Re: [osg-users] release and flush GL Objects?

2007-09-18 Thread Schmidt, Richard, SDGE1
Another problem is, that nodes which are currently not connected to the sceneview/camera won't release their GL objects. Richard On 9/17/07, Rafa Gaitan <[EMAIL PROTECTED]> wrote: > > viewer.getSceneData()->releaseGLObjects(); // or getCamera()... > > > viewer.getCamera()->getGraphicsContext()->

[osg-users] Missing shader in OverlayNode.cpp

2007-09-18 Thread Kallfass, Daniel, SDGE1
Hi Robert, I looked over the OverlayNode implementation and recognized that it seems that a shader is missing at line 1094 in OverlayNode.cpp (latest SVN version), when the overlay perspective vertex shader can't be found at "shaders/overlay_perspective_main.vert". At all other shaders there i

[osg-users] Error with current osgDotNet wrapper generators

2007-09-18 Thread Jason Beverage
Hi Mike, When I try to generate the wrappers using the SVN versions of osgDotNet and OpenSceneGraph I get "Caught exception: no undefined type was present during augmented types creation!". Any ideas? Thanks, Jason ___ osg-users mailing list osg-users

Re: [osg-users] depth buffer -> real pixel z - depth

2007-09-18 Thread Jason Daly
zarrandreas wrote: > Hi, > > I render depth buffer to the image, but values I have there are between > [0.0, 1.0]. > > How can I get real z-depth? > This page explains a simple conversion pretty well: http://www.cs.unc.edu/~hoff/techrep/openglz.html --"J" ___

Re: [osg-users] Use of osgDotNet Wrappers

2007-09-18 Thread Zachary Hilbun
I plan to use the new osgDotNet wrappers. I'm concerned about how complete they are though and how quickly any problems with them will be fixed. --- Christophe Medard <[EMAIL PROTECTED]> wrote: > We are, for a use from C# projects. > The fact is that some accessor functions are lacking > of som

[osg-users] TextureRectangle PBO behavior

2007-09-18 Thread Andy Somerville
Hey, I just recently retested part of my application, which uses osg::TextureRectangle and osg::ImageStream to display video, after having upgraded to 2.0, and Ive run into issues. I got past the update failure bug after seeing this post: http://groups.google.com/group/osg-users/browse_thre

Re: [osg-users] how to eliminate a texture from an object???

2007-09-18 Thread David _
so, if i just do this to asign a new texture to an object stateset.get()->setTextureAttributeAndModes(1, new_texture.get() ,osg::StateAttribute::ON); in case that there is already a number one texture will the OSG free the previous texture and it´s image before replacing it with the new one???

Re: [osg-users] Fade Text and Outlines possible bug In release 2.0.0

2007-09-18 Thread Robert Osfield
Hi Garrett, I vaguely recall a fix related to osgText in this area, but perhaps its not the exact problem you are looking at. There is a chance that its fixed though so try out the SVN or 2.1.x series. Robert. On 9/18/07, Garrett Potts <[EMAIL PROTECTED]> wrote: > Hello All: > > When you enable

Re: [osg-users] Change attribute values of osgProducer::Viewer::HEAD_LIGHT_SOURCE and SKY_LIGHT_SOURCE

2007-09-18 Thread Robert Osfield
Hi Tommes, You are probably best just to stick a LightSource in the scene. See the osglight example. Robert. On 9/18/07, Tommes <[EMAIL PROTECTED]> wrote: > I am using OSG 1.2 and an osgProducer::Viewer, set up with the > HEAD_LIGHT_SOURCE and the SKY_LIGHT_SOURCE. In generell I am happy > with

Re: [osg-users] how to eliminate a texture from an object???

2007-09-18 Thread Robert Osfield
Hi David, The OSG uses ref_ptr<> that should ensure that no memory leaks occur, but.. this does seem assume they your own application is using them - if you code fragment it does which is good practice. Another possibility w.r.t memory leaks is a false positive - VS's memory tracking tool is bug

Re: [osg-users] Instrument Panel rendering - interest? ideas?

2007-09-18 Thread Sullivan, Joseph (CDR)
Zach, There actually is no border... there is a clearnode to clear the entire screen. The 'border' is just render surface with only the clear node (no cameras with a view to the scene) rendering to it. -Joe > -Original Message- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTE

[osg-users] Change attribute values of osgProducer::Viewer::HEAD_LIGHT_SOURCE and SKY_LIGHT_SOURCE

2007-09-18 Thread Tommes
I am using OSG 1.2 and an osgProducer::Viewer, set up with the HEAD_LIGHT_SOURCE and the SKY_LIGHT_SOURCE. In generell I am happy with these two light sources, but I would like to change some values somewhat (e.g. the ambient color). How can I access these attributes? Thanks in advance. \Tommes __

[osg-users] how to eliminate a texture from an object???

2007-09-18 Thread David _
Hi we´re using right now a lot of pagelod nodes and sometimes we generate some new textures and put them over these nodes so they have the original texture in texture id number 0 and the new one in number 1 we want to delete the number one texture, not the original one, so it can be replaced

Re: [osg-users] Use of osgDotNet Wrappers

2007-09-18 Thread Mike Wittman
Hi Jason and Christophe, Operator overloading is a known deficiency. But it's unlikely to be resolved in an automated fashion in the near future due to extensive changes necessary in osgIntrospection. The solution for now is ad-hoc support on a per-type basis, added to the generator. I

Re: [osg-users] VR Juggler with OSG

2007-09-18 Thread Doug McCorkle
On Sep 18, 2007, at 10:35 AM, Phil Heslop wrote: > Hi, > > I am finding it hard to get info on using OSG with VR Juggler. I > am in > the initial stages of setting the system up and simply want a model to > rotate so I can check sync-ing between my displays, but I can't see > anywhere in the c

Re: [osg-users] osgDotNet and Windows Forms

2007-09-18 Thread Jason Beverage
Hi Christoffer, Here is a simple control that uses TAO to display an OSG window that I've used for testing. Thanks! Jason On 9/18/07, Christoffer Markusson <[EMAIL PROTECTED]> wrote: > > I'm using OSG together with C# in Visual Studio 2005 using the osgDotNet > wrappers. > > Is there an easy w

Re: [osg-users] Use of osgDotNet Wrappers

2007-09-18 Thread Jason Beverage
Hi Christophe, Its good to hear you're using the new wrappers. I believe the operator overloading was something that Mike was taking a look at. Thanks! Jason On 9/18/07, Christophe Medard <[EMAIL PROTECTED]> wrote: > > We are, for a use from C# projects. > The fact is that some accessor funct

[osg-users] osgDotNet and Windows Forms

2007-09-18 Thread Christoffer Markusson
I'm using OSG together with C# in Visual Studio 2005 using the osgDotNet wrappers. Is there an easy way to integrate and display an OSG window in a Windows Form? Does anyone have example code? Christoffer ___ osg-users mailing list osg-users@lists.opens

[osg-users] VR Juggler with OSG

2007-09-18 Thread Phil Heslop
Hi, I am finding it hard to get info on using OSG with VR Juggler. I am in the initial stages of setting the system up and simply want a model to rotate so I can check sync-ing between my displays, but I can't see anywhere in the code to get an update time without seemingly to get it from a wand

Re: [osg-users] Trackball and view question

2007-09-18 Thread Christophe Medard
Trackball and view questionHi, The trackballManipulator recomputes the home position (should be called home positions in fact since there are three of them) when the scene is set on the osgViewer if you don't call TrackballManipulator::setAutoComputeHomePosition(false). The View Matrix you'll

Re: [osg-users] solaris build error -- sockinet.cpp

2007-09-18 Thread Andy Skinner
Sure, I'll try that now. In the meantime, I just build sockinet.i, and it does have two versions of herror in it. The first one does not have throw() in it. I _think_ it is saying that it came from /usr/include/netdb.h. That has herror defined as: extern void herror (__const char *__str) __THRO

[osg-users] Use of osgDotNet Wrappers

2007-09-18 Thread Jason Beverage
Hi everyone, I'm just curious to see how many people are currently using or are interested in using the new osgDotNet wrappers with their applications? My company is currently using our own custom .NET wrappers for OSG but we're interested in transitioning to Mike's wrappers and I wanted to get a

Re: [osg-users] solaris build error -- sockinet.cpp

2007-09-18 Thread Robert Osfield
HI Andy, If the throw needs to be conditional then this is probably what needs to be done. Putting up with a warning is far better than breaking the build so it might be best to just remove it right now. I do actually wonder why herror() is there at all. The function is not used anywhere in the

[osg-users] .NET 2003 compile problems

2007-09-18 Thread Keith Parkins
Has anyone ever had this compile error on windows xp using .net2003? HapticChess bool __thiscall osg::ArgumentParser::errors(enum osg::ArgumentParser::ErrorSeverity)const " ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@@Z) Referenced in main.obj Loaded osgd.lib(osgd.dll) Fou

[osg-users] Trackball and view question

2007-09-18 Thread Poirier, Guillaume
Hello everyone, I am using a SimpleViewer. I set up a post draw callback on its main camera. In it I read the camera eye, center, and up vectors. Initially, this give me (0, 0, 0), (0, 0, -1), and (0, 1, 0) respectively. This is what I expect and it gives me a particular view of my scene. N

Re: [osg-users] solaris build error -- sockinet.cpp

2007-09-18 Thread Andy Skinner
David Callu added the throw() as a warning fix. Could it be that this needs to be conditional? He needed it under Linux because it was producing a warning. But in my Solaris build, there is (somewhere) a definition that doesn't include that throw, and I can't build anymore. andy

Re: [osg-users] OpenSceneGraph with Qt multiple windowing problem

2007-09-18 Thread Robert Osfield
Hi Arnaud, I'm afraid I like others are very busy so if you can help by providing a modified osgviewerQT that we can easily compile and reproduce the problem then this will really help. Just post source to the osg-users list. Cheers, Robert. On 9/18/07, arnaud houegbelo <[EMAIL PROTECTED]> wrot

[osg-users] OpenSceneGraph with Qt multiple windowing problem

2007-09-18 Thread arnaud houegbelo
Hi Robert, I saw your answer about my problem "OpenSceneGraph with Qt multiple windowing problem'. Many thanks for the reply. Can I send you an archive with source code to test it? Or if you want, I think it's simple for you to test it, you can take your osgViewerQT exemple and display many wi

Re: [osg-users] Large dynamic high-res terrain overlays?

2007-09-18 Thread Robert Osfield
On 9/18/07, J.P. Delport <[EMAIL PROTECTED]> wrote: > Hi, > > no, I have not looked at the new modes. The app was ported from OSG pre > 1.0, so it just uses the default in the newest OSG. > > Is there an overview of the new modes or should I use the source? Read the header file for OverlayNode, it

Re: [osg-users] Large dynamic high-res terrain overlays?

2007-09-18 Thread J.P. Delport
Hi, no, I have not looked at the new modes. The app was ported from OSG pre 1.0, so it just uses the default in the newest OSG. Is there an overview of the new modes or should I use the source? Thanks for the pointer. jp Robert Osfield wrote: > Are you using perspective view dependent mode of

Re: [osg-users] OpenSceneGraph with Qt multiple windowing problem

2007-09-18 Thread Robert Osfield
Hi Arnaud, My guess is the context ID's are overlapping for the separate windows, resulting in sharing of texture objects and display lists. I'm not sure though, as I haven't tried this type of thing with QT. Could you modify the osgviewerQT example so that it creates windows/viewers in the same

[osg-users] OpenSceneGraph with Qt multiple windowing problem

2007-09-18 Thread arnaud houegbelo
Hello, I develop different 3D viewers with Qt and OpenSceneGraph. I use the osgViewer exemple for Qt and It works fine. But I have a problem when I want to display many 3D viewer at the same time in the same QApplication.. It seems that there is an interaction between the different windows, bec

Re: [osg-users] Constructing normals for osg::DrawElements

2007-09-18 Thread John Donovan
Alberto Luaces wrote: > I didn't know about this, thanks for the clarification. Is the performance > loss still noticeable after the primitive is compiled in a display list? I only found out by reading the excellent OSGQSG (Quick Start Guide), but makes sense now I think about it. I'm not sure o

Re: [osg-users] Large dynamic high-res terrain overlays?

2007-09-18 Thread Robert Osfield
Are you using perspective view dependent mode of OverlayNode? On 9/18/07, J.P. Delport <[EMAIL PROTECTED]> wrote: > Hi, > > the source high-res imagery of the terrain is about 4degx4deg and blue > marble data for the rest of the globe. The things they want to overlay > are simple lines and filled

Re: [osg-users] Constructing normals for osg::DrawElements

2007-09-18 Thread Alberto Luaces
El Tuesday 18 September 2007 11:55:42 John Donovan escribió: > This is true, but OSG will fall back to using glBegin()/glEnd() to render > the primitives, rather than using vertex arrays or display lists. Not a > problem if you've got a few objects like this, but isn't the most efficient > path whe

Re: [osg-users] Constructing normals for osg::DrawElements

2007-09-18 Thread John Donovan
Alberto Luaces wrote: > Hi, > > I think you can specify a normal per polygon using Geometry::setNormalBinding > and the parameter BIND_PER_PRIMITIVE. > This is true, but OSG will fall back to using glBegin()/glEnd() to render the primitives, rather than using vertex arrays or display lists. Not

Re: [osg-users] Large dynamic high-res terrain overlays?

2007-09-18 Thread J.P. Delport
Hi, the source high-res imagery of the terrain is about 4degx4deg and blue marble data for the rest of the globe. The things they want to overlay are simple lines and filled polygons (so render to texture/textures should be OK), but can now extend over say 500kmx500km. So when I use an overlay

Re: [osg-users] Constructing normals for osg::DrawElements

2007-09-18 Thread Alberto Luaces
Hi, I think you can specify a normal per polygon using Geometry::setNormalBinding and the parameter BIND_PER_PRIMITIVE. Alberto El Tuesday 18 September 2007 11:15:07 Cervantes Pintor Pedro escribió: > Hi, > > > I'm constructing a geometric object by hand. The way I'm doing it, is > vertex by ve

Re: [osg-users] Constructing normals for osg::DrawElements

2007-09-18 Thread John Donovan
Cervantes Pintor Pedro wrote: > Hi, > > > I'm constructing a geometric object by hand. The way I'm doing it, is vertex > by > vertex and then polygon by polygon. > Hi Cervantes, normals are really just a property of vertices, not faces. The way to get flat faces with the fixed-function pipel

[osg-users] Constructing normals for osg::DrawElements

2007-09-18 Thread Cervantes Pintor Pedro
Hi, I'm constructing a geometric object by hand. The way I'm doing it, is vertex by vertex and then polygon by polygon. Something like: --- osg::Geometry *myObject = new osg::Geometry; osg::Vec3Array *vertex = new osg::Vec3Array; osg::DrawElementsUInt quads = new osg::DrawElements

Re: [osg-users] Large dynamic high-res terrain overlays?

2007-09-18 Thread Robert Osfield
Hi J.P. How big is the source imagery you users are wanting to use? If its large be prepared to roll your sleeves up and start implementating some advanced texture paging techniques. Robert. On 9/18/07, J.P. Delport <[EMAIL PROTECTED]> wrote: > Hi, > > I am successfully using 2xoverlaynodes for

Re: [osg-users] PSSM: Latest Version : Please Test and Debug

2007-09-18 Thread Robert Osfield
Hi Adrian and Terry, New shadow algorithms need to be implemented as a subclass from osgShadow::ShadowTechnique for them to be considered for merging with SVN. All the hooks required to implement advanced techniques are available to the shadow techniques so it shouldn't cause any significant probl

Re: [osg-users] Instrument Panel rendering - interest? ideas?

2007-09-18 Thread Robert Osfield
Hi Joe, W.r.t XML, I have used libxml2 in Present3D, http://present3d.osgforge.osg. Thanks to the new CMake build its now easy to make parts of the build optional and only built when the dependencies are available so its no longer so much of hassle for end users to add another external dependency

[osg-users] Large dynamic high-res terrain overlays?

2007-09-18 Thread J.P. Delport
Hi, I am successfully using 2xoverlaynodes for overlays onto a large terrain database. The overlays are dynamic (i.e. can change per frame). The texture coord generation of overlaynode/texgennode are essential, as it makes the overlay follow the terrain. The users of the app are creating large