[osg-users] Access to osg::Image data

2008-04-16 Thread Paul Pocock
I'm trying to set the individual rgba in a 3D texture - however having problems : Ive set up the for loops and grabbed the image ptr thus: ptr = image->data(); for.. for .. for .. *(ptr++) = (GLubyte) (height); *(ptr++) = (GLubyte) (height); *(ptr) = (GLub

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

Re: [osg-users] How to integrate osg and VTK?

2008-04-16 Thread Gerrick Bivins
vtkActorToOSG exists for such a thing. We use it as the end of our pipelines to add the results to our osg scenegraph. http://brighton.ncsa.uiuc.edu/prajlich/vtkActorToPF/osg.html biv On Apr 16, 2008, at 8:52 PM, Yanling Liu wrote: If you could get current GL content then you could just call V

Re: [osg-users] Box transparency.

2008-04-16 Thread Paul Martz
You didn't say specifically what part of your posted images was unacceptable. I'm assuming you need to see the back part of an object through the front part, is that the issue? If so, there are some depth buffer tricks you can use to get closer to "correct", such as disable depth writes, then rend

Re: [osg-users] How to integrate osg and VTK?

2008-04-16 Thread Yanling Liu
If you could get current GL content then you could just call VTK rendering modules to draw on screen. Or you could extract geometry information from vtkPolyData and draw it use OSG. On Tue, Apr 15, 2008 at 9:25 PM, playzj <[EMAIL PROTECTED]> wrote: > hi All, > > Who can tell me how to inte

Re: [osg-users] Using a visitor after a DEEP_COPY_ALL doesn't returnanything

2008-04-16 Thread Paul Martz
Ha! What a coincidence. I just encountered this exact same thing today. When you call "new Node", you get a Node. Nodes don't have children, only Groups have children. So you don't want to use the copy constructor if you want to copy a whole subtree. I discovered that OSG offers an alternative to

Re: [osg-users] placing image on scene

2008-04-16 Thread Bryan Berg
Can I clarify than if a cull callback gets called for a node, that means the node will be visible ? Would than the boolean node.getCullingActive; tell you if a cull callback has been called ? If so do I have to initialize a cull callback for a node I'm trying to watch (cause I

[osg-users] Create underwater effects

2008-04-16 Thread Loong Hin
Hi, Anyone has any ideas or sample codes in creating underwater effects using OSG? Thanks a lot. regards ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] placing image on scene

2008-04-16 Thread Bryan Berg
Wait so let me guess... Osgcallback contains an example of this... : ) Thanks Robert! -Bryan -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, April 16, 2008 10:13 AM To: OpenSceneGraph Users Subject: Re: [osg-users] placi

[osg-users] 64bit compilation issues

2008-04-16 Thread LeRetha Childress
I am trying to convert my osg app from win 32 to x64 using VS 2005 I have converted all the dependency apps to x64 successfully Everthing works in osg except freetype and gif I have tried several different things to fix the problem First I tried changing the preprocessor setting to win64 instead o

[osg-users] Using a visitor after a DEEP_COPY_ALL doesn't return anything

2008-04-16 Thread Judie
HI, I want to make a copy of an existing node and all it's children, and then find all the geometry and make it transparent. I do something like osg::ref_ptr copyA = new osg::Node(*A, osg::CopyOp::DEEP_COPY_ALL); where A is the original Node tree. If I try to use the findNodeVisitor: findNode

Re: [osg-users] Getting the model matrix in the vertex shader.

2008-04-16 Thread Jean-Sébastien Guay
Hi Robert, > The main cameras view matrix could be added as an extra uniform, the > main cameras projection matrix too? That's what I'm doing, with the code I posted at the beginning of the thread, but it doesn't work, and I was wondering if I could get some help from someone who would have don

Re: [osg-users] Getting the model matrix in the vertex shader.

2008-04-16 Thread Robert Osfield
Hi J-S, On Wed, Apr 16, 2008 at 6:25 PM, Jean-Sébastien Guay <[EMAIL PROTECTED]> wrote: > Well, yes, that resolves that specific problem. But what if I was using > view-dependent shadow mapping, or reflection mapping (as I said with the > cow example), or other similar view-dependent effects...

Re: [osg-users] Getting the model matrix in the vertex shader.

2008-04-16 Thread Jean-Sébastien Guay
Hi Mike, Just a side question, is it still the case on modern video cards (like nVidia 8800 and up) that the GPU will execute both sides of an if-then-else statement and choose the right value when both are available? I just want to know if I'm better off making a really general shader that ch

Re: [osg-users] Box transparency.

2008-04-16 Thread Frédéric SPEISSER
I think I had already tested it that way a few months ago and I think the result were better but artefacts were already visible. I will retest it before taking a look at osgdepthpeeling example. Thanks for your responses, Frédéric Robert Osfield a écrit : > Hi Frederic, > > Break the object

Re: [osg-users] osg-2.4 w/ curl-7.18.1, missing CURLConfig.cmake

2008-04-16 Thread Bob Huebert
Upgrading cmake to v2.4.8 fixes this problem. thanks! -bob On Wed, 16 Apr 2008, Robert Osfield wrote: > Hi Bob, > > Which version of CMake are you using? > > On Tue, Apr 15, 2008 at 8:43 PM, Bob Huebert <[EMAIL PROTECTED]> wrote: >> >> Attempting to build the latest and greatest osg... >> >> D

Re: [osg-users] Box transparency.

2008-04-16 Thread Robert Osfield
Hi Frederic, Break the objects into parts, and for items like legs you can draw the object twice, swaping the triangle order so that the back faces are drawn first then the front faces. Its not a full proof way but it can work. Robert, On Wed, Apr 16, 2008 at 6:20 PM, Frédéric SPEISSER <[EMAIL

Re: [osg-users] Getting the model matrix in the vertex shader.

2008-04-16 Thread Jean-Sébastien Guay
Hi Robert, > Using a light source that is fixed in the world coordinates, or one > that is not directional i.e. a positional light source that is placed > at the eye point resolves the shading problem. Well, yes, that resolves that specific problem. But what if I was using view-dependent shadow

Re: [osg-users] Getting the model matrix in the vertex shader.

2008-04-16 Thread Jean-Sébastien Guay
Hi Mike, > just a quick thought, but have a look at the code that sets up the > "osg_" predefined GLSL uniforms. that feature was added pre-OSG 1.0, > and may have drifted during the viewer rework moving into OSG 2.x. > dont know how many folks actually use those uniforms, and thus how > much exe

[osg-users] Improved controls for managing per frame compiling/flushing of OpenGL objects in osgViewer

2008-04-16 Thread Robert Osfield
Hi All, I've just checked in improvements to the way that osgViewer manages the per frame compilation and flushing of deleted OpenGL objects. These controls are of particular importance to running the OSG with paged databases. These new controls should make avoiding frame drops easier or to speed

Re: [osg-users] osg-2.4 w/ curl-7.18.1, missing CURLConfig.cmake

2008-04-16 Thread Robert Osfield
Hi Bob, On Wed, Apr 16, 2008 at 5:45 PM, Bob Huebert <[EMAIL PROTECTED]> wrote: >Looks like I have v2.4.3. I suppose I should upgrade this...? 2.4.3 is very old, try upgrade to at least 2.4.6. Robert. ___ osg-users mailing list osg-users@lists.open

Re: [osg-users] placing image on scene

2008-04-16 Thread Robert Osfield
On Wed, Apr 16, 2008 at 5:42 PM, Bryan Berg <[EMAIL PROTECTED]> wrote: > So my question is: how can I take a specific point of the scene and than > > a)determine if it is to be viewed A cull callback only gets called if the node hasn't yet been culled so its one way of determining visi

Re: [osg-users] Getting the model matrix in the vertex shader.

2008-04-16 Thread Robert Osfield
Hi J-S, When you start using slave cameras with view offsets/rotation you'll need to take care over the lighting models used - using a light source such as a directional head light that is set in eye coordinates and along eye's z axis you'll find that the effective light direction is different for

Re: [osg-users] Box transparency.

2008-04-16 Thread Robert Osfield
Hi Frederic, Rather than needing to sort per triangle it is usually sufficient to just break your objects into smaller parts and then let the OSG's transparent bin sorting make sure objects are drawn in the correct order. Robert. On Wed, Apr 16, 2008 at 3:45 PM, Frédéric SPEISSER <[EMAIL PROTECT

Re: [osg-users] osg-2.4 w/ curl-7.18.1, missing CURLConfig.cmake

2008-04-16 Thread Bob Huebert
Hi Robert, Looks like I have v2.4.3. I suppose I should upgrade this...? -bob On Wed, 16 Apr 2008, Robert Osfield wrote: > Hi Bob, > > Which version of CMake are you using? > > On Tue, Apr 15, 2008 at 8:43 PM, Bob Huebert <[EMAIL PROTECTED]> wrote: >> >> Attempting to build the latest and g

[osg-users] placing image on scene

2008-04-16 Thread Bryan Berg
Hi, So I figured out how to add an image on a specific location of the screen, and keep it at the same size like a placemark. So even if the user zooms in and out of the scene, the image remains the same size. But I need a way to only show it when a specific point of the scene is visibl

Re: [osg-users] Getting the model matrix in the vertex shader.

2008-04-16 Thread Mike Weiblen
just a quick thought, but have a look at the code that sets up the "osg_" predefined GLSL uniforms. that feature was added pre-OSG 1.0, and may have drifted during the viewer rework moving into OSG 2.x. dont know how many folks actually use those uniforms, and thus how much exercise they get. -- m

Re: [osg-users] Examples for using image as a background

2008-04-16 Thread zzuxp
Thank you~ 在2008-04-16,Guy <[EMAIL PROTECTED]> 写道: This is the osgdistortion code of osg1.2. I added the background image. I think you can use it with my previous explanation to get the result you want. Good luck, Guy. From:[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EM

Re: [osg-users] Altering Vertex Data

2008-04-16 Thread Alberto Luaces
Hi Jake, since you only have to scale the points and you haven't anything to do with the faces, it is easier to scale the points through the VertexArray. You simply get it/them from the Drawable/s (osg::Geometry::getVertexArray), and then iterate over all its vertex members, scaling them accord

[osg-users] Getting the model matrix in the vertex shader.

2008-04-16 Thread Jean-Sébastien Guay
Hello, In my current project, I have 3 slave cameras rendering to texture with offsets in their view matrices, and then another camera reassembling the images with a deformation to map it onto a half-sphere dome (similar to osgdistortion --dome). I'm trying to fix the problem where view-depend

[osg-users] Altering Vertex Data

2008-04-16 Thread Jacob Huckaby
So, now I am able to access the Drawable in my imported Node (thank you for the help. The Node was a Group instead of a Geode - good call Per!) Now I am faced with another problem: how to scale the vertices of the Drawable (Geometry.) My Drawable is currently scaled using the MatrixTransform it is

Re: [osg-users] Windows src/osgPlugins/CMakeLists.txt entry

2008-04-16 Thread Mike Weiblen
Hi Robert and all, wrt to CMake and cURL... Attached is the script I use to launch CMake on Windows. You'll note that script encapsulates cmdline args to override some of the existing CMakeLists defaults for my preferences. Relevent to this thread, I also use those args to point to the location

Re: [osg-users] Box transparency.

2008-04-16 Thread Frédéric SPEISSER
Thank you for your responses, Frédéric. Joachim E. Vollrath a écrit : > Frédéric, > > an interactive implementation is bot trivial. There have been > publications on it. But if you have a vertex shader available, then you > should also be able to use fragment shaders, which are used in the dep

Re: [osg-users] Box transparency.

2008-04-16 Thread Joachim E. Vollrath
Frédéric, an interactive implementation is bot trivial. There have been publications on it. But if you have a vertex shader available, then you should also be able to use fragment shaders, which are used in the depth peeling example. It is also possible to do depth peeling completely without s

Re: [osg-users] Depth buffer issue

2008-04-16 Thread Judie
The application is for "augemented reality." Here is an example: http://www.youtube.com/watch?v=P9KPJlA5yds I have realized another method. Instead of disabling and enabling the color buffer, I will set the transparency to 100% transparent on the objects I don't want to be visible. Judie On Apr

Re: [osg-users] error in doing SceneView->cull, primitiveset is 0

2008-04-16 Thread erf
An IntPtr is managed version of a void pointer. Erlend -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: 16. april 2008 16:46 To: OpenSceneGraph Users Subject: Re: [osg-users] error in doing SceneView->cull, primitiveset is 0 On Wed, A

Re: [osg-users] Depth buffer issue

2008-04-16 Thread Frédéric SPEISSER
Hi Judie, What I noticed using colormask is, if you want some "invisible" objects (with a colormask to false) to occlude some other objects you must add the "invisible " ones before the others in the scenegraph. When I say before it is from the scenegraph traversal point of view. I don't know

Re: [osg-users] error in doing SceneView->cull, primitiveset is 0

2008-04-16 Thread Robert Osfield
On Wed, Apr 16, 2008 at 3:42 PM, <[EMAIL PROTECTED]> wrote: > Hi Robert, > > Sorry for bad example, but the example is actually just the same as in the > osgbillboard example, which works.. So i guess there is some other error. I > do cast the Billboard pointer to an IntPtr and then back to a N

Re: [osg-users] Box transparency.

2008-04-16 Thread Frédéric SPEISSER
Thank you Joachim, Yes, I saw the depthpeeling example, but as I my graphic card is not enough powerfull I cannot launch it ... Sorting the triangles by depth before rendering is a solution, but as my point of view is constantly changing, is it possible to do such a sort in real time ? May be s

Re: [osg-users] Providing A "Lock" Method in osgWidget

2008-04-16 Thread Robert Osfield
On Wed, Apr 16, 2008 at 3:30 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote: > My question, then, is twofold: > > 1. Given the above (and the fact that I am able to modify the > osg::Array objects within the Widget directly and see immediate > results), is it safe to say I am forcing the dra

Re: [osg-users] error in doing SceneView->cull, primitiveset is 0

2008-04-16 Thread erf
Hi Robert, Sorry for bad example, but the example is actually just the same as in the osgbillboard example, which works.. So i guess there is some other error. I do cast the Billboard pointer to an IntPtr and then back to a Node* before inserting into the scenegraph root node. I do this in a re

Re: [osg-users] Box transparency.

2008-04-16 Thread Joachim E. Vollrath
Hello Frédéric, in short: no, it is not supported natively. You have to either sort the triangles by depth before rendering or use the depth peeling algorithm. There should be (at least there was) a depth peeling example you could use as a starting point for such an implementation. Regards, J

[osg-users] Providing A "Lock" Method in osgWidget

2008-04-16 Thread Jeremy Moles
Hello all! In it's current form, osgWidget creates each Widget (an osg::Geometry subclass) using the following method calls: setUseDisplayList(false); setDataVariance(osg::Object::DYNAMIC); (I do not, however, modify anything with regards to setUseVertexBufferObjects, so it remai

Re: [osg-users] Depth buffer issue

2008-04-16 Thread Robert Osfield
Hi Judie, On Wed, Apr 16, 2008 at 3:16 PM, Judie <[EMAIL PROTECTED]> wrote: > High level explanation of what I am trying to do: > > Replace some of the geometry in the scene with live camera feed. But > in order to do this, I still need the actual geometry in the scene to > modify the depth bu

Re: [osg-users] Depth buffer issue

2008-04-16 Thread Judie
Hi Robert, I am sorry for not providing an adequate description. High level explanation of what I am trying to do: Replace some of the geometry in the scene with live camera feed. But in order to do this, I still need the actual geometry in the scene to modify the depth buffer as if it were ther

Re: [osg-users] error in doing SceneView->cull, primitiveset is 0

2008-04-16 Thread Robert Osfield
Hi Erland, Are you expecting support on some third party code that you've found on the web? If you can stick with ones on the OSG example set you'll have a much better chance of the code being up to date and working with the present version of the OSG. Robert. On Wed, Apr 16, 2008 at 3:09 PM,

Re: [osg-users] VirtualPlanetBuilder : adding a dataset to an already database

2008-04-16 Thread Robert Osfield
Hi Christophe, Could you refrain from including other emails in your posts as it's rather confusing to us reading the text having different threads spliced together. On Wed, Apr 16, 2008 at 2:59 PM, Christophe Nouguier <[EMAIL PROTECTED]> wrote: > As a new osg-user, i was playing with osgdem to b

[osg-users] error in doing SceneView->cull, primitiveset is 0

2008-04-16 Thread erf
after created a billboard as in the example at at (also see code.txt). http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/billboards/billboards/scene.cpp ( i used this since createTextureQuad did not link) primitiveset was an error pointer so when DrawArrays->getMode causes an err

[osg-users] VirtualPlanetBuilder : adding a dataset to an already database

2008-04-16 Thread Christophe Nouguier
Hi all, As a new osg-user, i was playing with osgdem to build some databases mixing terrain and image data. It took few days to build western europe in 3D and now i was wondering whether it is possible to extend my database by adding additional images. Do you have any idea (certainly) and any p

Re: [osg-users] Linker error when using "createTexturedQuadGeometry" in debug

2008-04-16 Thread Jean-Sébastien Guay
Hi Erlend, > I get a Linker error when using "createTexturedQuadGeometry" in debug, > but no error in release, see attachment for error output. > i use osg 2.3.7 on vista, and the function is called in a ref class. Check your linker settings, they can be different in debug and release so you mi

Re: [osg-users] Windows src/osgPlugins/CMakeLists.txt entry

2008-04-16 Thread Robert Osfield
Hi Luigi, On Wed, Apr 16, 2008 at 2:46 PM, Luigi Calori <[EMAIL PROTECTED]> wrote: > I' ve done recentrly some experiments with curl under windows. > I' ve managed to build curl with cmake under windows. In that case, we can > get some info on configuration, so we can decide if it was a satic or

Re: [osg-users] Windows src/osgPlugins/CMakeLists.txt entry

2008-04-16 Thread Luigi Calori
I' ve done recentrly some experiments with curl under windows. I' ve managed to build curl with cmake under windows. In that case, we can get some info on configuration, so we can decide if it was a satic or a dinamic build. Otherwise I do not know a way to infer from the .lib found if it is a

Re: [osg-users] warning when creating image

2008-04-16 Thread erf
thanks! -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thibault Genessay Sent: 16. april 2008 15:05 To: OpenSceneGraph Users Subject: Re: [osg-users] warning when creating image Hi Erlend > image->setImage(width, height, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED

Re: [osg-users] Linker error when using "createTexturedQuadGeometry" in debug

2008-04-16 Thread Robert Osfield
Hi Erland, This looks like a VisualStudio bug to me as there is certainly nothing wrong with the code. Robert. On Wed, Apr 16, 2008 at 1:53 PM, <[EMAIL PROTECTED]> wrote: > > > > > I get a Linker error when using "createTexturedQuadGeometry" in debug, but > no error in release, see attachment f

Re: [osg-users] Examples for using image as a background

2008-04-16 Thread zzuxp
Can you give a integrated example ?Thank you~ 在2008-04-15,Guy <[EMAIL PROTECTED]> 写道: Hello, I can only give you my implementation for image background, but I use it with a static image. I guess if you dig into the osgmovie example and use it together with my implementation for static

Re: [osg-users] warning when creating image

2008-04-16 Thread Thibault Genessay
Hi Erlend > image->setImage(width, height, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, > pixels, osg::Image::AllocationMode::USE_NEW_DELETE); > causes the warning: > Warning 4 warning C4482: nonstandard extension used: enum > 'osg::Image::AllocationMode' used in qualified name ... This is a C++ langua

Re: [osg-users] warning when creating image

2008-04-16 Thread Vincent Bourdier
Hi, image->setImage(width, height, 0,... ) can be a problem... because 0 in the depth or the image... so if it is a simple 2D image, put 1. Vincent. 2008/4/16, [EMAIL PROTECTED] <[EMAIL PROTECTED]>: > > I use osg 2.3.7 on vista in a ref class > > > > the following lines: > > > > osg::Image * i

[osg-users] warning when creating image

2008-04-16 Thread erf
I use osg 2.3.7 on vista in a ref class the following lines: osg::Image * image = new osg::Image; image->setImage(width, height, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, pixels, osg::Image::AllocationMode::USE_NEW_DELETE); causes the warning: Warning 4 warning C4482: nonstandard extension used:

[osg-users] Linker error when using "createTexturedQuadGeometry" in debug

2008-04-16 Thread erf
I get a Linker error when using "createTexturedQuadGeometry" in debug, but no error in release, see attachment for error output. i use osg 2.3.7 on vista, and the function is called in a ref class. Erlend error LNK2028: unresolved token (0A001BE8) "class osg::Geometry * __stdcall osg::createTex

Re: [osg-users] Box transparency.

2008-04-16 Thread nicolas peña
Thanks a lot for your answer. It is much clearer for me now what is needed. Thanks, Nicolas 2008/4/16, Paul Martz <[EMAIL PROTECTED]>: > > OSG is built on OpenGL and so you do transparency just as you would in > OpenGL: Use the Blend StateAttribute to set the blend functions, and then

Re: [osg-users] Box transparency.

2008-04-16 Thread Paul Martz
OSG is built on OpenGL and so you do transparency just as you would in OpenGL: Use the Blend StateAttribute to set the blend functions, and then you'll either have to cull backfaces on your box or draw two passes (first the back, then the front) to get a proper final appearance. The one OSG=speci

Re: [osg-users] Box transparency.

2008-04-16 Thread Rahul Jain
Hi Nicolas, You need to enable the blending as well for the desired effect. What you need to do is to get the StateSet of the shape drawable and set the mode for blending. You need to do some thing like this. shapeDrawable->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON); cheer

Re: [osg-users] Box transparency.

2008-04-16 Thread Vincent Bourdier
Hi, What I've done, is : material->setAlpha(osg::Material::FRONT_AND_BACK,alpha); > ... > stateset->setMode(GL_BLEND,osg::StateAttribute::ON); > Regards, Vincent. 2008/4/16, nicolas peña <[EMAIL PROTECTED]>: > > Hi all, > > I have and osg::Box that is drawn using a osg::ShapeDrawa

[osg-users] Box transparency.

2008-04-16 Thread nicolas peña
Hi all, I have and osg::Box that is drawn using a osg::ShapeDrawable and I want to make it transparent. I have tried using the setColor method of the osg::ShapeDrawable as I understand that the fourth value of the vector passed to it is used to set the alpha value, but it looks like I n

Re: [osg-users] Delaunay and getTriangles()

2008-04-16 Thread Alberto Luaces
El Miércoles 16 Abril 2008ES 11:22:34 Vincent Bourdier escribió: > Yes Adding the setVertexArray() It works better... Too soon to know if it > really do what I hope, but it seems to do something logical now. > > Thanks a lot Alberto. > Muchas gracias :-) De nada ;)

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

2008-04-16 Thread Robert Osfield
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 osg

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

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

2008-04-16 Thread Robert Osfield
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

[osg-users] Windows src/osgPlugins/CMakeLists.txt entry

2008-04-16 Thread Robert Osfield
Hi All, Over the last week there have been amendments to the OpenSceneGraph/src/osgPlugins/CMakeLists.txt posted to the osg-users list, these amendments hardwire the CMakeLists.txt file to link to static versions of the libcurl under Windows. While supporting static build is perfectly acceptable

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] op

Re: [osg-users] Delaunay and getTriangles()

2008-04-16 Thread Vincent Bourdier
Humm Yes Adding the setVertexArray() It works better... Too soon to know if it really do what I hope, but it seems to do something logical now. Thanks a lot Alberto. Muchas gracias :-) Vincent. 2008/4/16, Alberto Luaces <[EMAIL PROTECTED]>: > > Some ideas: > > 1) I think the operator() isn't ca

Re: [osg-users] osg-2.4 w/ curl-7.18.1, missing CURLConfig.cmake

2008-04-16 Thread Robert Osfield
Hi Bob, Which version of CMake are you using? On Tue, Apr 15, 2008 at 8:43 PM, Bob Huebert <[EMAIL PROTECTED]> wrote: > > Attempting to build the latest and greatest osg... > > Didn't have libcurl on my system, so grabbed a fresh copy from haxx.se > > Curl build went fine. > > osg's cmake set

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

2008-04-16 Thread Robert Osfield
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]> w

Re: [osg-users] Delaunay and getTriangles()

2008-04-16 Thread Alberto Luaces
Some ideas: 1) I think the operator() isn't called because although you set the PrimitiveSet that osgUtil::DelaunayTriangulator calculated, you didn't added the data that the PrimitiveSet is referencing (i.e. your points). You can do that with Geometry::setVertexArray(). 2) A tip: you don't ne

Re: [osg-users] Disabling mouse cursor

2008-04-16 Thread Robert Osfield
Hi Renan, The osgstreoimage example has code that disables the mouse, have a look at this. Robert. On Tue, Apr 15, 2008 at 8:59 PM, Renan Mendes <[EMAIL PROTECTED]> wrote: > Hi, everyone. > > I begun reading a thread by Guy in which he talked about disabling > mouse cursor, and so I did it

Re: [osg-users] osgmotionblur glaccum problem

2008-04-16 Thread Robert Osfield
Hi Eric, It sounds like the ATI driver isn't support accumulation buffer, and second the Nvidia driver is broken. The only tweak that possibly should happen to the osgmotionblur example is detection of whether accumulation support is available, and if not exiting early. Robert. On Wed, Apr 16,

Re: [osg-users] osgSim::ScalarBar: supporting the osgText::String title;

2008-04-16 Thread Robert Osfield
HI Xiadong, I'm not sure what you intend from this email. Is it a code submission? If so could you please post it to osg-submissions and make sure the files are not inlined in the email itself. zipping the files is an easy workaround to mailer bugs that inline text files. Robert. On Wed, Apr

Re: [osg-users] OpenSceneGraph-2.3.8 dev release tagged.

2008-04-16 Thread Robert Osfield
Hi Mattias and Jason, Aaar... must have made an error when merging, not saving the merged header correctly. Sorry about this now checked in. Robert. On Wed, Apr 16, 2008 at 1:23 AM, Jason Beverage <[EMAIL PROTECTED]> wrote: > Hi Robert and Mattias, > > I sent along GraphicsWindowWin32 in my

Re: [osg-users] AnimationPath ( RecordCameraPathHandler ) problem?

2008-04-16 Thread Robert Osfield
H Umit, The RecordCameraPathHandler and the -p animation.path support only record/control the camera position, nothing else is recorded/replayed. Could it be that you are expecting other items to be recorded? Or could it simply be that your app doesn't have -p support built into it? Have a loo

Re: [osg-users] Depth buffer issue

2008-04-16 Thread Robert Osfield
Hi Judie, I'm afraid I've just found it too difficult to work out what you are doing to be able to provide any suggestions. Could you provide a high level explanation of what you are trying to do and why to give a bit of context. Then why you provide code snippets could you space them better as

Re: [osg-users] Delaunay and getTriangles()

2008-04-16 Thread Vincent Bourdier
Hi, Thanks Alberto, I've made some reading in the OSG source code to understand better... After that I made my own test, but I don't have the good result : the operator() is never called on the geometry You can see my code here : http://rafb.net/p/PeihdM64.html Don't read commentaries ^^ they ar

[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

Re: [osg-users] Disabling mouse cursor

2008-04-16 Thread Rafael Martinez
Hi, I got the same problem. My simple solution was to send an event mouse to update the cursor state POINT newmousePos; if (GetCursorPos(&newmousePos)) { useCursor(false); SetCursorPos(newmousePos.x,newmousePos.y); } El Tuesday 15 April 2008 22:54:51 Renan Mendes escribió: > Ye