenOrientationAngle, 0, 0, 1);
osg::Matrix finalProjMat = orthoMat * rotMat; 



Just in case you are wondering: if the screen is rotated 90 or 270 degrees, I 
also swap the width and height so that my HUD items don't look stretched. I 
also use a trick to make sure that items appear in the correct place when the 
aspect ratio changes, but I don't bore you with the details of that.

This all seems to work well with one hitch: it seems to mess up the 
computePixelSizeVector calculation. I'm not quite sure how this calculation 
works, but when I embed some rotation into my projection matrix, it seems to 
have the effect of setting the w component of the pixelSizeVector to some huge 
number, and invariably all HUD items are culled by small feature.

I solved this by disabling the small feature culling, but since this is done on 
the camera, it will probably be global to the whole scene, which is probably 
not desirable. I'm sure I can find some other way (turning culling inactive for 
all HUD-related nodes, perhaps).

I'd like to do this same sort of thing for the main scene rendering, i.e. set 
the projection matrix on the camera to its normal projection matrix (using the 
reciprocal of the aspect ratio if necessary), multiplied by a rotation matrix. 
However, since running into that snag, I'm starting to wonder if this isn't a 
terrible idea. =]

I have no idea what I might be messing up. =P

Thank you!

Cheers,
Frank

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Re: [osg-users] Visitor concept. No finalize?

2011-01-25 Thread Sam Warns
Hi,

that is exactly the point. My RemoveXVisitor  SHOULD remove nodes but since it 
is not possible to do that in apply and there is no finalize method that gets 
automatically called after accept has finished, it is only possible to remove 
nodes by providing a custom member which the user must call manually.

That is what I am talking about, it is not possible for a Visitor to do certain 
things without having the user explicitly call members of it after the accept 
call.

I did not demand a finalize method and I understand Robert's statement that 
flexibility is achieved by relying on the user. Never the less would a finalize 
method decrease any flexibility and power of it.

(Btw: I have never experienced that handing over responsibility to the user 
(which is the developer at this point) produced any good results, but this is 
only my experience) 

Thanks,
Sam

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[osg-users] [Query] Delaunay Traingulator Usage

2011-01-25 Thread Kumar Saurabh Arora
Can anyone help me with usage of Delaunay Triangulator in following case?

 

osg::ref_ptrosgUtil::DelaunayTriangulator
delaunayTriangulator = 

new osgUtil::DelaunayTriangulator;

 

step 1. 

delaunayTriangulator-setInputPointArray(inputPoints);

  osg::DrawElementsUInt* triangles =
delaunayTriangulator-triangulate();

 

  // constraint_lines are added  while triangulation and not removed
before return in triangualate()

 

  // now, if I want to use same delaunay instance , I am not able to
remove constraint created above as API exposed to remove constraint.

 

  step2.

  delaunayTriangulator-setInputPointArray(inputPoints2);

  osg::DrawElementsUInt* triangles =
delaunayTriangulator-triangulate();

 

  // inputPoints2 get modified with some points in vertex array of the
delaunay constraint created in step1

 

To avoid this , I have left with no option other than creating new instance
for every triangulation.

 

Is it a right way of keeping constraint_line which is not added explicitly
on completion of Triangulation?

 

Thanks,

Saurabh Arora

 

 

 

 

 

  

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Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-25 Thread Buckley, Bob CTR MDA/DES
What are the magnitudes of coordinates that you're using?


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Arif Yetkin 
Sar??
Sent: Monday, January 24, 2011 2:45 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Jitter problem - OSG  Nvidia Physx

Hello everyone.

We have been using OSG with nvidia physx for a driving simulation and we have 
jitter problem, where the cars and other objects in the scene (controlled by 
the physics) jitter annoyingly :). We believe that we update the scenegraph in 
a wrong way.

In our code : 
There is a physx thread.
There is an OSG library thread where we can add new entities, remove them, 
start rain effects, call an animation of a skeleton character etc. 
There is an OSG render loop thread, where osgviewer::...frame() is called.

Our Nvidia physx thread produces new x y z pitch head roll values for the 
scene entities at 60Hz (or any other frequency we want). 
Physx thread calls the updateEntity() function of our OSG library thread.
This function simply updates scene entities with matrixtransform::void 
setMatrix(const Matrix mat).

In other words, we move an object with this chunk of code:

Code:
osg::Matrixd mxT = createTransformMatrix(x,y,z,h,p,r);
mt-setMatrix(mx);



Here what we tried:
1-we fed OSG lib directly whenever a physx output is produced (every 16.6 ms or 
so - 60Hz): there is jitter.
2-we maintained a queue of frames on OSG lib, fed OSG at the end of each 
frame() : there is jitter.
3-we implemented a sampling mechanism on this queue, where OSG requests the 
interpolated frame from the queue for the current timestamp : there is jitter.
4-we saved a few minutes long log of the physx to a file  (many frames). 
Started a dummy thread, and fed OSG from this log. : there is jitter.

When OSG works with 60FPS, and physx thread is running at 60Hz, there seems to 
be quite low jitter (sometimes unnoticeable) .

Thanks in advance for any hints or advices.
Arif Yetkin


http://www.youtube.com/watch?v=naX3hOkDx8w

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Re: [osg-users] Trouble trying to integrate Osg in a Wpf Application using HwndHost

2011-01-25 Thread Mourad Boufarguine
On Tue, Jan 25, 2011 at 11:39 AM, Chris Corn christian@gmail.comwrote:

 Hi,
 It's been 3 days that I'm trying to integrate Osg inside a Wpf Application.
 I would like to integrate an osgviewer using a class that extends HwndHost
 (defined in System.Windows.Runtime.InteropServices) as shown in an article
 attached to a Forum Topic about WPF (see Ref)

 Rapidly: I wrote the BuildWindowCore implementation but I'm getting a
 SEHException every time that I try to create the Graphic Context:


 Code:

 virtual HandleRef BuildWindowCore(HandleRef hwndParent) override {

 RECT DrawingCanvas;
 HWND WindowHandle =
 CreateWindowEx(0,_className, _windowName, _dwStyle, 0, 0, 100, 100, (HWND)
 hwndParent.Handle.ToPointer(), 0, _hInstance, 0 );

 GetWindowRect(WindowHandle, DrawingCanvas);

 osg::ref_ptrosg::Referenced windata = new
 osgViewer::GraphicsWindowWin32::WindowData(WindowHandle);

 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;

 // Setup Graphic Context
 traits-x = 0;
 traits-y = 0;
 traits-width = DrawingCanvas.right - DrawingCanvas.left;
 traits-height = DrawingCanvas.bottom - DrawingCanvas.top;
 traits-windowDecoration = false;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;
 traits-inheritedWindowData = windata;

 // Pixel Format Descriptor
 PIXELFORMATDESCRIPTOR pixelFormat =  {
 sizeof(PIXELFORMATDESCRIPTOR), 1,
 PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER,
 PFD_TYPE_RGBA, 32,
 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
 24, 0, 0, PFD_MAIN_PLANE, 0, 0, 0, 0
 };

 // Get the device context for the Win32 handle to the control
 HDC hdc = ::GetDC(WindowHandle);

 // Set the pixel format on the device context
 int pixelFormatIndex = ::ChoosePixelFormat(hdc, pixelFormat);

 ::SetPixelFormat(hdc, pixelFormatIndex, pixelFormat)

 // Create an Open Scene Graph graphics context
 osg::ref_ptrosg::GraphicsContext gc =
 osg::GraphicsContext::createGraphicsContext(traits);

 return HandleRef(this, IntPtr(WindowHandle));
 }




 Do you have some ideas on how solve my problem?
 Am I doing something wrong?

 Thank you!
 Have a nice day!,
 Chris

 Ref: forum openscenegraph, viewtopic with t=3279
 (sorry but I cant submit links now)

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Hi Chris,

Well, we have a running WPF based application that includes an osg viewer.
Here is how we did that : (i am no WPF coder, so i can't be very specific
about it) :

- in the WPF side, we created a subclass of System.Windows.Window.
In Window_Loaded method, we get a handle of the window like this :
IntPtr winPtr = new WindowInteropHelper(this).Handle;
this handle will be used to initialize the osg viewer.

- We created a simple wrapper dll with a simple C interface that manages an
osg viewer.
our C interface has create/destroy/frame/loadmodel methods.

- this wrapper dll is loaded in the WPF application with a DllImport
statement per method in the C interface.

- back to the wpf side, in Window_Loaded method, we pass the handle of the
window to the create function in the wrapper dll. This function creates an
osg graphic context as you already have and create an osgViewer object using
that context.

- Still in the wpf side, we have a Paint method in which we call the frame
method of the wrapper dll that simply call the frame method of the viewer.
Make sure to add this to the ctor of the window :

CompositionTarget.Rendering += Paint;

I hope this will help you.
Mourad
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Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-25 Thread Chuck Seberino
Arif,

You haven't really said _what_ was jittering - is it your scene entities, or 
your camera?  If it is your entities, then what I am about to say won't really 
apply to you.  If it is your camera, then maybe it will give at least help to 
give you a clue.  You might want to check the order in which you perform your 
updates.  Here is a scenario I ran into a while back:

1.  Had an osg::OperationThread that pulled in data from network to update 
positions of objects
2.  Had an osgGA::GUIEventHandler that performed node tracking and updated the 
camera matrixTransform 


If you look at osgViewer::ViewerBase::frame, you will see

void ViewerBase::frame(double simulationTime)
{
   ...
   eventTraversal();
   // *** OperationThreads get called in updateTraversal before the update 
visitor. 
   updateTraversal();
   renderingTraversals();
}

In my case I was repositioning my camera in the eventHandler, but new object 
position information was coming in during the updateTraversal.  This caused my 
camera to always calculate based on the old position and therefore be one frame 
behind.  I changed the logic so that the calculation of the camera position 
happened during the call to my camera manipulator's getInverseMatrix() and that 
fixed my problem.

So as long as everything coming in is updated and sync'ed in the same way, 
you shouldn't see jitter.

Hope that helps
--
Chuck Seberino

On Jan 24, 2011, at 1:45 AM, Arif Yetkin Sarı wrote:

 Hello everyone.
 
 We have been using OSG with nvidia physx for a driving simulation and we have 
 jitter problem, where the cars and other objects in the scene (controlled by 
 the physics) jitter annoyingly :). We believe that we update the scenegraph 
 in a wrong way.
 
 In our code : 
 There is a physx thread.
 There is an OSG library thread where we can add new entities, remove them, 
 start rain effects, call an animation of a skeleton character etc. 
 There is an OSG render loop thread, where osgviewer::...frame() is called.
 
 Our Nvidia physx thread produces new x y z pitch head roll values for the 
 scene entities at 60Hz (or any other frequency we want). 
 Physx thread calls the updateEntity() function of our OSG library thread.
 This function simply updates scene entities with matrixtransform::void 
 setMatrix(const Matrix mat).
 
 In other words, we move an object with this chunk of code:
 
 Code:
 osg::Matrixd mxT = createTransformMatrix(x,y,z,h,p,r);
 mt-setMatrix(mx);
 
 
 
 Here what we tried:
 1-we fed OSG lib directly whenever a physx output is produced (every 16.6 ms 
 or so - 60Hz): there is jitter.
 2-we maintained a queue of frames on OSG lib, fed OSG at the end of each 
 frame() : there is jitter.
 3-we implemented a sampling mechanism on this queue, where OSG requests the 
 interpolated frame from the queue for the current timestamp : there is jitter.
 4-we saved a few minutes long log of the physx to a file  (many frames). 
 Started a dummy thread, and fed OSG from this log. : there is jitter.
 
 When OSG works with 60FPS, and physx thread is running at 60Hz, there seems 
 to be quite low jitter (sometimes unnoticeable) .
 
 Thanks in advance for any hints or advices.
 Arif Yetkin
 
 
 http://www.youtube.com/watch?v=naX3hOkDx8w
 
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Re: [osg-users] OpenSceneGraph with glut support

2011-01-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
You can declare and register a PostDrawCallback with the camera class to do
OGL rendering. It will get called after the OSG rendering traversal...

void PushOSG_GL_State()
{
// since OSG and OGL share the same render context, push OGL state
used by OSG
glPushAttrib(GL_ALL_ATTRIB_BITS);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
  glMatrixMode(GL_TEXTURE);
glPushMatrix();
}

void PopOSG_GL_State()
{
// pop it back off when done with our explicit OGL rendering...
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
  glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
}

struct OGLPostDrawCallback : public osg::Camera::DrawCallback
{
OGLPostDrawCallback(){}

virtual void operator () (const osg::Camera camera) const
{
PushOSG_GL_State();

// OpenGL rendering happens here...
renderOGL();

PopOSG_GL_State();
}
};
.
.
.
view-getCamera()-setPostDrawCallback(new OGLPostDrawCallback);
.
.
.

I'm sure there are other ways to do this but this is what we're doing. It
works fine.

Hope this helps...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mukund
Keshav
Sent: Tuesday, January 25, 2011 1:09 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OpenSceneGraph with glut support

Hi Robert,

im really sorry, i somehow missed out on your post on my first read. Thanks
for the detailed explanation. Well im a student and looking at the vastness
of OSG, i felt it would require quite a lot of time. So, i was looking for
support from the lower level APIs.

Thanks

...

Hi Shayne,


 Our OpenGL rendering
 is in a wrapper which happens in a post draw callback. This seems to work
 fine. The key is in state management since OSG and OpenGL share the same
 render context. 


Could you please elaborate with some links or small examples? i did not
quite get you.

Thanks a lot!

Mukund

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[osg-users] Accessing Vertex attributes of a loaded flt model

2011-01-25 Thread Linda Lee
Hi,

I need to read all the vertex position and normal of a loaded flt model.  I 
tried using InfoVisitor to get all Geode nodes and get information on the 
vertices but not sure how to do it. 

Could someone advise how I should go about getting information on the vertex 
position and normal?

Thank you!

Cheers,
Linda

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Re: [osg-users] OpenSceneGraph with glut support

2011-01-25 Thread Mukund Keshav
Thanks a lot Shayne!

That really helped.


Cheers,
Mukund

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[osg-users] Disappearing Quads (Texcoords)

2011-01-25 Thread Martin Haffner
Hi,

I am drawing some quads on a virtual plane to simulate raindrops on a 
windshield. The drops are basically just alpha blended quads. The effect is 
placed in front of the camera. It works really well, but unfortunately all my 
rain drops are sometimes disappearing when I look into certain directions.

I use a really simple fragment shader:

Code:
gl_FragColor = v_color * texture2D(dropTexture, v_texCoord);


and I have discovered something interesting. If I just return the color (or a 
fixed hardcoded color) the drops are ALWAYS visible. The drops are also ALYWAYS 
visible when I use a hardcoded texcoord of vec2(0.5, 0.5). When I use a 
hardcoded texcoord of vec2(1,1) the drops are always INVISIBLE, because the 
alphavalue is 0 at the border of the texture.

This leads to the conclusion that something manipulates the texture coordinates 
of my quads.
I tried to turn off any possibly set texture coordinate matrix with these lines:

Code:
texMatrix = new osg::TexMat();
osg::Matrix m;
m.makeIdentity();
texMatrix-setMatrix( m );
ss-setTextureAttributeAndModes(0, texMatrix, osg::StateAttribute::PROTECTED | 
osg::StateAttribute::OFF );
ss-setTextureAttributeAndModes(1, texMatrix, osg::StateAttribute::PROTECTED | 
osg::StateAttribute::OFF );
ss-setTextureAttributeAndModes(2, texMatrix, osg::StateAttribute::PROTECTED | 
osg::StateAttribute::OFF );
ss-setTextureAttributeAndModes(3, texMatrix, osg::StateAttribute::PROTECTED | 
osg::StateAttribute::OFF );
ss-setTextureAttributeAndModes(4, texMatrix, osg::StateAttribute::PROTECTED | 
osg::StateAttribute::OFF );
ss-setTextureAttributeAndModes(5, texMatrix, osg::StateAttribute::PROTECTED | 
osg::StateAttribute::OFF );


But unfortunately it did not change anything - my quads are still disappearing 
depending on the camera position and orientation.

Since I am very new to OSG I might have overseen something. Is there anything 
else that could transform my texture coordinates? If yes, how can I disable it?

Thank you!
Cheers,
flo[/code]

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