Re: [osg-users] Just getting started

2007-10-19 Thread Robert Osfield
Hi Michael, As Paul suggests, download and read the QuickStartGuide. There are also tutorials on the OSG websites. I'd also recommending use OSG-2.2 as the book is based on 2.x, and the build CMake system should be able to handle KDevelop. Exceptions should be on unless you turn them off with

Re: [osg-users] Questions about Geometry implementation details

2007-10-19 Thread Christian Muschick
Robert Osfield wrote: Hi Ralf, Thanks for the clarification, I'm afraid my trip meant not following threads too closely. I've reviewed the code and the if (!array-getVertex..()) line is wrong, and Ulrich pointed to the correct implementation. I've fixed the relevant code and checked it

Re: [osg-users] Integration of OGL draw() method

2007-10-19 Thread Robert Balfour
And also I found good information that helped me figure this out in the OSG Quick Start Guide and the OSG Reference Manual that I recently purchased. Good job Paul... Every OSG'er should get themselves a copy (even seasoned developers like me who have been using OSG for a number of years). Bob.

Re: [osg-users] Integration of OGL draw() method

2007-10-19 Thread Robert Balfour
That's what I tried, based on what Paul said, and it seems to be working well. Thanks... Is there a #define for the highest number renderbin ?, or a safe number to use? Bob. -- Vican, Justin E. wrote: Hi Bob, I've done this by deriving an osg::Drawable class, and

[osg-users] Problem with new OpenScenGraph version 2.2.0

2007-10-19 Thread nguyen
Hi all,I just downloaded the new Version 2.2.0 of OpenScenGraph. All libraries and examples (after fixing a syntax error in file examples/osgtext/osgtext.cpp) let successfully build on my x86 GNU/Linux machine. But almost examples only show a blank screen now.Env. OSG_FILE_PATH and

Re: [osg-users] Texture subloading

2007-10-19 Thread Sewell, Kenneth R Civ USAF AFRL/RYZW
Gerrick, If you can tolerate a few more questions... Your UpdateTextureCallback class derives from osg::Texture*D::SubloadCallback, is that correct? What does your call to setSubloadCallback() look like? Thanks. Ken. Right. I'm not sure when the subload callback is actually

[osg-users] Performance Problems

2007-10-19 Thread Shawn Cook
Hi, Trying to do something simple and getting a poor framerate. I'm sure it's just something I don't know about OSG and need to learn, perhaps you folks can help. Basically, imagine a camera positioned above a grid with anywhere from 100 to 5000 quads of similar size shuffling around on the

Re: [osg-users] seamless perspectives with multiple (rotated/translated) osgViewer slaves

2007-10-19 Thread Robert Osfield
Hi Mike, I'd recommend setting the master camera's projection matrix so it fills one side of the cube, then have the slave cameras just rotate from this. Have a look at how the View::setUpViewFor3DSphericalDisplay method is set up. You won't need use render to texture of course or the final

Re: [osg-users] Integration of OGL draw() method

2007-10-19 Thread Vican, Justin E.
Hi Bob, I've done this by deriving an osg::Drawable class, and overriding the drawImplementation method to call my OGL code. I then stick this drawable in a osg::Geode and insert into the scenegraph. This approach has worked equally well with hand coded legacy OGL code and with code generated by

Re: [osg-users] Just getting started

2007-10-19 Thread Michael W. Hall
Thanks for the info. I downloaded the guide and I was running version 1.2. I just downloaded OSG 2.2 and I am in the process of installing it. Again thanks and I am pretty sure I will have more questions as time goes on. Are the books mentioned on the site Paul gave me available in books

Re: [osg-users] Questions about Geometry implementation details

2007-10-19 Thread Christian Muschick
Robert Osfield wrote: Hi Christian, On 10/19/07, Christian Muschick [EMAIL PROTECTED] wrote: Sorry to bother you again, but did you take a look at the other lines of code I pointed out? I think the same problem exists there. line 1123: if (!array-getVertexBufferObject()) vbo =

[osg-users] Texture subloading

2007-10-19 Thread Sewell, Kenneth R Civ USAF AFRL/RYZW
Is there a good example of texture subloading in OSG? I have a large image and just want to replace small tiles of the texture. Can anyone give me a few starting pointers? Ken. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Outputting Movies in OpenSceneGraph

2007-10-19 Thread David Callu
Hi Garrett A xine/Quicktime plugin is provide to read movie in OSG scene Take a look to osgmovie examples. But don't know any plugin to make a movie from an OSG Scene David 2007/10/19, Garrett Potts [EMAIL PROTECTED]: Hello All: I have been perusing the source and examples and I was

Re: [osg-users] Making the composite window disappear

2007-10-19 Thread Robert Osfield
Hi Shadhidar, On 10/19/07, Sashidhar Guntury [EMAIL PROTECTED] wrote: Oops, I forgot to mention that I'm not removing (i.e deleting) view variable. I actually tried that but since the destructor is protected, it would not work. To delete just set all the ref_ptrView to 0 and

Re: [osg-users] Making the composite window disappear

2007-10-19 Thread Sashidhar Guntury
Hi! I'm using the latest version of OSG (2.2) and yeah, the view is defined as a global variable. These are the global variables I have defined. osg::BoundingBox* bb; osgViewer::CompositeViewer viewer; osgViewer::View* topView; osg::ref_ptrosg::GraphicsContext gc;

Re: [osg-users] download osgProducer

2007-10-19 Thread Panagiotis Papadakos
Hi. You can download it from subversion repository with the following command: svn checkout http://www.openscenegraph.org/svn/Producer/osgProducer/trunk osgProducer Panagiotis Papadakos On Fri, 19 Oct 2007, aurora restivo wrote: Hi! I need last release (source code) of

Re: [osg-users] Making the composite window disappear

2007-10-19 Thread Robert Osfield
Hi Sashidhar, Which version of the OSG are you using? I did some work in the 2.1.x series to help make adding/removing views a bit more robust. You call of viewer.frame() is something that you should drop as the event handler you've written will be called from within frame, so you are in effect

Re: [osg-users] glew and graphics contexts

2007-10-19 Thread Wills Alan
It has thread-safe support for multiple contexts as of v1.2.0. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: 19 October 2007 09:11 To: OpenSceneGraph Users Subject: Re: [osg-users] glew and graphics contexts Hi Wills, On

Re: [osg-users] glew and graphics contexts

2007-10-19 Thread Robert Osfield
Hi Wills, On 10/19/07, Wills Alan [EMAIL PROTECTED] wrote: Thanks for the reply. To answer your question, glew is being used by a 3rd-party library which I can't modify and which I'm integrating with my OSG stuff so I have to accommmodate it. Does GLEW support multiple graphics contexts?

Re: [osg-users] glew and graphics contexts

2007-10-19 Thread Wills Alan
Hi Robert, Thanks for the reply. To answer your question, glew is being used by a 3rd-party library which I can't modify and which I'm integrating with my OSG stuff so I have to accommmodate it. Thanks, Alan. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On

Re: [osg-users] Questions about Geometry implementation details

2007-10-19 Thread Ralph Kern
Robert Osfield schrieb: On 10/19/07, Ulrich Hertlein [EMAIL PROTECTED] wrote: Hello Christian, Quoting Christian Muschick [EMAIL PROTECTED]: My last request concerning this question didn't get any reply, so let me try this reformulated version: ... osg::Array* array = *vitr;

Re: [osg-users] Integration of OGL draw() method

2007-10-19 Thread Paul Martz
Thanks for the positive feedback on the books. A Ref Man for v2.2 is in the works. I'd say MAXINT is your best bet for the last RenderBin. Another thing to keep in mind is that multiple cameras could render to the same window. If there's a second camera, even setting MAXINT on a bin in the first

Re: [osg-users] Texture subloading

2007-10-19 Thread Sewell, Kenneth R Civ USAF AFRL/RYZW
Thanks for the response. If you don't mind could you answer a couple more questions? What triggers the callbacks? How/where is the new data to be subloaded associated with the callback function? Thanks. Hi Ken, Basically you just need to setup a TextureSubloadCallback for your specific

Re: [osg-users] shadows and LOD scale

2007-10-19 Thread Terry Welsh
Hi Robert, My own PSSM code and osgshadow both exhibit this problem. The code you wrote that makes shadow cameras measure LOD distances from the main camera's position works fine... until you introduce a LOD scale on the main camera. The shadow cameras keep using a LOD scale of 1.0 instead of

Re: [osg-users] Texture subloading

2007-10-19 Thread Gerrick Bivins
Hi Ken, Basically you just need to setup a TextureSubloadCallback for your specific type of texture(1D,2D,3D). This allows you to override the load and subload methods that you would encounter in gl. Then set the subloadcallback to your texture using:

Re: [osg-users] Outputting Movies in OpenSceneGraph

2007-10-19 Thread Vican, Justin E.
Hi Garret, Hi David, I ran into the same issue a few months ago. The solution I ended up with was frame grabbing during each cycle. Afterwards, I strung the frames back together into MOV/AVI/MPG movies with FFMPEG. It works, but it will probably drop your frame rate significantly. I was able

Re: [osg-users] Questions about Geometry implementation details

2007-10-19 Thread Robert Osfield
Hi Christian, I've done a check through the code and changed where I think there are issues - 4 more beyond the one I fixed earlier. I've checked these changes in. The changes I've made can be seen on the Tracs revision log:

Re: [osg-users] Questions about Geometry implementation details

2007-10-19 Thread Robert Osfield
Hi Christian, On 10/19/07, Christian Muschick [EMAIL PROTECTED] wrote: Sorry to bother you again, but did you take a look at the other lines of code I pointed out? I think the same problem exists there. line 1123: if (!array-getVertexBufferObject()) vbo = array-getVertexBufferObject();

Re: [osg-users] Questions about Geometry implementation details

2007-10-19 Thread Robert Osfield
Hi Ralf, Thanks for the clarification, I'm afraid my trip meant not following threads too closely. I've reviewed the code and the if (!array-getVertex..()) line is wrong, and Ulrich pointed to the correct implementation. I've fixed the relevant code and checked it into SVN. Robert. On

Re: [osg-users] ConvertToInventor.cpp compilation error

2007-10-19 Thread J.P. Delport
Hi, maybe try #include assert.h in the ConvertToInventor.cpp file jp rck jobs wrote: Hello, I'm installing OpenSceneGraph-2.2 under my Debian Sarge (Pentium III - i386) server and I'm having a compilation error on file ConvertToInventor.cpp . I was reading the mailing list and i

Re: [osg-users] Statistics meaning clarification

2007-10-19 Thread Robert Osfield
Hi Paul, You understanding of stats is spot on. GPU is simple the Graphics Process Units time to complete the frame. The writing out to file when pressing 'o' is no longer supported as osgViewer doesn't hardwire this in like osgProducer did. osgProducer::Viewer was an everything and the kitchen

Re: [osg-users] OSG in non-continuous rendering

2007-10-19 Thread Robert Osfield
Hi Faraz, W.r.t continous (frame driven) vs events driven, the OSG can do both, as its up to your app to call Viewer::frame() (unless you use the high level Viewer::run to run the frame loop). The main problem with going event driven is that animations won't update continously and any database

Re: [osg-users] Outputting Movies in OpenSceneGraph

2007-10-19 Thread Garrett Potts
Hello y'all: Thank you for the feedback. I will look into the FFMPEG source and see what we can do. Thank you again Take care Garrett On Oct 19, 2007, at 11:19 AM, Vican, Justin E. wrote: Hi Garret, Hi David, I ran into the same issue a few months ago. The solution I ended up with

[osg-users] seamless perspectives with multiple (rotated/translated) osgViewer slaves

2007-10-19 Thread Mike Wozniewski
Hi All, I'm struggling to understand how to properly offset a slave in osgViewer, and still have the perspectives line up for tiled and CAVE-like displays. For example, I have one OSG window to render the left corner of a CAVE. The window has 2 cameras: The left camera has a viewport that

Re: [osg-users] Transparency problem

2007-10-19 Thread André Rocha
So the solution to the transparency sorting problem is simply to separate the objects with transparency and those without? In example, I have a opaque building with transparent windows in one single object, so I need to make the windows a separate object before exporting? [ ]´s 2007/10/18,

Re: [osg-users] OSG in non-continuous rendering

2007-10-19 Thread Ralph Kern
Faraz Ravi schrieb: 1. Does OSG have any internal dependencies on a continuous rendering loop? For a static scene in a CAD environment, the answer is 'no'. Continuous rendering is needed for the immersion effect for VR systems, so for a smooth animation or smooth camera movements. For

Re: [osg-users] Frustum specialists look here.

2007-10-19 Thread Johan Johnsson
i did like this at OSG version 1x (this gets a correct frustum) Producer::Camera* camera = new Producer::Camera(); // Set frustum camera-setLensFrustum(left, right, bottom, top, ch.frustum.nearClipping, ch.frustum.farClipping); // Set projection rectangle camera-setProjectionRectangle(

Re: [osg-users] Frustum specialists look here.

2007-10-19 Thread Robert Osfield
HI Johan, What is the high level viewer set up? Is this the master camera you are setting? Do you have slaves? Could the resize of the window be a factor here, I note that you are turning off the LensAutoAspect in Producer, not doing the equivilant on the OSG side i.e.

Re: [osg-users] Transparency problem

2007-10-19 Thread Christophe Medard
Yes. At least those kind of problems appearing on a dababase exported using OSGExp is solved by a clear segregation of transparent(semi-transparent) faces from opaque ones. -- Christophe Médard Société OKTAL (http://www.oktal.fr) 2 impasse Boudeville 31100 Toulouse (France) Tél. : (+33) 5 62

Re: [osg-users] shadows and LOD scale

2007-10-19 Thread Robert Osfield
On 10/19/07, Terry Welsh [EMAIL PROTECTED] wrote: Hi Robert, My own PSSM code and osgshadow both exhibit this problem. The code you wrote that makes shadow cameras measure LOD distances from the main camera's position works fine... until you introduce a LOD scale on the main camera. The