Re: [osg-users] osgOcean showing up black screen

2011-02-18 Thread Markus Lacay
Hey Kim,

That did it. All I had to do was change which nullmasks I chose to use for my 
own things. Thanks for the quick reply!

:-D

-Markus

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[osg-users] osgOcean showing up black screen

2011-02-18 Thread Markus Lacay
Hi,

I am using osgocean in my scene and also using a cullmask on the camera. When I 
set the cullmask on the camera I get a black screen and can't see the scene at 
all. I've tried setting the nodemask of the osgocean node to the nodemask but 
this doesn't change anything.

the ocean node renders fine when i don't have a cullmask set on the camera.

Any idea why this is? I would very much like to use nodemasks for things like 
culling out certain nodes so I would appreciate the help.

Thank you!

Cheers,
Markus

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Re: [osg-users] osgQt: compile error in moc_QGraphicsViewAdapter.cxx

2010-11-16 Thread Markus Lacay
yeh, to solve this i just manually cut out the whole chunk, which was on my 
machine:


Code:
#if !defined(Q_MOC_OUTPUT_REVISION)
#error "The header file 'QGraphicsViewAdapter' doesn't include ."
#elif Q_MOC_OUTPUT_REVISION != 62
#error "This file was generated using the moc from 4.7.0. It"
#error "cannot be used with the include files from this version of Qt."
#error "(The moc has changed too much.)"
#endif



and simply replaced with: 


Code:
#include 



I am also on a windows machine and tried deleting the generated files, 
rerunning Cmake, etc... without success. What I did worked however.

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Re: [osg-users] intersection and threading problem

2010-08-11 Thread Markus Lacay
[quote="Skylark"]Hello Markus,


> 
> You're in control of your application's main loop, so you can 
> synchronize things the way you want. You can set a mutex that will make 
> it safe to run intersections at given times, and then unlock the mutex 
> to let the viewer run its update and cull phases safely. 

Yes, this does make sense. I am using the delta3d game engine as well so maybe 
what I'm asking is if there is any general way the check if osg is currently in 
a state where it is unsafe to act upon the scene? For instance, Is there any 
mutex that belongs to osg that I can wait on ?

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Re: [osg-users] intersection and threading problem

2010-08-11 Thread Markus Lacay

Skylark wrote:
> Hi Markus,
> 
> 
> > I'm using osg 2.9.8 and trying to do intersection tests in a thread. The 
> > code is real straightforwards and works well when not threaded:
> > 
> 
> [...]
> 
> 
> > Is this a known issue?
> > 
> 
> Err, you say what you want to do, that it works when not threaded, but 
> not what happens when you try to do it in a thread. Do you get crashes? 
> Do you get error messages? Do you get erroneous results?
> 
> Without this info it's hard to help you out...
> 
> I don't see why it wouldn't work /a priori/, unless your thread is 
> running while some other part of your app is modifying the scene graph. 
> That might invalidate iterators that the IntersectionVisitor is using or 
> things like that, which might lead to crashes.
> 
> J-S
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Thanks for addressing this Skylark. Yes, the application crashes due to what I 
think you described (accessing the scene graph while it is being modified) I am 
using osgEarth and running threads concurrently that need to intersect with the 
surface of the earth model. Is there any thread-safe way to achieve this 
without running everything on the main thread?

More generally, is there a way to ensure that you only traverse the scene 
graph's nodes when you're supposed to?

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[osg-users] intersection and threading problem

2010-07-22 Thread Markus Lacay
Hey all,

I'm using osg 2.9.8 and trying to do intersection tests in a thread. The code 
is real straightforwards and works well when not threaded: 
Code:
osg::ref_ptr intersector = new 
osgUtil::LineSegmentIntersector(start, end);

  osgUtil::IntersectionVisitor visitor(intersector);
  
visitor.setLODSelectionMode(osgUtil::IntersectionVisitor::LODSelectionMode::USE_HIGHEST_LEVEL_OF_DETAIL
 );
  osgEarthNode->accept(visitor);

if(intersector->containsIntersections())
{
osgUtil::LineSegmentIntersector::Intersections::const_iterator firstHit 
= intersector->getIntersections().begin();

worldIntersectionPosition = firstHit->getWorldIntersectPoint();
worldIntersectionNormal = firstHit->getWorldIntersectNormal();

return true;
 }

Is this a known issue?

-Markus

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Re: [osg-users] Warning: TexEnv::apply(State&) - not supported.

2010-07-01 Thread Markus Lacay
Hey Robert,

Yes this worked, thanks! I guess it was caching my GL3 option afterall.

-Markus

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[osg-users] Warning: TexEnv::apply(State&) - not supported.

2010-07-01 Thread Markus Lacay
Hey all,

I'm using the latest trunk (2.9.8) and encountering problems rendering just 
about all of the examples and the ones that do display anything show up 
strangely. On the console I get the errors like: 
Code:
Warning: gluTesselation not supported.
Warning: gluTesselation not supported.
Warning: gluTesselation not supported.
Warning: Material::apply(State&) - not supported.
Warning: Material::apply(State&) - not supported.
Warning: TexEnv::apply(State&) - not supported..

 I've tried building against opengl 1 & 2 alone after getting this compiling 
against opengl 3 and tried recompiling multiple times with and without the 
OSG_GLU_TESS_CALLBACK_TRIPLEDOT option enabled in cmake.

I've even tried switching video cards and drivers from a Nvidia Quadro to an 
ATI HD4850 Radeon! To no avail... what is going on?

-Markus

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Re: [osg-users] OSG 2.8.2 compile error...

2009-12-16 Thread Markus Lacay
Thanks Alberto! This helped. More specifically, disabling this option helped to 
allow osgUtil to build. (building osg 2.9.6)

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Re: [osg-users] OpenSceneGraph-2.9.6 developer release tagged

2009-12-14 Thread Markus Lacay
Hey, I would also like to add that I couldn't compile against OpenGL 3 without 
changing Plugins qt references to GL_BGRA_EXT to GL_BGRA. It seems GL_BGRA_EXT 
has been removed completely from the latest GL3.h header.

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Re: [osg-users] [3rdparty] osgEarth - fade layers not working

2009-10-22 Thread Markus Lacay
I am using a Gigabyte HD4850 (which is really an ATI Radeon HD 4850)

It turns out that perhaps I was mistaken in it not "working". It just is not 
working in the way that I thought it would. When I approach earth, the layers 
do indeed fade, but the behavior that I was expecting was that I could call 
fadelayernode to make a currently visible layer partially transparent without 
the need for the camera to move. Is this possible or is fadelayernode just a 
method by which we can set a certain LOD level to be a point at which we fade 
to another layer?

Sorry for the mixup.

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Re: [osg-users] [3rdparty] osgEarth - fade layers not working

2009-10-19 Thread Markus Lacay
Hey all,

I have a problem using osgEarthUtil::FadeLayerNode in osgearth_1.2_T2009-08-12 
compiled against osg 2.8.2. 

I try using the following code:


Code:

osgEarthUtil::FadeLayerNode *fadeLayerNode = 
osgEarthUtil::FadeLayerNode(osgEarthNode->getMap());

for (unsigned int i = 1; i < numImageLayers; ++i)
fadeLayerNode->setOpacity(i, 0.0f);





Yet I can still see all the layers. I've also tried setting elevation update 
callbacks and that didnt help. I am just following the example of the included 
osgearth_fadelayers, but I notice that even in this example, when I set all 
layers to opacity 0.0f, I still can see them.

Any ideas? :( 

-Markus

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