Re: [osg-users] Problems with setInfluenceMap to RigGeometry

2011-11-03 Thread PP CG

Hi Benjamin,

for me it the images look like you have not set each bones Inverse 
Matrix in Skeleton Space,and I can't find it in your code. But I also 
cannot find any bone transform in your code. Could it be the case, that 
the transformation matrix in Skeleton Space is not of the bone is not 
identity, but the Inverse Matrix is ?


Moreover you omitted some bone vertex weights, do the per Vertex Bone 
Weights sum upt to 1 ? They need to sum up to 1.


Btw, when you are exporting from blender, why you don't export the 
skinned cube ?


Cheers, Peter


Hi,

I have two pictures where you can see the difference.

RigGeometry (normal)
[Image: http://s7.directupload.net/images/01/temp/iahp6pb2.png ] 
(http://s7.directupload.net/file/d/2695/iahp6pb2_png.htm)

RigGeometry with InfluenceMap
[Image: http://s1.directupload.net/images/01/temp/rrmcyovi.png ] 
(http://s1.directupload.net/file/d/2695/rrmcyovi_png.htm)

Thank you!

Cheers,
Benjamin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43675#43675





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Install Issue with current trunk

2011-10-28 Thread PP CG

Hi,


Hi PP? Do you  have a human name?  It's kinda nice to converse with humans...


Yes I do, it's Peter, and you're right, should use my proper name her.


The jpeg plugin hasn't changed since 3.0.0.

Is there a chance that jpeg plugin failed to build?


Yes, you're right it didn't built, but thought that the cmake script 
would install all the rest.
However, it does not built as the linker can't find a libjpeg.lib in my 
3rd party library, which is right as I do not have it. I have the 
jpeg.lib and jpegD.lib inside the 3rd party package downloaded from the 
osg download site. I have not changed this package when I updated from 
3.0 branch to trunk. Just right now I re-downloaded the 3rd party libs, 
there is no libjpeg.lib present. Is libjpeg.lib required now, or can 
jpeg.lib still be used ?


Cheers,
Peter





Robert.



On Thu, Oct 27, 2011 at 9:36 PM, PP CGp...@cg.uni-saarland.de  wrote:

Hi,

I'm having Issues installing my built of the current trunk, using VS2010,
Win 7 x64.
LIBs and DLLs do get installed, but no applications and examples.

Error Message in VS:
5CMake Error at src/osgPlugins/jpeg/cmake_install.cmake:32 (FILE):
5  file INSTALL cannot find
5
  D:/PP/OSG/OpenSceneGraph-SVN/build/bin/osgPlugins-3.1.0/osgdb_jpegd.dll.
5Call Stack (most recent call first):
5  src/osgPlugins/cmake_install.cmake:53 (INCLUDE)
5  src/cmake_install.cmake:51 (INCLUDE)
5  cmake_install.cmake:108 (INCLUDE)
5
5
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: The command setlocal
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: C:\Program Files (x86)\CMake 2.8\bin\cmake.exe -DBUILD_TYPE=Debug
-P cmake_install.cmake
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: if %errorlevel% neq 0 goto :cmEnd
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: :cmEnd
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: endlocal  call :cmErrorLevel %errorlevel%  goto :cmDone
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: :cmErrorLevel
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: exit /b %1
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: :cmDone
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: if %errorlevel% neq 0 goto :VCEnd
5C:\Program Files
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): error
MSB3073: :VCEnd exited with code 1.

Till today I used 3.0 branch, and did not have the issue. Is this known, and
if so, is there a workaround ?
Sorry, not a cmake expert.

Cheers, PP
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Install Issue with current trunk

2011-10-28 Thread PP CG

On 28.10.2011 11:23, Robert Osfield wrote:

Hi Peter,

On Fri, Oct 28, 2011 at 10:17 AM, PP CGp...@cg.uni-saarland.de  wrote:

Yes, you're right it didn't built, but thought that the cmake script would
install all the rest.
However, it does not built as the linker can't find a libjpeg.lib in my 3rd
party library, which is right as I do not have it. I have the jpeg.lib and
jpegD.lib inside the 3rd party package downloaded from the osg download
site. I have not changed this package when I updated from 3.0 branch to
trunk. Just right now I re-downloaded the 3rd party libs, there is no
libjpeg.lib present. Is libjpeg.lib required now, or can jpeg.lib still be
used ?

I'm afraid I can't help specifically with use of CMake under Windows
as I haven't used Windows for development for over a decade, but from
the sound of it CMake hasn't been configured correctly somewhere along
the line.  It's sounds like it's building against Jpeg and failing so
I'd recommend looking into what is going on, and if you don't need to
read jpeg images then change the CMakeSetup entries for JPEG to blank
and then reconfigure and build the project files.


Thank you,
I have just duplicated the jpeg.lib, and renamed the copy to 
libjpeg.lib. Building and installing is working now. If I face trouble 
reading reading jpeg files, I'll follow your advice.


Cheers,
Peter
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Install Issue with current trunk

2011-10-27 Thread PP CG

Hi,

I'm having Issues installing my built of the current trunk, using 
VS2010, Win 7 x64.

LIBs and DLLs do get installed, but no applications and examples.

Error Message in VS:
5  CMake Error at src/osgPlugins/jpeg/cmake_install.cmake:32 (FILE):
5file INSTALL cannot find
5
D:/PP/OSG/OpenSceneGraph-SVN/build/bin/osgPlugins-3.1.0/osgdb_jpegd.dll.

5  Call Stack (most recent call first):
5src/osgPlugins/cmake_install.cmake:53 (INCLUDE)
5src/cmake_install.cmake:51 (INCLUDE)
5cmake_install.cmake:108 (INCLUDE)
5
5
5C:\Program Files 
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: The command setlocal
5C:\Program Files 
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: C:\Program Files (x86)\CMake 2.8\bin\cmake.exe 
-DBUILD_TYPE=Debug -P cmake_install.cmake
5C:\Program Files 
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: if %errorlevel% neq 0 goto :cmEnd
5C:\Program Files 
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: :cmEnd
5C:\Program Files 
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: endlocal  call :cmErrorLevel %errorlevel%  goto :cmDone
5C:\Program Files 
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: :cmErrorLevel
5C:\Program Files 
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: exit /b %1
5C:\Program Files 
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: :cmDone
5C:\Program Files 
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: if %errorlevel% neq 0 goto :VCEnd
5C:\Program Files 
(x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(113,5): 
error MSB3073: :VCEnd exited with code 1.


Till today I used 3.0 branch, and did not have the issue. Is this known, 
and if so, is there a workaround ?

Sorry, not a cmake expert.

Cheers, PP
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Updating geometry vertex data

2011-10-26 Thread PP CG

Hi Aitor,

The same issue you face, is there as well with the default morphing and 
skinning of osgAnimation. You need to do this steps to make it work.
First Create your custom morph geometry, add it to a geode, add the 
geode to a group ( groupMorph ) and attach this somwhere to the 
scengraph, prefarably directly bellow root.


To the Group ( gropMorph ) attach a cull callback, which just stops 
the traversing of the cullVisitor.

struct FilterCullCallback : osg::NodeCallback  {
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)  {}  
// do nothing and stop traverse

};

groupMorph-setCullCallback( new FilterCullCallback() ) ;

now with osgAnimation you would attach a osgANimation::UpdateMorph to 
the Geode, so do whatever fits your needs here.


Finally the you need to attach the same geometry which gets updated here 
to the RigGeometry of your Skeleton. This works for me.


Cheers, PP



I respond to myself: Removing the model skeleton, and therefore the animation 
manager, I can see the morphing on the model...
Is there any way to combine skeletal osgAnimation and manual vertex edition to 
do morphin myselft? I dont want to use osg morphing system...

Thank you!

Cheers,
Aitor

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43550#43550





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Update out of sync with osgAnimation between Bone and RigGeometry

2011-10-22 Thread PP CG

Hi,

I noticed that animated transforms and Bones do update faster than 
osgAnimation::RigGeometry which is attached to bones. Is this a known 
issue ? Can this be fixed from my Side ?


This looks very odd in the case of a skinned character, and rigid ( 
MatrixTransform ) Eyes, as they move out of the character slightly but 
obviously noticeable.


Attached is a test scene, displaying the issue. The red cube is rigid 
transformed with 3 linear keyframes. The green cube is a RigGeometry 
transformed by a Bone which has the same keyframe  ( z ) values . The 
blue cube is a child of the bone without animation or deformation.

Please note that the green cube is allways ( one frame ? ) behind.

Thank you,

Cheers, PP


#Ascii Scene 
#Version 80 
#Generator OpenSceneGraph 3.0.1 

osg::Group {
  UniqueID 1 
  Name RigGeometry_Update 
  UpdateCallback TRUE {
osgAnimation::BasicAnimationManager {
  UniqueID 2 
  Animations 1 {
osgAnimation::Animation {
  UniqueID 3 
  Name No Character 
  Weight 1 
  Channels 2 {
Type Vec3LinearChannel {
  Name position 
  TargetName plyCube_XForm_Callback 
  KeyFrameContainer TRUE 3 {
0 -2 0 0 
1 -2 0 4 
2 -2 0 0 
  }
}
Type Vec3LinearChannel {
  Name position 
  TargetName jnt_Skin_Callback 
  KeyFrameContainer TRUE 3 {
0 0 0 0 
1 0 0 4 
2 0 0 0 
  }
}
  }
}
  }
}
  }
  StateSet TRUE {
osg::StateSet {
  UniqueID 4 
  ModeList 1 {
GL_NORMALIZE ON 
  }
}
  }
  Children 1 {
osg::Group {
  UniqueID 5 
  Name world 
  Children 2 {
osg::MatrixTransform {
  UniqueID 6 
  Name plyCube_XForm 
  DataVariance DYNAMIC 
  UpdateCallback TRUE {
osgAnimation::UpdateMatrixTransform {
  UniqueID 7 
  Name plyCube_XForm_Callback 
  StackedTransforms 3 {
osgAnimation::StackedTranslateElement {
  UniqueID 8 
  Name position 
  Translate -2 0 0 
}
osgAnimation::StackedQuaternionElement {
  UniqueID 9 
  Name quaternion 
}
osgAnimation::StackedScaleElement {
  UniqueID 10 
  Name scale 
  Scale 1 1 1 
}
  }
}
  }
  Children 1 {
osg::Geode {
  UniqueID 11 
  Name plyCube_XFormShape 
  StateSet TRUE {
osg::StateSet {
  UniqueID 12 
  ModeList 1 {
GL_CULL_FACE OFF 
  }
  AttributeList 1 {
osg::LightModel {
  UniqueID 13 
  AmbientIntensity 0 0 0 1 
  LocalViewer TRUE 
  TwoSided TRUE 
}
Value OFF 
  }
}
  }
  Drawables 1 {
osg::Geometry {
  UniqueID 14 
  Name plyCube_XFormShape_lambert1 
  DataVariance STATIC 
  UseDisplayList FALSE 
  UseVertexBufferObjects TRUE 
  PrimitiveSetList 1 {
DrawElementsUByte GL_TRIANGLES 36 {
  5 16 10 10 
  16 21 11 22 
  8 8 22 19 
  7 18 2 2 
  18 13 1 12 
  4 4 12 15 
  17 14 23 23 
  14 20 0 3 
  6 6 3 9 
}

  }
  VertexData {
Array TRUE ArrayID 1 Vec3fArray 24 {
  -1 -1 -1 
  -1 -1 -1 
  -1 -1 -1 
  -1 -1 1 
  -1 -1 1 
  -1 -1 1 
  -1 1 -1 
  -1 1 -1 
  -1 1 -1 
  -1 1 1 
  -1 1 1 
  -1 1 1 
  1 -1 -1 
  1 -1 -1 
  1 -1 -1 
  1 -1 1 
  1 -1 1 
  1 -1 1 
  1 1 -1 
  1 1 -1 
  1 1 -1 
  1 1 1 
  1 1 1 
  1 1 1 
}
Indices FALSE 
Binding BIND_PER_VERTEX 
Normalize 0 
  }
  

[osg-users] BUG report : osgAnimation::RigGeometry Serializer ( minor )

2011-10-13 Thread PP CG

Hi,

I am on Win 7, osg 3.0.1
When writing out files which include a osgAnimation::RigGeometry to the 
new formats osgb, osgt, osgx and playing these files in the 
osganimationviewer, I get these messages in the CommandPrompt:


InputStream::readObject(): Unsupported wrapper class 
osg::ComputeBoundingBoxCallback

InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback

The problem seems to come from these lines ( found in osgt file ), which 
are not present in the old osg file format.


osgAnimation::RigGeometry {
  UniqueID 26
  DataVariance DYNAMIC
  ComputeBoundingBoxCallback TRUE {
osg::ComputeBoundingBoxCallback {
  UniqueID 27
}
  }
  SupportsDisplayList FALSE
  UseVertexBufferObjects TRUE
  UpdateCallback TRUE {
osg::UpdateCallback {
  UniqueID 28
}
  }
}

The problem is re-constructable with the osganimationskinning example, 
writing it to disk and reading back into osganimationviewer.


So far no visual problem is noticeable, only the annoying error messages.

Cheers, PP
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Viewer thread safety question

2011-10-13 Thread PP CG

Uh, sorry, how could this end up as a reply ? Please ignore, I'll repost.

Cheers, PP


On 10/12/2011 9:41 AM, Chris 'Xenon' Hanson wrote:

On 10/12/2011 8:31 AM, Joshua Cook wrote:
To make a long story short COIN was failing in a bad way but the 
standard notify message at the INFO level is:

DynamicLibrary::failed loading osgPlugins-3.0.0/osgdb_ivd.dll
Warning: Could not find plugin to read objects from file 
../../some_file.iv.
So, I know that COIN's failure is not an OSG problem but I do 
believe there may be room for a more useful debug output when a dll 
has problems that don't revolve around not existing.
   Are you 100% sure the DLL _is_ actually loading but the IV file 
fails to load?


   How have you verified this? You can set breakpoints in the DLL, or 
use something like
SysInternals' ProcessMonitor to snoop on successful (and 
unsuccessful) DLL loads.


Assuming the error message is correct and the plugin isn't being found...

osgWorks has an app to find plugins. I don't have the .iv plugin, but 
here's an example of using it to find the .flt plugin:

osgwwhich -p flt
Using plugin name: osgPlugins-3.0.1/osgdb_openflight.dll.
C:\Program Files\OpenSceneGraph\bin\osgPlugins-3.0.1\osgdb_openflight.dll

You can also set OSG_NOTIFY_LEVEL=DEBUG_FP to have OSG print each path 
that it searches to try to find the plugin.


Hopefully these two tricks will help you figure out why OSG is 
claiming it can't load the plugin.

   -Paul


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] BUG report : osgAnimation::RigGeometry Serializer ( minor )

2011-10-13 Thread PP CG

Hi,

I am on Win 7, osg 3.0.1
When writing out files which include a osgAnimation::RigGeometry to the 
new formats osgb, osgt, osgx and playing these files in the 
osganimationviewer, I get these messages in the CommandPrompt:


InputStream::readObject(): Unsupported wrapper class 
osg::ComputeBoundingBoxCallback

InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback

The problem seems to come from these lines ( found in osgt file ), which 
are not present in the old osg file format.


osgAnimation::RigGeometry {
  UniqueID 26
  DataVariance DYNAMIC
  ComputeBoundingBoxCallback TRUE {
osg::ComputeBoundingBoxCallback {
  UniqueID 27
}
  }
  SupportsDisplayList FALSE
  UseVertexBufferObjects TRUE
  UpdateCallback TRUE {
osg::UpdateCallback {
  UniqueID 28
}
  }
}

The problem is re-constructable with the osganimationskinning example, 
writing it to disk and reading back into osganimationviewer.


So far no visual problem is noticeable, only the annoying error messages.

This is a repost, as the previous post  ended up at the wrong place, sorry.

Cheers, PP
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Culling Issue with osgAnimation::rigGeometry

2011-10-13 Thread PP CG

  
  
Hi,

I created a cube with one bone in the center, and 3 children at
three corners of the cube. When the child bones are translated away
from center, the expanded cube corners get culled away. Do I need to
write some kind of Compute Bounding Box Callback, or do I have to
use some for osgAnimation Namespace ( can't find any ). Osgt file
attached, this happens in osg file format as well. Launch with
osganimationviewer, play the animation and rotate around.

Non Transformed Cube:


Transformed Cube:


Thank you, !

Cheers, PP
  

#Ascii Scene 
#Version 80 
#Generator OpenSceneGraph 3.0.1 

osg::Group {
  UniqueID 1 
  Name M2O_Skin 
  UpdateCallback TRUE {
osgAnimation::BasicAnimationManager {
  UniqueID 2 
  Animations 1 {
osgAnimation::Animation {
  UniqueID 3 
  Name No Character 
  Weight 1 
  Channels 4 {
Type Vec3LinearChannel {
  Name position 
  TargetName jnt_PX_PY_PZ_Callback 
  KeyFrameContainer TRUE 3 {
0 2 2 2 
0.5 5 5 5 
1 2 2 2 
  }
}
Type Vec3LinearChannel {
  Name position 
  TargetName jnt_NX_PY_NZ_Callback 
  KeyFrameContainer TRUE 3 {
0 -2 2 -2 
0.5 -5 5 -5 
1 -2 2 -2 
  }
}
Type Vec3LinearChannel {
  Name position 
  TargetName jnt_NX_NY_PZ_Callback 
  KeyFrameContainer TRUE 3 {
0 -2 -2 2 
0.5 -5 -5 5 
1 -2 -2 2 
  }
}
Type Vec3LinearChannel {
  Name position 
  TargetName jnt_PX_NY_NZ_Callback 
  KeyFrameContainer TRUE 3 {
0 2 -2 -2 
0.5 5 -5 -5 
1 2 -2 -2 
  }
}
  }
}
  }
}
  }
  StateSet TRUE {
osg::StateSet {
  UniqueID 4 
  ModeList 1 {
GL_NORMALIZE ON 
  }
}
  }
  Children 1 {
osg::Group {
  UniqueID 5 
  Name world 
  Children 5 {
osg::MatrixTransform {
  UniqueID 6 
  Name plyCube 
  Children 1 {
osgAnimation::Skeleton {
  UniqueID 7 
  Name plyCubeShape 
  UpdateCallback TRUE {
osgAnimation::UpdateSkeleton {
  UniqueID 8 
}
  }
  Children 2 {
osgAnimation::Bone {
  UniqueID 9 
  Name jntCenter 
  DataVariance DYNAMIC 
  UpdateCallback TRUE {
osgAnimation::UpdateBone {
  UniqueID 10 
  Name jntCenter_Callback 
  StackedTransforms 3 {
osgAnimation::StackedTranslateElement {
  UniqueID 11 
  Name position 
}
osgAnimation::StackedQuaternionElement {
  UniqueID 12 
  Name quaternion 
}
osgAnimation::StackedScaleElement {
  UniqueID 13 
  Name scale 
  Scale 1 1 1 
}
  }
}
  }
  Children 4 {
osgAnimation::Bone {
  UniqueID 14 
  Name jnt_PX_PY_PZ 
  DataVariance DYNAMIC 
  UpdateCallback TRUE {
osgAnimation::UpdateBone {
  UniqueID 15 
  Name jnt_PX_PY_PZ_Callback 
  StackedTransforms 3 {
osgAnimation::StackedTranslateElement {
  UniqueID 16 
  Name position 
  Translate 2 2 2 
}
osgAnimation::StackedQuaternionElement {
  UniqueID 17 
  Name quaternion 
}
osgAnimation::StackedScaleElement {
  UniqueID 18 
  Name scale 
  Scale 1 1 1 
}
  }
}
  }
  Matrix {
1 0 0 0 
0 1 0 0 
0 0 1 0 
2 2 2 1 
  }
  
  

Re: [osg-users] Does pure GL3 context work with default camera manipulator ?

2011-10-12 Thread PP CG

O.K. in any case, thank you for your time Paul.

@Community, I wonder if this behavior should be treated as bug and 
should be reported. What else could be done to find the source of the 
problem ?
Summary: My GL3 compiled osg version does not reach the code where a 
forward compatible GL3 context gets created. What should be my next steps ?


Meanwhile I recompiled for GL3 following this article, and made sure QT 
does not get build:

http://forum.openscenegraph.org/viewtopic.php?t=7322

Cheers, PP

You are on Windows, right? And I assume you built OSG for GL3 (changed 
all the CMake setting from their default GL2 values)?

   -Paul


On 10/11/2011 10:25 AM, PP CG wrote:

Hi Paul,

thanks, but unfortunately this does not help as the method 
GraphicsWindowWin32::createContextImplementation() does not get 
called at all, and the glContextVersion does not get parsed ( at my 
site ). This brings me back to my doubts and original question, 
probably I use the wrong way to create the GL3 context, so what is 
the right way ?


I am sorry, I am getting lost in the osg code here. Have no idea what 
to do to get this particular method called.


Thank you

Cheers, PP

Hi -- A simple search of the source code shows that glContextVersion 
is parsed in only one place: GraphicsContextWin32.cpp, line 1678. 
Set a breakpoint there in the debugger and step through the 
following lines of code to ensure you're getting the right context.

   -Paul


On 10/11/2011 1:32 AM, PP CG wrote:

Hello community,

I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL 
context. In my simple test application Camera Manipulation and 
MatrixTransforms are working as usual without me writing any 
transformation shader. Is this possible ?


As I have doubts about this I guess that I have setup the GL 
context in a wrong way, so how does one set it up properly ?


My way:
osg::GraphicsContext::Traits * traits = new 
osg::GraphicsContext::Traits() ;

int width = 1920 , height = 1200 ;
traits - x = 0 ;
traits - y = 0 ;
traits - width  = width ;
traits - height = height ;
traits - windowDecoration = true ;
traits - doubleBuffer = true ;
traits - glContextVersion = std::string( 3.3 ) ;
traits - windowDecoration = false ;

osg::GraphicsContext * graphicsContext = 
osg::GraphicsContext::createGraphicsContext( traits ) ;

osg::Camera * cam = new osg::Camera() ;
cam - setGraphicsContext( graphicsContext ) ;
cam - setViewport( 0 , 0 , width , height ) ;
cam - setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
cam - setClearColor( osg::Vec4( 0.0 , 0.0 , 0.0 , 1.0 ) ) ;
cam - setProjectionMatrixAsPerspective( 30.0f , ( float )width 
/ ( float )height , 1.0 , 1000.0 ) ;


viewer.setCamera( cam ) ;
viewer.setSceneData( xform.get() ) ;
viewer.realize() ;
return viewer.run() ;

Thank you

Cheers, PP

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 









___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 









___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] VBO Bug ?

2011-10-12 Thread PP CG

On 12.10.2011 15:55, Wojciech Lewandowski wrote:


Could you guys check if this problem also happens in other systems ?



Hi Wojtek, bad result.

Win 7 x64, osg build for x86
NVIDIA GTX 295
driver 280.26

Cheers, PP
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Does pure GL3 context work with default camera manipulator ?

2011-10-11 Thread PP CG

Hello community,

I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL 
context. In my simple test application Camera Manipulation and 
MatrixTransforms are working as usual without me writing any 
transformation shader. Is this possible ?


As I have doubts about this I guess that I have setup the GL context in 
a wrong way, so how does one set it up properly ?


My way:
osg::GraphicsContext::Traits * traits = new 
osg::GraphicsContext::Traits() ;

int width = 1920 , height = 1200 ;
traits - x = 0 ;
traits - y = 0 ;
traits - width  = width ;
traits - height = height ;
traits - windowDecoration = true ;
traits - doubleBuffer = true ;
traits - glContextVersion = std::string( 3.3 ) ;
traits - windowDecoration = false ;

osg::GraphicsContext * graphicsContext = 
osg::GraphicsContext::createGraphicsContext( traits ) ;

osg::Camera * cam = new osg::Camera() ;
cam - setGraphicsContext( graphicsContext ) ;
cam - setViewport( 0 , 0 , width , height ) ;
cam - setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
cam - setClearColor( osg::Vec4( 0.0 , 0.0 , 0.0 , 1.0 ) ) ;
cam - setProjectionMatrixAsPerspective( 30.0f , ( float )width / ( 
float )height , 1.0 , 1000.0 ) ;


viewer.setCamera( cam ) ;
viewer.setSceneData( xform.get() ) ;
viewer.realize() ;
return viewer.run() ;

Thank you

Cheers, PP

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Does pure GL3 context work with default camera manipulator ?

2011-10-11 Thread PP CG

Hi Paul,

thanks, but unfortunately this does not help as the method 
GraphicsWindowWin32::createContextImplementation() does not get called 
at all, and the glContextVersion does not get parsed ( at my site ). 
This brings me back to my doubts and original question, probably I use 
the wrong way to create the GL3 context, so what is the right way ?


I am sorry, I am getting lost in the osg code here. Have no idea what to 
do to get this particular method called.


Thank you

Cheers, PP

Hi -- A simple search of the source code shows that glContextVersion 
is parsed in only one place: GraphicsContextWin32.cpp, line 1678. Set 
a breakpoint there in the debugger and step through the following 
lines of code to ensure you're getting the right context.

   -Paul


On 10/11/2011 1:32 AM, PP CG wrote:

Hello community,

I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL 
context. In my simple test application Camera Manipulation and 
MatrixTransforms are working as usual without me writing any 
transformation shader. Is this possible ?


As I have doubts about this I guess that I have setup the GL context 
in a wrong way, so how does one set it up properly ?


My way:
osg::GraphicsContext::Traits * traits = new 
osg::GraphicsContext::Traits() ;

int width = 1920 , height = 1200 ;
traits - x = 0 ;
traits - y = 0 ;
traits - width  = width ;
traits - height = height ;
traits - windowDecoration = true ;
traits - doubleBuffer = true ;
traits - glContextVersion = std::string( 3.3 ) ;
traits - windowDecoration = false ;

osg::GraphicsContext * graphicsContext = 
osg::GraphicsContext::createGraphicsContext( traits ) ;

osg::Camera * cam = new osg::Camera() ;
cam - setGraphicsContext( graphicsContext ) ;
cam - setViewport( 0 , 0 , width , height ) ;
cam - setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
cam - setClearColor( osg::Vec4( 0.0 , 0.0 , 0.0 , 1.0 ) ) ;
cam - setProjectionMatrixAsPerspective( 30.0f , ( float )width / 
( float )height , 1.0 , 1000.0 ) ;


viewer.setCamera( cam ) ;
viewer.setSceneData( xform.get() ) ;
viewer.realize() ;
return viewer.run() ;

Thank you

Cheers, PP

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 









___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Does pure GL3 context work with default camera manipulator ?

2011-10-11 Thread PP CG
Yes I am on Windows, sorry for not mentioning. And yes I turned off all 
GL features but GL3 in the cmake built, as explained in other posts.


Cheers, PP

You are on Windows, right? And I assume you built OSG for GL3 (changed 
all the CMake setting from their default GL2 values)?

   -Paul


On 10/11/2011 10:25 AM, PP CG wrote:

Hi Paul,

thanks, but unfortunately this does not help as the method 
GraphicsWindowWin32::createContextImplementation() does not get 
called at all, and the glContextVersion does not get parsed ( at my 
site ). This brings me back to my doubts and original question, 
probably I use the wrong way to create the GL3 context, so what is 
the right way ?


I am sorry, I am getting lost in the osg code here. Have no idea what 
to do to get this particular method called.


Thank you

Cheers, PP

Hi -- A simple search of the source code shows that glContextVersion 
is parsed in only one place: GraphicsContextWin32.cpp, line 1678. 
Set a breakpoint there in the debugger and step through the 
following lines of code to ensure you're getting the right context.

   -Paul


On 10/11/2011 1:32 AM, PP CG wrote:

Hello community,

I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL 
context. In my simple test application Camera Manipulation and 
MatrixTransforms are working as usual without me writing any 
transformation shader. Is this possible ?


As I have doubts about this I guess that I have setup the GL 
context in a wrong way, so how does one set it up properly ?


My way:
osg::GraphicsContext::Traits * traits = new 
osg::GraphicsContext::Traits() ;

int width = 1920 , height = 1200 ;
traits - x = 0 ;
traits - y = 0 ;
traits - width  = width ;
traits - height = height ;
traits - windowDecoration = true ;
traits - doubleBuffer = true ;
traits - glContextVersion = std::string( 3.3 ) ;
traits - windowDecoration = false ;

osg::GraphicsContext * graphicsContext = 
osg::GraphicsContext::createGraphicsContext( traits ) ;

osg::Camera * cam = new osg::Camera() ;
cam - setGraphicsContext( graphicsContext ) ;
cam - setViewport( 0 , 0 , width , height ) ;
cam - setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ) ;
cam - setClearColor( osg::Vec4( 0.0 , 0.0 , 0.0 , 1.0 ) ) ;
cam - setProjectionMatrixAsPerspective( 30.0f , ( float )width 
/ ( float )height , 1.0 , 1000.0 ) ;


viewer.setCamera( cam ) ;
viewer.setSceneData( xform.get() ) ;
viewer.realize() ;
return viewer.run() ;

Thank you

Cheers, PP

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 









___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 









___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to setup and confirm a proper forward-compatipble GL3 context

2011-10-07 Thread PP CG

Hi J-S,

thank you for your answer, and sorry my late response, was without 
connection for some time.


I activated the uniforms, but still the uniforms don't get printed 
through my update callback.
When I activate these uniforms, does this mean at all that they should 
be get in any StateSet of any Node ? I think they should, as otherwise I 
couldn't use them, right ?


Does anybody else tell me how I can create and confirm a proper GL3 
context ?


Thank you,

Cheers, PP


Hi Peter,

I don't know about your other questions about the GL 3 context, but I 
can answer this since I've been looking at it recently.



How do I get these default osg_ Uniforms into the StateSet ? The only
place where I find code for creaating them is osgUtil::SceneView, which
is marked as deprecated.


See the osgvertexattributes example, there you will see that you need 
to do:


  context-getState()-setUseModelViewAndProjectionUniforms(true);

once you've created your context. You'll probably also need

  context-getState()-setUseVertexAttributeAliasing(true);

Though I'm not sure exactly what it does.

Search in the OSG sources for getUseModelViewAndProjectionUniforms() 
and getUseVertexAttributeAliasing() and you'll see where they are used 
to create and update the uniforms / variables.


Hope this helps,

J-S


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to setup and confirm a proper forward-compatipble GL3 context

2011-10-07 Thread PP CG

Hi J-S,

thanks for your reply, that makes sense and helps.

I'll try to ask the community about the GL3 context in another topic if 
nobody answers here anymore. Maybe this will solve the other issues.


Cheers, PP


Hi Peter,


I activated the uniforms, but still the uniforms don't get printed
through my update callback.
When I activate these uniforms, does this mean at all that they should
be get in any StateSet of any Node ? I think they should, as otherwise I
couldn't use them, right ?


No, they get pushed into the state by the SceneView and other internal 
classes, so it's very possible that you'll never see them in any 
StateSet. As I said before:


 Search in the OSG sources for getUseModelViewAndProjectionUniforms()
 and getUseVertexAttributeAliasing() and you'll see where they are used
 to create and update the uniforms / variables.

Hope this helps,

J-S


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-30 Thread PP CG

Hi Wang,

Don't worry about this. The title may not be able to tell the methods
used directly. In fact there are already several examples showing how
to integrate OSG and OpenGL in different ways:
[Ch2] Using draw callbacks to execute NVIDIA Cg functions: use camera
draw callbacks to call NVCG functions, can be easily extended to OGL
functions.
[Ch3] Drawing a NURBS surface: customize Drawable to execute GLU functions
[Ch6] Creating a piece of cloud: customize Drawable to render cloud particles
[Ch6] Customizing the state attribute: customize StateAttribute to call NVCG


Very nice, looking forward to this :-)


I'm also thinking of implementing a recipe in the last chapter that
make use of OSG in a GLUT program. But it depends. :-)


I would appreciate this, I'm using OpenFrameworks, which uses GLUT. 
Would be very cool to know how to combine OSG and this library. Even 
better would be to use OSGs Windowing System with OF, but I think this 
would get too complicated. However, looking forward to read cook book :-)


Regards, Peter

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [ANN] New OSG book on the way, and new plan of OSG recipes

2011-09-29 Thread PP CG

Hi Wang,

your first book was an enlightenment and answered a lot of questions 
which were not so clear, from source, doxygen, mailing list and web 
search. I would have one request for a topic, which I do not find in 
your content list: How to add and use OpenGL code within OSG. Now and 
then there are some mails on the List, but they seem already quite 
advanced. Could you possibly add few examples about this topic ?


Thank you very much.

Regards, Peter



Hi Alessandro,

I'd like to list the titles of all recipes finished until now as below.

Thanks for the support. :-)

Wang Rui

---

[Chapter 1]
Checking  out the latest version of OSG.
Configure Configuring CMake options.
Building plug-ins to support common file externsions.
Compile Compiling and package packaging OSG on different platforms.
Compile Compiling and use using OSG on mobile devices.
Compile Compiling and use using dynamic and static libraries.
Generate Generating the API documentation.
Create Creating your own project using Cmake

[Chapter 2]
Using smart and observer pointers
Sharing and cloning objects
Computing the world bounding box of any node
Creating a running car
Mirroring the scene graph
Designing a breadth-first node visitor
Implementing a background image node
Making your node always face to screen
Using draw callbacks to execute NVIDIA Cg functions
Implementing a compass node

[Chapter 3]
Creating a polygon with borderlines
Extruding a 2D shape to 3D
Drawing a NURBS surface
Drawing a dynamic clock on the screen
Drawing a ribbon following a model
Selecting and highlighting a model
Selecting a triangle face of the model
Selecting a point of the model
Using vertex displacement mapping in shaders
Using the draw instanced extension

[Chapter 4]
Setting up views on multiple screens
Using slave cameras to simulate a power-wall
Using depth partition to display huge scene
Implementing the radar map
Showing the top, front and side views of a model
Manipulating the top, front and side views
Following a moving model
Using manipulator to follow models
Designing a 2D camera manipulator
Manipulating the view with joysticks

[Chapter 5]
Opening and closing the door
Playing a movie in the 3D world
Designing scrolling texts
Implementing a morph geometry
Fading in and out
Animating a flight on fire
Dynamically lighting within shaders
Creating a simple 'Galaxian' game
Building a skeleton system
Skinning a skeleton system
Letting the physics engine be

[Chapter 6]
Using the bump mapping technique
Simulating the view-dependent shadow
Implementing transparency with multiple passes
Reading and displaying the depth buffer
Implementing the night vision effect
Implementing the depth-of-field effect
Designing a skybox with the cubemap
Creating simple water effect
Creating a piece of cloud
Customizing the state attribute
Using MRT to create the G-buffer
Completing the deferred shading algorithm

[Chapter 7]
Preparing the VPB (VirtualPlanetBuilder) tool
Generating small terrain database
Generating terrain database on the earth
Working with multiple imagery and elevation data
Patching existing terrain database with newer data
Building NVTT support for device-independent generation
Using SSH to implement cluster generation
Configuring and loading terrain from the Internet
Playing with osgEarth: another way to visualize the world
Use osgEarth to display VPB generated database
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Motion Blur (or What is Post Processing?)

2011-09-20 Thread PP CG

Hi all,

totally agree with you Serge. I wonder why its not part of osg core. Is 
there any chance that this might happen ?


Cheers, PP



Hi Jeremy,

osgPPU is absolutely what you're looking for, just take a look to it's 
examples, it's a really powerful toolkit.


Cheers,

On Tue, Sep 20, 2011 at 8:38 AM, Daniel Trstenjak 
daniel.trsten...@science-computing.de 
mailto:daniel.trsten...@science-computing.de wrote:



Hi Jeremy,

 And as far as performance is concerned: how often is this rendering
 paradigm used in high-fps applications?

Games like Killzone 2 are using deferred rendering
(http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf)
in conjunction with 'Multiple Render Targets' to achieve the
desired performance.


Greetings,
Daniel

--

 Daniel Trstenjak Tel   : +49 (0)7071-9457-264
tel:%2B49%20%280%297071-9457-264
 science + computing ag   FAX   : +49 (0)7071-9457-511
tel:%2B49%20%280%297071-9457-511
 Hagellocher Weg 73   mailto:
daniel.trsten...@science-computing.de
mailto:daniel.trsten...@science-computing.de
 D-72070 Tübingen WWW   : http://www.science-computing.de/
--
Vorstand/Board of Management:
Dr. Bernd Finkbeiner, Dr. Roland Niemeier,
Dr. Arno Steitz, Dr. Ingrid Zech
Vorsitzender des Aufsichtsrats/
Chairman of the Supervisory Board:
Philippe Miltin
Sitz/Registered Office: Tuebingen
Registergericht/Registration Court: Stuttgart
Registernummer/Commercial Register No.: HRB 382196


___
osg-users mailing list
osg-users@lists.openscenegraph.org
mailto:osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




--
Serge Lages
http://www.tharsis-software.com


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Motion Blur (or What is Post Processing?)

2011-09-20 Thread PP CG

Hi Robert,

yes I read this one. In that thread you are talking about refactoring 
lot of code. Could you give some more specifics about the way you would 
like it implemented, or changed ? I'd like to work on it if I find time, 
and the maintainer is fine with it.


Cheers, PP


Hi PP,

On Tue, Sep 20, 2011 at 1:27 PM, PP CGp...@cg.uni-saarland.de  wrote:

totally agree with you Serge. I wonder why its not part of osg core. Is
there any chance that this might happen ?

A year or so ago I did a review of osgPPU and didn't feel that it's
design didn't fit well enough in with the core OSG API for it to be
merged without problems of API coherency.  I believe it would be
better to see the core OSG API evolved to provide the functionality
that osgPPU provides, but in a way that fits in better.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] GUI - HUD

2008-09-11 Thread CG
Hi Julen,
 
Have a look at OsgWidget examples, it may help :)Regards,
Cg



Date: Thu, 11 Sep 2008 08:11:15 +From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: [osg-users] GUI - HUD




Hi all,

I'm new with OSG and I'm doing my fist project.. I would like to make a menu in 
the interface, someting like 
http://yag2002.sourceforge.net/pix/screen-11-05-b.jpg or like 
http://www.openscenegraph.org/projects/osg/attachment/wiki/Screenshots/Archivideo/paris20122.jpgA
 box, with a textbox, some buttons, etc. Do I need an extra library? I checked 
HUD tutorial, but I don't know how add other elements appart than textCould 
you help me please?Thank in advance.
_
Manage multiple email accounts with Windows Live Mail effortlessly.
http://www.get.live.com/wl/all___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] readNodeFile progress callback

2008-08-05 Thread CG
Hi Jerome,
 
You can try osgDB loading progress How to add a progress bar for file loading 
with osgDB at:
 
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials
 
see whether this fits your requirement or you can try OSG SplashScreen at:
 
http://www.plopbyte.net/
 
By the way, how do I detect when the scene is fully rendered so that I can 
remove my splash screen and show the rendered scene?
 
Regards
Cg



From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Tue, 5 Aug 2008 10:30:58 
+0200Subject: [osg-users] readNodeFile progress callback




Hi,
 
I was wondering if anybody know of any sort of progress callback that could be 
used with osgdb::readnodefile ?
I would like to show a progress bar while my file is being loaded. I couldn’t 
find anything in the doc nor in the archives.
Thanks for your help.
 
-Jerome Hummel
 
- 
This message contains confidential and legally privileged information. This 
information is intended only for the addressee of this message. In case you 
have received this message in error, you should not disseminate, distribute or 
copy it. Please notify the sender immediately by e-mail and delete this message 
from your IT system.
 
Ce message comporte des informations confidentielles et légalement protégées. 
Ces informations sont réservées aux seuls destinataires du message. Si vous 
avez reçu ce message par erreur, vous ne devez pas le distribuer, diffuser ou 
copier. Nous vous remercions de bien vouloir en informer l'expéditeur par email 
et supprimer ce message de votre système informatique.
 
 
_
Easily edit your photos like a pro with Photo Gallery.
http://get.live.com/photogallery/overview___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] how to get input from force feedback joysticks?

2008-07-16 Thread CG
Hi Xinyu,
 
You can take a look at this:
 
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/11543
 
Hope it helps :)
 
Regards,
Cg



Date: Wed, 16 Jul 2008 13:44:24 -0700From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: [osg-users] how to get input from force feedback joysticks?



It seems the DirectInput can get the inputs of  force feedback joysticks. How 
can I integrate DirectInput into my project?Is there any other way to get the 
joystick input?Thanks
_
Easily edit your photos like a pro with Photo Gallery.
http://get.live.com/photogallery/overview___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Particles being culled

2008-06-27 Thread CG
I've ported Joseph's particle tutorial to osg version 2.4 and it works 
perfectly on my side. I'll try to find out the cause of this culling, thanks 
for the help so far.

 Date: Thu, 26 Jun 2008 23:14:04 -0600 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  I'm totally guessing, but perhaps setting the max particle size 
 smaller and the number of particles larger will help, as perhaps your 
 particles are large enough to be touching the terrain and thereby being 
 culled? More smaller particles might show some noticable difference...again, 
 I'm totally guessing. I hope someone else can provide some help here. Are 
 Joseph's tutorials up to date even? I haven't looked there in a long time. 
 Sorry can't be more help. -c  2008/6/26 CG [EMAIL PROTECTED]:  Hi 
 Charles,   Thanks for your help, I've narrowed it down to my terrain, 
 when I use  Joseph's terrain, the particles look good. But when I switch 
 over to my  terrain, some of the particles will get culled. How does a 
 terrain affect  the particles?   Regards,  Cg   
   Date: T
 hu, 26 Jun 2008 21:18:51 -0600  From: [EMAIL PROTECTED]  To: 
osg-users@lists.openscenegraph.org  Subject: Re: [osg-users] Particles being 
culled   Well, make a bare-bones test program and isolate the cause, and 
post  it if necessary (in a new thread so someone else is compelled to jump 
 in and help you!). It looks like, to me, that they are just rotated,  not 
culled. Also, I guess you're using the connected system, and I  didn't 
really look at that class ... try the bare-bones debug program!  Good luck, 
 Charles   2008/6/26 CG [EMAIL PROTECTED]:   Hi Charles,   
  That didn't work too. Just don't seem to see what is culling the   
particles? Regards,   Cg 
   Date: Thu, 26 Jun 2008 08:14:55 -0600 
  From: [EMAIL PROTECTED] om   To: osg-users@lists.openscenegraph.org 
  Subject: Re: [osg-users] Particles being culled CG:   
One more tr
 y: I'm just looking at old code b/c I know I've had a   similar 
problem...and I didn't notice the next line of my code: 
ps-SetAlignVectorX(osg::Vec3(0.,1.,0.)); Hopefully that'll make 
a difference.   -Charles On Thu, Jun 26, 2008 at 6:24 AM, 
Charles Cossé [EMAIL PROTECTED]   wrote:Sorry, then, I tried 
... maybe you should repost so Robert sees it.Charles  
 On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL PROTECTED] wrote:Hi 
Charles,   I've tried the setParticleAlignment and it didn't 
work .   Regards,Cg   ___ 
_Date: Wed, 25 Jun 2008 23:28:53 -0600  
  From: [EMAIL PROTECTED]To: 
osg-users@lists.openscenegraph.orgSubject: Re: [osg-users] 
Particles being culled   try:
ps-setParticleAlignment(osgParticle::ParticleSys
 tem::BILLBOARD);  On Wed, Jun 25, 2008 at 
11:23 PM, CG [EMAIL PROTECTED] wrote: Hi Charles, 
Thanks for the reply, what are the settings for the eye point  
   facing? BRRegards, Cg   
   Date: Wed, 25 
Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To: 
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] 
Particles being culled I think the default for 
particle systems is that particles are little 
billboards which always face the viewer's eye point. It looks 
like you've undone that setting somehow, and that the billboards 
are facing   g t;  different directions. 
On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] 
 wrote:  Hi all,   I'm trying to 
simulate a smoke trail emitting from a moving  tank
  by  using  Joseph's codes but some particles 
are being culled (see  attached  picture).   
   Any ideas what are the causes?   
Thanks,   Cg  gt;  
  Make the most of what you can 
do on your PC and the Web, just  the  way   
   you  want. Windows Live  
___ BR
osg-users  mailing list  
osg-users@lists.openscenegraph.org  

http://lists.openscenegraph.org/listinfo.cgi/osg-users-o
 penscenegraph.orggt ; gt ;
  -- AsymptopiaSoftware | [EMAIL 
PROTECTED] www.asymptopia.org 
___ osg-users mailing 
list osg-users@lists.openscenegraph.org
 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
   
 Share your beautiful moments with Photo Gallery. Windows Live 
Photo Gallery   gt ;  
___ osg-users mailing 
list   g t;  osg-users@lists.openscenegraph.org   
  
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Particles being culled

2008-06-27 Thread CG
Hi,
 
Sorry, I'm lost here, how do I check the texture units?Reards,Cg



 Date: Fri, 27 Jun 2008 09:17:59 +0200 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  Hi,  maybe check what texture units are used by terrain and 
 particles.  jp  CG wrote:  I've ported Joseph's particle tutorial to 
 osg version 2.4 and it works   perfectly on my side. I'll try to find out 
 the cause of this culling,   thanks for the help so far.
    
 Date: Thu, 26 Jun 2008 23:14:04 -0600   From: [EMAIL PROTECTED]   To: 
 osg-users@lists.openscenegraph.org   Subject: Re: [osg-users] Particles 
 being culled I'm totally guessing, but perhaps setting the max 
 particle size   smaller and the number of particles larger will help, as 
 perhaps your   particles are large enough to be touching the terrain and 
 thereby   being culled? More smaller particles might show some noticable 
   difference...agai
 n, I'm totally guessing. I hope someone else can   provide some help here. 
Are Joseph's tutorials up to date even? I   haven't looked there in a long 
time. Sorry can't be more help.   -c 2008/6/26 CG [EMAIL 
PROTECTED]:Hi Charles,   Thanks for your help, I've 
narrowed it down to my terrain, when I useJoseph's terrain, the 
particles look good. But when I switch over to myterrai n, some of the 
particles will get culled. How does a terrain   affectthe particles? 
  Regards,Cg    
   Date: Thu, 26 Jun 2008 21:18:51 -0600From: [EMAIL PROTECTED]  
  To: osg-users@lists.openscenegraph.orgSubject: Re: [osg-users] 
Particles being culled   Well, make a bare-bones test program and 
isolate the cause, and postit if necessary (in a new thread so someone 
else is compelled to jumpin and help you!). It looks lik
 e, to me, that they are just rotated,not culled. Also, I guess you're 
using the connected system, and Ididn't really look at that class ... 
try the bare-bones debug program!Good luck,Charles 
  2008/6/26 CG [EMAIL PROTECTED] gt;: Hi Charles,   
  That didn't work too. Just don't seem to see what is culling the 
particles? Regards, Cg 
 Date: Thu, 26 Jun 2008 08:14:55 
-0600 From: [EMAIL PROTECTED] om To: 
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] 
Particles being culled CG: One more try: I'm 
just looking at old code b/c I know I've had a similar problem...and 
I didn't notice the next line of my code: 
ps-SetAlignVectorX(osg::Vec3(0.,1.,0.)); Hopefully that 
'll make a differ
 ence. -Charles On Thu, Jun 26, 2008 at 6:24 
AM, Charles Cossé [EMAIL PROTECTED] wrote:  Sorry, 
then, I tried ... maybe you should repost so Robert   sees it.  
Charles   On Thu, Jun 26, 2008 at 3:08 AM, CG [EMAIL 
PROTECTED] wrote:  Hi Charles,   I've 
tried the setParticleAlignment and it didn't work .   
Regards,  Cg   ___ 
_  Date: Wed, 25 Jun 2008 23:28:53 -0600 
 gt; From: [EMAIL PROTECTED]  To: 
osg-users@lists.openscenegraph.org  Subject: Re: [osg-users] 
Particles being culled   try:
ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD); 
   On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL 
PROTECTED] wrote:
Hi Charles, Thanks for the 
reply, what are the settings for the eye point 
  facing? BR  Regards,   
Cg gt; 
   Date: 
Wed, 25 Jun 2008 23:18:07 -0600   From: 
[EMAIL PROTECTED]   To: 
osg-users@lists.openscenegraph.org   
Subject: Re: [osg-users] Particles being culled 
I think the default for particle 
systems is that   particles are   little 
  billboards which always face the viewer's 
eye point. It   looks   like 
  you've undone that setting somehow, and that the   
billboards are   facing   ;   g t; 
 different directions. 
On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrot
 e:Hi all,   I'm 
trying to simulate a smoke trail emitting from a   moving
tankbyusing
Joseph's codes but some particles are being culled (see
attachedpicture).Any ideas what are 
the causes?   Thanks,   
Cg  gt;  
Make the most of what you 
can do on your PC and the   Web, justthe  
  wayyouwant. Windows Live
___ BR  
osg-users

Re: [osg-users] Particles being culled

2008-06-27 Thread CG
Sorry for the wrong word, i think my terrain is too heavy for my machine, I'll 
test it on another machine. I've put the particles into a renderbin that is 
higher than the terrain but the the particles still get clipped.

 Date: Fri, 27 Jun 2008 09:19:50 -0400 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  Hi Cg,   Thanks for your help, I've narrowed it down to my 
 terrain, when I use   Joseph's terrain, the particles look good. But when I 
 switch over to my   terrain, some of the particles will get culled. How 
 does a terrain   affect the particles?  Just for the record, if a 
 particle is partially visible, that's not  culling, that's clipping.  If 
 you don't want your particles clipped by the terrain, I guess you  could put 
 them into a higher render bin than the terrain? Perhaps others  can confirm 
 this.  J-S --  __ 
 Jean-Sebastien Guay [EMAIL PROTECTED] http://www.cm-labs.com/ 
 http://whitestar02.webhop.org/ 
 ___ osg-users mailing list 
 osg-users@lists.openscenegraph.org http://lis
 ts.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Check out Barclays Premier League exclusive video clips here!
http://fc.sg.msn.com/index.aspx___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Particles being culled

2008-06-27 Thread CG
 Hehe that's ok, there's a lot of terminology and some terms are  similar... 
 I guess I just expected that someone who's name is Cg would  know the CG 
 terminology :-)
 
hehe, because my initial is Cg, thanks for the help.

 Date: Fri, 27 Jun 2008 10:50:01 -0400 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  Hello Cg,   Sorry for the wrong word,   Hehe that's ok, 
 there's a lot of terminology and some terms are  similar... I guess I just 
 expected that someone who's name is Cg would  know the CG terminology :-) 
  Sorry I can't help more,  J-S --  
 __ Jean-Sebastien Guay 
 [EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ 
 ___ osg-users mailing list 
 osg-users@lists.openscenegraph.org 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Check out Barclays Premier League exclusive video clips here!
http://fc.sg.msn.com/index.aspx___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Particles being culled

2008-06-26 Thread CG
Hi Charles,
 
I've tried the setParticleAlignment and it didn't work.Regards,
Cg



 Date: Wed, 25 Jun 2008 23:28:53 -0600 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  try: 
 ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);   On 
 Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote:  Hi Charles, 
   Thanks for the reply, what are the settings for the eye point facing? 
   Regards,  Cg     Date: Wed, 25 
 Jun 2008 23:18:07 -0600  From: [EMAIL PROTECTED]  To: 
 osg-users@lists.openscenegraph.org  Subject: Re: [osg-users] Particles 
 being culled   I think the default for particle systems is that 
 particles are little  billboards which always face the viewer's eye point. 
 It looks like  you've undone that setting somehow, and that the billboards 
 are facing  different directions.   On Wed, Jun 25, 2008 at 11:07 
 PM, CG [EMAIL PROTECTED] wrote:   Hi all, I'm trying to 
 simulate a smoke trail
  emitting from a moving tank by   using   Joseph's codes but some 
particles are being culled (see attached   picture).   Any ideas what 
are the causes? Thanks, Cg 
   Make the most of what you can do on your 
PC and the Web, just the way   you   want. Windows Live   
___   osg-users mailing list 
  osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
   --  AsymptopiaSoftware | [EMAIL PROTECTED]  
www.asymptopia.org  ___  
osg-users mailing list  osg-users@lists.openscenegraph.org  
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
    Share your beautiful moments with 
Photo Gallery. Windows Live Photo Gallery  ___
   osg-users mailing list  
osg-users@lists.openscenegraph.org  
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
--  AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org 
___ osg-users mailing list 
osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Check out Barclays Premier League exclusive video clips here!
http://fc.sg.msn.com/index.aspx___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] manipulating vertices from a node loaded byReadNodeFile()

2008-06-26 Thread CG
Hi,
 
Sorry for the off thread, if I can recover the vertex list, is it possible to 
create runtime crater (cause by explosion)? Any examples out there?Regards,
Cg


Date: Thu, 26 Jun 2008 18:25:09 +0200From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] manipulating vertices from a node loaded 
byReadNodeFile()


thanks for replying, but the problem is that the osg::Node* returned by 
ReadNodeFile() is not a osg::Geode().


From: [EMAIL PROTECTED] on behalf of Serge LagesSent: Thu 6/26/2008 4:07 PMTo: 
OpenSceneGraph UsersSubject: Re: [osg-users] manipulating vertices from a node 
loaded byReadNodeFile()
Hi Rene,From you geodes, take the drawables, cast them into geometries and 
recover the vertex list with getVertexArray.
On Thu, Jun 26, 2008 at 3:56 PM, Bokhorst,Rene R. [EMAIL PROTECTED] wrote:
Hey there,I've been browsing the mail archive to find the answer to my question 
but I haven't found anything at all. I basically want to manipulate the 
vertices of a model loaded by the osgDB::ReadNodeFile() function. 
ReadNodeFile() returns a osg::Node. I was hoping this might actually be a 
osg::Geode, but apparently it isn't.Reason I want to do this is because I have 
1600 different building models. But all of these building models are already 
positioned in their correct position and rotation (instead of each building 
being built around 0,0,0). So basically if I load my 1600 models and all 
position them on 0,0,0 I have a complete and perfectly aligned town. I want to 
move every building back to 0,0,0 so that I can re-use them. I've already used 
osg to find their position by finding the center of their bounding box. And now 
I want to substract that position from the vertices of every building and save 
them. Anyone know how to achieve this?Thank you in advance,Rene-
 ---Op deze e-mail zijn de 
volgende voorwaarden van toepassing:http://www.fontys.nl/disclaimerThe above 
disclaimer applies to this e-mail 
message.___osg-users
 mailing [EMAIL 
PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org--
 Serge Lageshttp://www.tharsis-software.com 
_
Easily publish your photos to your Spaces with Photo Gallery.
http://get.live.com/photogallery/overview___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Particles being culled

2008-06-26 Thread CG
Hi Charles,
 
That didn't work too. Just don't seem to see what is culling the 
particles?Regards,
Cg



 Date: Thu, 26 Jun 2008 08:14:55 -0600 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  CG: One more try: I'm just looking at old code b/c I know I've had 
 a similar problem...and I didn't notice the next line of my code:  
 ps-SetAlignVectorX(osg::Vec3(0.,1.,0.));  Hopefully that'll make a 
 difference. -Charles  On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé 
 [EMAIL PROTECTED] wrote:  Sorry, then, I tried ... maybe you should 
 repost so Robert sees it.  Charles   On Thu, Jun 26, 2008 at 3:08 AM, 
 CG [EMAIL PROTECTED] wrote:  Hi Charles,   I've tried the 
 setParticleAlignment and it didn't work.   Regards,  Cg   
   Date: Wed, 25 Jun 2008 23:28:53 -0600 
  From: [EMAIL PROTECTED]  To: osg-users@lists.openscenegraph.org  
 Subject: Re: [osg-users] Particles being culled   try:  
 ps-setParticleAlignment(osgParticle::Particle
 System::BILLBOARD);On Wed, Jun 25, 2008 at 11:23 PM, CG 
[EMAIL PROTECTED] wrote:   Hi Charles, Thanks for the 
reply, what are the settings for the eye point facing? Regards, 
  Cg    Date: Wed, 25 
Jun 2008 23:18:07 -0600   From: [EMAIL PROTECTED]   To: 
osg-users@lists.openscenegraph.org   Subject: Re: [osg-users] Particles 
being culled I think the default for particle systems is that 
particles are little   billboards which always face the viewer's eye 
point. It looks like   you've undone that setting somehow, and that the 
billboards are facing   different directions. On Wed, Jun 
25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote:Hi all,   
I'm trying to simulate a smoke trail emitting from a moving tank 
byusingJoseph's codes but some particles are being culled 
 (see attachedpicture).Any ideas what are the causes? 
  Thanks,   Cg   
Make the most of what you can do on 
your PC and the Web, just the wayyouwant. Windows Live 
   ___ BR   osg-users 
   mailing listosg-users@lists.openscenegraph.org
  
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
 --   AsymptopiaSoftware | 
[EMAIL PROTECTED]   www.asymptopia.org   
___   osg-users mailing list 
  osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
    Share your beautiful 
momen
 ts with Photo Gallery. Windows Live Photo   Gallery   
___   osg-users mailing list 
  osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
   --  AsymptopiaSoftware | [EMAIL PROTECTED] 
 www.asymptopia.org  ___ 
 osg-users mailing list  osg-users@lists.openscenegraph.org  
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
    Chat online and in real-time with 
friends and family! Windows Live Messenger  
___  osg-users mailing list  
osg-users@lists.openscenegraph.org  
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
 --  AsymptopiaSoftware | [EMAIL PROTECTED]  
www.asymptopia.org 
 --  AsymptopiaSoftware | [EMAIL PROTECTED] www.asymptopia.org 
___ osg-users mailing list 
osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Easily edit your photos like a pro with Photo Gallery.
http://get.live.com/photogallery/overview___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Particles being culled

2008-06-26 Thread CG
Hi Charles,
 
Thanks for your help, I've narrowed it down to my terrain, when I use Joseph's 
terrain, the particles look good. But when I switch over to my terrain, some of 
the particles will get culled. How does a terrain affect the particles?
 
Regards,
Cg



 Date: Thu, 26 Jun 2008 21:18:51 -0600 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  Well, make a bare-bones test program and isolate the cause, and 
 post it if necessary (in a new thread so someone else is compelled to jump 
 in and help you!). It looks like, to me, that they are just rotated, not 
 culled. Also, I guess you're using the connected system, and I didn't really 
 look at that class ... try the bare-bones debug program! Good luck, 
 Charles  2008/6/26 CG [EMAIL PROTECTED]:  Hi Charles,   That didn't 
 work too. Just don't seem to see what is culling the particles?   
 Regards,  Cg     Date: Thu, 26 Jun 
 2008 08:14:55 -0600  From: [EMAIL PROTECTED]  To: 
 osg-users@lists.openscenegraph.org  Subject: Re: [osg-users] Particles 
 being culled   CG:  One more try: I'm just looking at old code b/c I 
 know I've had a  similar problem...and I
  didn't notice the next line of my code:   
ps-SetAlignVectorX(osg::Vec3(0.,1.,0.));   Hopefully that'll make a 
difference.  -Charles   On Thu, Jun 26, 2008 at 6:24 AM, Charles Cossé 
[EMAIL PROTECTED] wrote:   Sorry, then, I tried ... maybe you should 
repost so Robert sees it.   Charles On Thu, Jun 26, 2008 at 
3:08 AM, CG [EMAIL PROTECTED] wrote:   Hi Charles, I've 
tried the setParticleAlignment and it didn't work. Regards,  
 Cg ___ _   Date: Wed, 25 Jun 
2008 23:28:53 -0600   From: [EMAIL PROTECTED]   To: 
osg-users@lists.openscenegraph.org   Subject: Re: [osg-users] Particles 
being culled try:   
ps-setParticleAlignment(osgParticle::ParticleSystem::BILLBOARD);
   On Wed, Jun 25, 2008 at 11:23 PM, CG [EMAIL PROTECTED] wrote:  
  Hi Charles,   Thanks for the reply, what
  are the settings for the eye pointfacing?   
Regards,Cg     
  Date: Wed, 25 Jun 2008 23:18:07 -0600From: [EMAIL 
PROTECTED]To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Particles being culled   I think 
the default for particle systems is that particles arelittle  
  billboards which always face the viewer's eye point. It looks like  
  you've undone that setting somehow, and that the billboards are   
 facingdifferent directions.   On Wed, Jun 
25, 2008 at 11:07 PM, CG [EMAIL PROTECTED] wrote: Hi all,  
   I'm trying to simulate a smoke trail emitting from a 
moving tank by using Joseph's codes but 
some particles are being culled (see attached picture).   
   Any ideas what are the causes? Thanks,
 Cg  
Make the most of what you can do on your PC and the Web, just the 
way you want. Windows Live 
___ BR   
osg-users mailing list 
osg-users@lists.openscenegraph.org  
   
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
 gt ;  --  
  AsymptopiaSoftware | [EMAIL PROTECTED]www.asymptopia.org  
  ___osg-users 
mailing listosg-users@lists.openscenegraph.org  
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscene
 graph.org    
  Share your beautiful moments with Photo Gallery. Windows Live Photo  
  Gallery___   
 osg-users mailing list  g t;  osg-users@lists.openscenegraph.org  

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
 --   AsymptopiaSoftware | 
[EMAIL PROTECTED]   www.asymptopia.org   
___   osg-users mailing list 
  osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
    Chat online and in 
real-time with friends and family! Windows Live   Messenger   
___   osg-users mailing li
 st   [EMAIL PROTECTED] ts.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
   --   AsymptopiaSoftware | [EMAIL 
PROTECTED]   www.asymptopia.org   --  
AsymptopiaSoftware | [EMAIL PROTECTED]  www.asymptopia.org  
___  osg-users mailing list  
osg-users@lists.openscenegraph.org  
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
    Enrich your blog with Windows Live 
Writer. Windows Live Writer

[osg-users] Particles being culled

2008-06-25 Thread CG

Hi all,I'm trying to simulate a smoke trail emitting from a moving tank by 
using Joseph's codes but some particles are being culled (see attached 
picture). Any ideas what are the causes?Thanks,Cg
_
NEW! Get Windows Live FREE.
http://www.get.live.com/wl/allattachment: particle_cull.jpg___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Particles being culled

2008-06-25 Thread CG
Hi Charles,
 
Thanks for the reply, what are the settings for the eye point facing?Regards,
Cg



 Date: Wed, 25 Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being 
 culled  I think the default for particle systems is that particles are 
 little billboards which always face the viewer's eye point. It looks like 
 you've undone that setting somehow, and that the billboards are facing 
 different directions.  On Wed, Jun 25, 2008 at 11:07 PM, CG [EMAIL 
 PROTECTED] wrote:  Hi all,   I'm trying to simulate a smoke trail 
 emitting from a moving tank by using  Joseph's codes but some particles are 
 being culled (see attached picture).  Any ideas what are the causes?   
 Thanks,   Cg     Make the most of 
 what you can do on your PC and the Web, just the way you  want. Windows 
 Live  ___  osg-users mailing 
 list  osg-users@lists.openscenegraph.org  
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-
 openscenegraph.org  --  AsymptopiaSoftware | [EMAIL PROTECTED] 
www.asymptopia.org ___ osg-users 
mailing list osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Manage multiple email accounts with Windows Live Mail effortlessly.
http://www.get.live.com/wl/all___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Shader Problem

2008-06-12 Thread CG
Hi all, Are there any ways to remove the shader during runtime? I've tried the 
removeShader function but the effect of the shader is still applied to my 
models (e.g tank) i.e. the appearance of the models do not go back to the state 
before shader is applied. Regards,Cg
_
Check out Barclays Premier League exclusive video clips here!
http://fc.sg.msn.com/index.aspx___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Shader Problem

2008-06-12 Thread CG
Hi David,
 
I'm using osg 2.4 and osgViewer.
 
Regards,
Cg


Date: Thu, 12 Jun 2008 11:09:49 +0200From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] Shader Problemhi CGwhen you remove a shader, 
osg::Program need to be relinked.this is done by osgUtil::GLObjectVisitor in 
osgViewer::Renderer::draw method.So this seem can be done at runtime.Which OSG 
version did you use ?Did you use osgViewer ?David Callu
2008/6/12 CG [EMAIL PROTECTED]:

Hi all, Are there any ways to remove the shader during runtime? I've tried the 
removeShader function but the effect of the shader is still applied to my 
models (e.g tank) i.e. the appearance of the models do not go back to the state 
before shader is applied. Regards,Cg

Chat online and in real-time with friends and family! Windows Live 
Messenger___osg-users mailing 
[EMAIL 
PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Easily publish your photos to your Spaces with Photo Gallery.
http://get.live.com/photogallery/overview___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Shader Problem

2008-06-12 Thread CG
Hi David,
 
Just found out that the fault lies in my 3D model. Apparently, my shader only 
works for 3D models that are in OpenFlt format. It doesn't work for ive fomat. 
I've appended my shader code below:
 
uniform sampler2D tex;uniform float fAmp;
void main(){
   vec4 texelColor = texture2D(tex, gl_TexCoord[0].st);
   texelColor = texelColor * fAmp;
   gl_FragColor = texelColor;}
Thanks,
Cg
 



Date: Thu, 12 Jun 2008 16:46:04 +0200From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] Shader ProblemHi CGWhen your remove a shader, void 
Program::dirtyProgram() is called to request a relink in the next 
frame.Program is relinked in the next frame in void Program::apply( 
osg::State state ) const method.Follow your code in a debugger to see if all 
is properly done.Are you sure your shader is well removed from your program 
?HTHDavid Callu

2008/6/12 CG [EMAIL PROTECTED]:

Hi David, I'm using osg 2.4 and osgViewer. Regards,Cg


Date: Thu, 12 Jun 2008 11:09:49 +0200From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] Shader Problem 


hi CGwhen you remove a shader, osg::Program need to be relinked.this is done by 
osgUtil::GLObjectVisitor in osgViewer::Renderer::draw method.So this seem can 
be done at runtime.Which OSG version did you use ?Did you use osgViewer ?David 
Callu
2008/6/12 CG [EMAIL PROTECTED]:

Hi all, Are there any ways to remove the shader during runtime? I've tried the 
removeShader function but the effect of the shader is still applied to my 
models (e.g tank) i.e. the appearance of the models do not go back to the state 
before shader is applied. Regards,Cg

Chat online and in real-time with friends and family! Windows Live 
Messenger___osg-users mailing 
[EMAIL 
PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Always-on security tools provide safer ways to connect and share anywhere. Find 
out more. Windows Live___osg-users 
mailing [EMAIL 
PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Easily publish your photos to your Spaces with Photo Gallery.
http://get.live.com/photogallery/overview___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] finding normal of models

2008-06-05 Thread CG

Hi, How do I retrieve the body axis of the model? I'm thinking of retrieving 
the body axis of the model and use it to rotate the model by osg::Quat 
rotation(osg::Quat(yaw, body_axis_z)*osg::Quat(roll, 
body_axis_y)*osg::Quat(pitch, body_axis_x)); pat-setAttitude(rotation);instead 
of osg::Quat rotation(osg::Quat(yaw, osg::Vec3(0,0,1))*osg::Quat(roll, 
osg::Vec3(0,1,0))*osg::Quat(pitch, osg:Vec3(1,0,0))); 
pat-setAttitude(rotation); so that the aircraft will be rotated correctly. 
Thanks. Regards,Cg


From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Wed, 4 Jun 2008 18:04:43 
+0100Subject: Re: [osg-users] finding normal of models



HI
 
A loaded model/node  really does not in itself have a normal, its surfaces/tris 
etc that make up a model will have (or should have ) normal's. So sorry its not 
possible to retrieve a nodes normal's.
 
In all my years of being involved with vis-sim, you really have to know before 
hand how your models are orientated, scaled etc , typically your modelling 
specs should state what is north, what is up, what units are used etc, then 
these need to be enforced on and followed by the content creators. 
 
Personally I don't know a way of figuring out, in arbitary models what are 
north, up, right etc.. you have a chance with scale/units. you have to know the 
orientation details of the models 
 
Sorry not much help really
 


__Gordon Tomlinson 
Email   : [EMAIL PROTECTED] : www.vis-sim.com www.gordontomlinson.com 
__Self defence is not 
a function of learning tricks but is a function of how quickly and intensely 
one can arouse one's instinct for survival -Master Tambo Tetsura 
 


From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of CGSent: 04 June 
2008 17:27To: OpenSceneGraph UsersSubject: [osg-users] finding normal of models
Hi, Is it possible to retrieve the Normal of a loaded node (i.e. an aircraft in 
openflt format)? I need to find out the normal to compute the forward and right 
axis to construct my rotation matrix to rotate the aircraft correctly in every 
tick. Right now, when I roll my aircraft to 90 degrees follow by a 90 degrees 
pitch, the aircraft instead of banking to the right, it rolls 90 degrees to the 
right and pitches up 90 degrees (as the rotation axis is unchanged). I'm using 
positiontransformattitude node for the setting of Attitude. Thanks. Regards,Cg

Always-on security tools provide safer ways to connect and share anywhere. Find 
out more. Windows Live 
_
Manage multiple email accounts with Windows Live Mail effortlessly.
http://www.get.live.com/wl/all___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] finding normal of models

2008-06-05 Thread CG
Hi,
 
My model's axes are aligned to the world coordinate system. What I need is the 
body/local coordinate system of the plane to rotate the plane correctly in each 
tick. I've attached a screen shot which shows the wrong rotation using world 
coordinate system (the plane is rotated 90 degrees to the right and pitch up 90 
degrees, the plane's nose should point right and not up in the sky). Thanks.
 
Regards,
Cg



 Date: Thu, 5 Jun 2008 10:01:00 +0200 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] finding normal 
 of models  Hi,  CG wrote:   How do I retrieve the body axis of the 
 model?  Not sure what you mean by body axis, but what you could do is 
 load both your model and the axes.osg sample dataset. Simply use osgviewer 
 your-model-file axes.osg  The axes object will show the world coordinate 
 system and should help you figure out how to rotate your plane, as it will 
 show how your _untransformed_ plane is oriented compared to the world 
 coordinate system.  The axes object is probably quite small compared to 
 your plane object (depending on the units used for the plane, of course) and 
 might even be inside it. You can switch to wireframe mode in that case with 
 w to perhaps be able to pinpoint the axes.  Paul   I'm thinking of 
 retrieving the body axis of the model and use it to  rotate the model by 
   osg::Quat
  rotation(osg::Quat(yaw, body_axis_z)*osg::Quat(roll,  
body_axis_y)*osg::Quat(pitch, body_axis_x));   pat-setAttitude(rotation); 
   instead of   osg::Quat rotation(osg::Quat(yaw, 
osg::Vec3(0,0,1))*osg::Quat(roll,  osg::Vec3(0,1,0))*osg::Quat(pitch, 
osg:Vec3(1,0,0)));   pat-setAttitude(rotation);   so that the aircraft 
will be rotated correctly. Thanks.   Regards,  Cg
  
From: [EMAIL PROTECTED]  To: osg-users@lists.openscenegraph.org  Date: Wed, 
4 Jun 2008 18:04:43 +0100  Subject: Re: [osg-users] finding normal of models 
  HI  A loaded model/node really does not in itself have a normal, its  
surfaces/tris etc that make up a model will have (or should have )  normal's. 
So sorry its not possible to retrieve a nodes normal's.  In all my years of 
being involved with vis-sim, you really have to  know before hand how your 
models are orien
 tated, scaled etc ,  typically your modelling specs should state what is 
north, what is  up, what units are used etc, then these need to be enforced 
on and  followed by the content creators.  Personally I don't know a way of 
figuring out, in arbitary models  what are north, up, right etc.. you have a 
chance with  scale/units. you have to know the orientation details of the 
models  Sorry not much help really   
__  /Gordon Tomlinson 
/   Email : /[EMAIL PROTECTED]/  Website : /www.vis-sim.com 
www.gordontomlinson.com/   
__   Self defence 
is not a function of learning tricks  but is a function of how quickly and 
intensely one  can arouse one's instinct for survival  -*/Master Tambo 
Tetsura/*
  
*From:* [EMAIL PROTECTED]
 h.org  [mailto:[EMAIL PROTECTED] *On Behalf Of *CG  *Sent:* 04 June 2008 
17:27  *To:* OpenSceneGraph Users  *Subject:* [osg-users] finding normal of 
models   Hi,   Is it possible to retrieve the Normal of a loaded node 
(i.e. an  aircraft in openflt format)? I need to find out the normal to  
compute the forward and right axis to construct my rotation matrix  to rotate 
the aircraft correctly in every tick. Right now, when I  roll my aircraft to 
90 degrees follow by a 90 degrees pitch, the  aircraft instead of banking to 
the right, it rolls 90 degrees to  the right and pitches up 90 degrees (as 
the rotation axis is  unchanged). I'm using positiontransformattitude node 
for the  setting of Attitude. Thanks.   Regards,  Cg   
  
Always-on security tools provide safer ways to connect and share  anywhere. 
Find out more. Windows Live  http:/
 /get.live.com/familysafety/overview 
  
Share your beautiful moments with Photo Gallery. Windows Live Photo  Gallery 
http://get.live.com/photogallery/overview  
  
___ osg-users mailing list 
osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org   
  ___ osg-users mailing list 
osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Easily publish your photos to your Spaces with Photo Gallery.
http

[osg-users] finding normal of models

2008-06-04 Thread CG
Hi,
 
Is it possible to retrieve the Normal of a loaded node (i.e. an aircraft in 
openflt format)? I need to find out the normal to compute the forward and right 
axis to construct my rotation matrix to rotate the aircraft correctly in every 
tick. Right now, when I roll my aircraft to 90 degrees follow by a 90 degrees 
pitch, the aircraft instead of banking to the right, it rolls 90 degrees to the 
right and pitches up 90 degrees (as the rotation axis is unchanged). I'm using 
positiontransformattitude node for the setting of Attitude. Thanks.
 
Regards,
Cg
_
Easily publish your photos to your Spaces with Photo Gallery.
http://get.live.com/photogallery/overview___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] open scene graph 2.2 Warning: detected OpenGL error

2008-04-16 Thread CG
Hi,
 
I've the following error when running the osgteapot example:
 
Warning: detected OpenGL error
 
After searching through the mailing list, I increased the error checking 
regularity by changing the code in State.cpp to what Robert had suggested:
 
#if 0_checkGLErrors = ONCE_PER_FRAME;#else_checkGLErrors = 
ONCE_PER_ATTRIBUTE;
#endif
 
and the console reported a more detailed error message:
 
Warning: detected OpenGL error 'invalid value' after applying attribute 
Viewport 0x9736b38
 
Are there any solutions to this problem?
 
I'm running in a single window and my OpenGL version is 1.5.0 - Build 
7.14.10.1437
 
Regards,
CG
 
 
_
Create photo panoramas easily with Photo Gallery!
http://www.get.live.com/wl/all___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error

2008-04-16 Thread CG
Hi Robert,
 
My hardware details:
 
Windows Vista
Mobile Intel 965 ExpressBy the way, the rest of the examples also generate the 
Viewport error.
 
Regards,
CG



 Date: Wed, 16 Apr 2008 10:13:37 +0100 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] open scene graph 
 2.2 Warning: detected OpenGL error  Hi Cg,  I haven't heard of problems 
 with osgteapot before, and its an example that has been around for many 
 years so it'd seem you've come across a unusual set up. I'd suspect a driver 
 bug.  What hardware/OS/drivers are you using?  Robert.  On Wed, Apr 16, 
 2008 at 9:30 AM, CG [EMAIL PROTECTED] wrote:   Hi,   I've the 
 following error when running the osgteapot example:   Warning: detected 
 OpenGL error   After searching through the mailing list, I increased the 
 error checking  regularity by changing the code in State.cpp to what Robert 
 had suggested:   #if 0  _checkGLErrors = ONCE_PER_FRAME;  #else  
 _checkGLErrors = ONCE_PER_ATTRIBUTE;  #endif   and the console reported 
 a more detailed error message:   Warning: detected OpenGL error 'invalid 
 value' after applying attribute  Viewport 0x9736b38   Are there any 
solutions to this problem?   I'm running in a single window and my OpenGL 
version is 1.5.0 - Build  7.14.10.1437   Regards,  CG 
  Blog it to your Space with Live Writer! 
Windows Live Writer  ___  
osg-users mailing list  osg-users@lists.openscenegraph.org  
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org  
 ___ osg-users mailing list 
osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Publish your photos to your Space easily with Photo Gallery.
http://www.get.live.com/wl/all___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error

2008-04-16 Thread CG
Hi Robert,
 
osgviewerGLUT gives the same error. It only happen for OpenSceneGraph 2.2, the 
error goes away when I use OpenSceneGraph 1.2. I've updated my video driver but 
the error still persists.
 
Regards,
CG



 Date: Wed, 16 Apr 2008 10:29:02 +0100 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] open scene graph 
 2.2 Warning: detected OpenGL error  Hi Cg,  On Wed, Apr 16, 2008 at 10:24 
 AM, CG [EMAIL PROTECTED] wrote:  My hardware details:   Windows 
 Vista  Mobile Intel 965 Express   By the way, the rest of the examples 
 also generate the Viewport error.  Houston we have a driver problem!  
 Could you try examples like the osgviewerGLUT and osgviewerSDL to see if 
 they have this problem too?  It might be a bug in the wgl window setup, or 
 perhaps in OpenGL driver itself. The question is what can be done to work 
 around the bug(s) whatever it is. Upgrading the driver might fix it. Perhaps 
 others with Intel graphics experience might be able to make some 
 suggestions.  Robert. ___ 
 osg-users mailing list osg-users@lists.openscenegraph.org 
 http://lists.openscenegraph.org/l
 istinfo.cgi/osg-users-openscenegraph.org
_
Help Splitzo Sally Before It’s Too Late! 
http://www.thegirlwhosplitinto5.com/___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] open scene graph 2.2 Warning: detected OpenGL error

2008-04-16 Thread CG
Hi,
 
After using GLintercept, I've discovered that the error was caused by the 
initializeExtensionProcs() function in State.cpp and has been fixed in 
OpenSceneGraph 2.3.3.
Regards,
Cg
 



 Date: Wed, 16 Apr 2008 11:10:09 +0100 From: [EMAIL PROTECTED] To: 
 osg-users@lists.openscenegraph.org Subject: Re: [osg-users] open scene graph 
 2.2 Warning: detected OpenGL error  Hi Cg,  2008/4/16 CG [EMAIL 
 PROTECTED]:  osgviewerGLUT gives the same error. It only happen for 
 OpenSceneGraph 2.2,  the error goes away when I use OpenSceneGraph 1.2. 
 I've updated my video  driver but the error still persists.  The main 
 difference between 1.2 and 2.2 will be osgViewer vs osgProducer/Producer so 
 this is the most likely source of problem.  This type of problem is hard to 
 track down, and very likely is an OpenGL/glw driver problem. I'm afraid 
 since you have a system that reproduces it, and others like myself don't you 
 are actual the one best placed to track it down.  The way of tracking the 
 down the problem I'd use would be to capture all glw+OpenGL calls via a tool 
 like glDebugger and capture it for something like osgviewer glider.osg for 
 both 1.2 and 
 2.x and then look at the differences in the OpenGL/glw calls made.  Once we 
know the differences we should be able to work out how to tweak the 
window/OpenGL setup in osgViewer to avoid the problems under Intel drivers.  
Robert. ___ osg-users mailing 
list osg-users@lists.openscenegraph.org 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Easily manage multiple email accounts with Windows Live Mail!
http://www.get.live.com/wl/all___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Deploying Application

2008-04-15 Thread CG
Hi all,
 
When I copied my application (OpenSceneGraph libraries, DLLs and application) 
to another folder, the application will not load any flt or ive files. A 
warning message Warning: Could not find plugin to read objects from file 
F:/OpenSceneGraph-2.0/Tutorials/JoeDirt/JoeDirt.flt will be displayed in the 
console window. I've set the path to OpenSceneGraph plugins and bin directory 
in the environment setting (Windows Vista) but it still can't find the plugin.
 
Regards,
CG
_
Publish your photos to your Space easily with Photo Gallery.
http://www.get.live.com/wl/all___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Deploying Application

2008-04-15 Thread CG
Thank you, Robert :)


Date: Tue, 15 Apr 2008 09:50:54 +0100From: [EMAIL PROTECTED]: [EMAIL 
PROTECTED]: Re: [osg-users] Deploying ApplicationHI CG,Set the path to the 
parent directory that contains the plugins. The OpenScneeGraph-2.x uses 
osgPlugins-soversion/pluginname.dll to make sure that it picks up the correct 
version of plugins for the applications version of the OSG.  This avoids 
problems with mixing dll's between versions of the OSG that might be 
installed.Robert.
On Tue, Apr 15, 2008 at 7:44 AM, CG [EMAIL PROTECTED] wrote:

Hi all, When I copied my application (OpenSceneGraph libraries, DLLs and 
application) to another folder, the application will not load any flt or ive 
files. A warning message Warning: Could not find plugin to read objects from 
file F:/OpenSceneGraph-2.0/Tutorials/JoeDirt/JoeDirt.flt will be displayed in 
the console window. I've set the path to OpenSceneGraph plugins and bin 
directory in the environment setting (Windows Vista) but it still can't find 
the plugin. Regards,CG

Get your free suite of Windows Live services! Windows 
Live___osg-users mailing [EMAIL 
PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_
Help Splitzo Sally Before It’s Too Late! 
http://www.thegirlwhosplitinto5.com/___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Set Camera Manipulator coordinates to Geocentric coordinates

2008-04-10 Thread CG
Hi,
 
How do I set the initial camera manipulator's coordinates to a specific 
Geocentric/Geodetic coordinates (e.g. latitude: 33.3, longitude: -127.0)?
 
Regards,
CG
_
Easily manage multiple email accounts with Windows Live Mail!
http://www.get.live.com/wl/all___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org