Re: [osg-users] rendering ive model (shaders)

2009-01-14 Thread selman duatepe
Hi Ümit, Actually, I want to know solutions of two combinations. Firstly, if textures are seperated from models, how can I pass the texture in uniform variables? I have lots of models and I don't know whole information about textures (name, location vs.). Can I get information about model textur

Re: [osg-users] OSG, RenderBins, Stencil and multipass render

2009-01-14 Thread J.P. Delport
Hi, renderbins are for ordering render operations within a single pass. Multi-pass can be done using OSG quite easily with render to texture cameras. I would suggest you look at some of the examples in the distribution. Try: osgprerender osgdepthpeeling osgstereomatch Once you have found so

[osg-users] OT: but Qt goes LPGL...

2009-01-14 Thread colin
Not sure if anybody has alraedy posted this but today Nokia announced that as of Qt 4.5 (March) Qt in full will be available with LPGL licensing - great! http://www.qtsoftware.com/about/news/lgpl-license-option-added-to-qt http://labs.trolltech.com/blogs/2009/01/14/nokia-to-license-qt-under-lgpl/

Re: [osg-users] altitude terrain shading...

2009-01-14 Thread Sukender
...or why not a Texture1D... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Thu, 15 Jan 2009 00:00:42 +0100, Tomlinson, Gordon a écrit: > simplest way would be to use a pixel shader > > > Gordon > >

Re: [osg-users] Using TriangleFunctor to access texture coordinates?

2009-01-14 Thread Michael
Hi Robert Thanks for the stack of code! One thing I probably didn't make clear in my first email is I am not intersecting with the mouse. This is a VR type application, so the input device is just an object that can be placed anywhere in the scene. This is why I was representing it as a sphere in

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Paul Martz
Ditto this post. In my Bullet work, the physics representation is based on, but separate from, the OSG visual representation. The two "graphs" are only tied together at Transform nodes that allow Bullet to drive the transformations of the visual representations of rigid bodies. Paul Martz Skew Mat

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Paul Martz
> Well, is it possible to run "n times PUT", and then one time the > standard frame (update/cull/draw)? If so, there should be no > problem. It's possible to do it that way, but the display frame rate will suffer if the physics computation gets expensive. In my own work, I am stepping the physics

Re: [osg-users] altitude terrain shading...

2009-01-14 Thread Tomlinson, Gordon
simplest way would be to use a pixel shader Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651

[osg-users] altitude terrain shading...

2009-01-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All, I have a requirement to do some altitude shading (coloring) to a terrain database based off a referenced altitude. In other words, I would like to shade the terrain to be green below a given altitude and then shade it brown at or above the given altitude. The reference altitude basically r

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Paul Speed
My experience is admittedly limited here, but I think some of us are coming from the position that your physics "graph" is an entirely different thing than the render "graph". The two are often completely orthogonal. In one case you may have physics body represented by something simple like

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi Hannes(?) PAL is an abstraction layer for real-time simulation, such as games. However, there is nothing against adding support for complex physics to PAL or osgPhysics. This is true that it is not our first intention for osgPhysics but the project is a layer to "whatever you need". So maybe

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi David, Well, what we intend to do is simply provide a "plug" so that you can do what you want. Morover, the osgPhysics' aim is to drive nodes in the graph by the way of physics. We don't plan to make physic objects to be "cullable", or things like that. Changeing the renderer (like raytracin

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread hanne...@gmx.at
Sukender wrote: Hi David, Thanks for the info. And yes, you're right about implementing features in PAL. About the integration of audio and physics, we aim at giving users an easier access to features often coupled with scene graphs. Doesn't it make sense for you? Or maybe we're not talking abo

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread David Guthrie
I guess I understand why people do it, but I would rather that OSG kept the limited scope of being a scene graph, that is with the features just of doing 3d rendering. I think a more limited scope makes it more useful as a drop in component of a game engine. physics and audio, while they ar

Re: [osg-users] Long-standing Particle System File loading IO performance trouble

2009-01-14 Thread David Guthrie
It's being done in the main loop, but we would actually prefer to load assets up front and cache them. Loading resources in a background thread queue is something I would like to do, but either way, that still has latency, plus there is no reason to have to load a particle system more than on

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi David, Thanks for the info. And yes, you're right about implementing features in PAL. About the integration of audio and physics, we aim at giving users an easier access to features often coupled with scene graphs. Doesn't it make sense for you? Or maybe we're not talking about the same thin

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi Paul, Thanks for the answer... and thanks for improving osgPhysics by the way of discussion. >> Well, the problem is that physics don't run at the same rate as >> display. > > Then the physics update would run in a separate thread, and you'd need some > mechanism to "pull" the physics state i

Re: [osg-users] Long-standing Particle System File loading IO performance trouble

2009-01-14 Thread Robert Osfield
Hi David, On Wed, Jan 14, 2009 at 8:16 PM, David Guthrie wrote: > It seems to be both that and the osg file. Someone developed a hack that > caches the osg file in memory and just reparses it. That helps, but the > texture load hits it too. Ideally runtime loading of data any type of data sh

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Robert Osfield
Hi Paul, Sukender et al, On Wed, Jan 14, 2009 at 5:01 PM, Paul Martz wrote: > Then the physics update would run in a separate thread, and you'd need some > mechanism to "pull" the physics state into OSG during the update traversal. > I guess I don't understand why this "pull" couldn't be done in

Re: [osg-users] Framestamp time non-increasing

2009-01-14 Thread Paul Martz
Simulation time within FrameStamp does increment on Windows. This is part of the recently-added osgdrawinstanced example. There must be an issue with your code. Post a small example code that shows your problem, maybe someone nice will compile it and debug it for you. Or... you have the source co

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread Tomlinson, Gordon
Thanks Martin As I was saying before my fingers hit the wrong keys As good article on this is http://www.ics.com/files/docs/Qt_LGPL.pdf If I get QT and VS integration when 4.5 is release under LGPL I'll be a very happy bunny :) Gordon

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread Tomlinson, Gordon
Good article on this Gordon __ Gordon Tomlinson Product Manager 3D Email : gtomlinson @ overwatch.textron.com __ (C): (+1) 571-265-2612 (W): (+1) 703-437-7651 "Self defence is not

Re: [osg-users] ANN: osgSWIG/Py available

2009-01-14 Thread Phan, Linh H
Hi, I'm trying to run the gtkoswidget.py example in python IDLE 1.2.1 and I got stuck at gtk: >>> import sys >>> import pygtk >>> pygtk.require('2.0') >>> import gtk Traceback (most recent call last): File "", line 1, in import gtk File "C:\Python25\lib\site-packages\gtk-2.0\gtk\__in

Re: [osg-users] Long-standing Particle System File loading IO performance trouble

2009-01-14 Thread David Guthrie
It seems to be both that and the osg file. Someone developed a hack that caches the osg file in memory and just reparses it. That helps, but the texture load hits it too. -- Read this topic online here: http://osgforum.tevs.eu/viewtopic.php?p=4609#4609

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread David Guthrie
I'm using PAL for a physics integration with delta3d. I'm still confused about why people want to integrate things like physics and audio into a scene graph, but that aside, I am adding features and such to PAL since I have commit access. We should all work together implementing features in

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2009-01-14 Thread Robert Osfield
On Wed, Jan 14, 2009 at 5:20 PM, Jean-Sébastien Guay wrote: > Can I get your system stats (CPU, GPU, driver version, kernel perhaps, > anything else you think is relevant) please? Just so I can quote the exact > Linux system on which this was reproduced. Distro: Kubuntu 8.10, 64bit Relevant glxi

[osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread Martin Beckett
Slightly off topic, but it is relatively easy to build the opensource QT with Visual Studio There are also a bunch of VS macros to make QT projects easier. http://wiki.qgis.org/qgiswiki/Building_QT_4_with_Visual_C++_2005 The QTdesigner and help creator are included with the existing GPL source, t

Re: [osg-users] Problem/bug with StatsHandler in OSG 2.7.8

2009-01-14 Thread Robert Osfield
Hi Brad, The new scene stats code isn't thread safe unfortunately. The original frame and update/cull/draw GPU stats should be fine though. Robert. On Wed, Jan 14, 2009 at 5:34 PM, Brad Huber wrote: > While using the unmodified stats handler in OSG I have notice a fairly > consistent debug ass

[osg-users] Framestamp time non-increasing

2009-01-14 Thread Poirier, Guillaume
Any idea why in Windows the simulation / reference time is not always increasing ? I tested in Linux and it works fine as expected... I base an animation on it is it is jerky. The frame number is always increasing properly but not the time. I do void Update::operator() (osg::Node* node, osg::N

Re: [osg-users] MFC SDI Example

2009-01-14 Thread Ümit Uzun
Hi Brad, Sorry for misunderstanding. I thought you want simple dialog based application. I hope someone helps you. Best Regards. 2009/1/14 Brad Huber > Ümit, > > > > The example you send me is actually a Dialog based MFC app. Not an SDI. > > > > Still looking for an SDI example if anyone has

Re: [osg-users] TXP Visual DB for OSG

2009-01-14 Thread Stephan Kussmaul
Patrick, sorry- I have sent you a link to our intranet. This link should work: http://www.triangraphics.de/index.php?1=Download&l=eng Those ive databases hold PagedLODs and thus support paging. However as they are relatively small they are not too good paging examples. All LODs of one tile are

Re: [osg-users] is there an automatic method to enable dof?

2009-01-14 Thread Jason Daly
Francesco Argese wrote: Hi guys, i begin thanking you: I have resolved the problem regarding the research of dof and switch nodes in my flt models: now I have a vector containing all the pointers to switches and dof and i need to activate them. Following the OSG FAQ [1], I have found that a met

[osg-users] Problem/bug with StatsHandler in OSG 2.7.8

2009-01-14 Thread Brad Huber
While using the unmodified stats handler in OSG I have notice a fairly consistent debug assertion on my Windows machine. The assertion has to do with stl vectors and occurs when I have the stat handler showing the number of vertices rendered. This is the assertion: Here is the call stack

Re: [osg-users] is there an automatic method to enable dof?

2009-01-14 Thread Paul Martz
Have you tried the "dofAnimation" option, or at least looked at the code that supports this option to see how it works? (FYI, other OpenFlight options are documented here: http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenFl ight) Paul Martz Skew Matrix Software LLC http:/

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2009-01-14 Thread Jean-Sébastien Guay
Hi Robert, I might try submitting the modified example to nvidia to see if they can confirm a bug. Can I get your system stats (CPU, GPU, driver version, kernel perhaps, anything else you think is relevant) please? Just so I can quote the exact Linux system on which this was reproduced. Th

Re: [osg-users] TXP Visual DB for OSG

2009-01-14 Thread Patrick Castonguay
Stephan, Thanks for the reply but I have not been able to access the address you posted. Is it still valid? I have also tried to FTP my way in but was rejected as I did not have a username. Also are these DB paged? For now all the IVE files I have been able to find are all loaded at once.

Re: [osg-users] MFC SDI Example

2009-01-14 Thread Brad Huber
Ümit, The example you send me is actually a Dialog based MFC app. Not an SDI. Still looking for an SDI example if anyone has one. I do appreciate any MFC examples (MDI, SDI, or Dialog) as well. Thanks Again -Brad From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-

Re: [osg-users] MFC SDI Example

2009-01-14 Thread Brad Huber
Umit, Thank you very much. I am reviewing it now. -Brad From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun Sent: Tuesday, January 13, 2009 6:59 PM To: OpenSceneGraph Users Subject: Re: [osg-users] MFC SDI Example

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Paul Martz
> Well, the problem is that physics don't run at the same rate as > display. For instance, we should run a "physics update traversal" > at 100Hz, and the "normal" update traversal the fastest possible > (well, limited by the VSYNC). Then the physics update would run in a separate thread, and you'd

[osg-users] is there an automatic method to enable dof?

2009-01-14 Thread Francesco Argese
Hi guys, i begin thanking you: I have resolved the problem regarding the research of dof and switch nodes in my flt models: now I have a vector containing all the pointers to switches and dof and i need to activate them. Following the OSG FAQ [1], I have found that a method to enable DOF nodes is

Re: [osg-users] OSG, RenderBins, Stencil and multipass render

2009-01-14 Thread Paul Martz
RenderBins is an advanced topic beyond the scope of the Quick Start Guide. Fortunately, RenderBins comes up quite often in the mail list, so I suggest you search the archives: http://groups.google.com/group/osg-users?hl=en Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com

Re: [osg-users] osgShadow compile problem with OSG 2.7.8

2009-01-14 Thread Wojciech Lewandowski
Hi Paul, Can anybody tell me why I have this osgShadow compile problem using OSG 2.7.8 when compiled using GCC 3.2.3? I think I had the same problem when I attempted to compile 2.7.7 as well.. I am not sure what is recommended solution for your case. Issue is probably related to usage of hea

[osg-users] Vertex list indexing into another vertex list?

2009-01-14 Thread Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
Is it possible to specify a vertex list by indexing into a different vertex list? Sorry if that's confusing, I'll try to explain a bit more. I've got some data that is organized in the following way: - A primary vertex list that is the regular xyz values you'd expect. - A secondary vertex list

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2009-01-14 Thread Jean-Sébastien Guay
Hi Robert, The other way to do tackle this type of usage model would be to have all the cameras share a single GraphicsWindow and have the OSG manage the various views. This is likely to produce the best performance and scalability, having all these separate graphics contexts really isn't good

Re: [osg-users] TXP Visual DB for OSG

2009-01-14 Thread Stephan Kussmaul
Hi Patrick, We have a few relatively small demo terrains in OSG and IVE format for download: http://server/www.triangraphics.de/index.php?1=Download&l=eng You can use them for demonstration purposes but not commercially. If you should need anything larger, we might be able to provide you some

Re: [osg-users] OSG + PhysX + Havok demos

2009-01-14 Thread Janusz
Yes, I will do that. Rgds, Janusz Jan Ciger pisze: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Janusz wrote: Just to add my 2c :-) on osg + PhysX integration Some time ago I have uploaded 2 projects on my site just to demostrate the integration of OSG with physics engines. I have used Phy

[osg-users] OSG, RenderBins, Stencil and multipass render

2009-01-14 Thread Vladimir Karmisin
Hello ! I'm a bit newbie to OSG, so please excuse me, if my question a bit dumb. I've ordered a OSG Reference Book, read a QuckStart book, but in fact none of them covering the questions I'd like to ask. I have to make reflective mapping on liquid objects. Since these objects are not planar ones,

Re: [osg-users] package names for static builds ?

2009-01-14 Thread Jean-Sébastien Guay
Hi Simon, Sometimes the ABI will change between major compiler revisions, so you need to indicate that in the package name. For Visual studio, the libraries are incompatible 6,7 & 8. - and actually service packs too... This is an FAQ, the Win32 dependencies are built for VC8sp1, if someone

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi Robert, > On Wed, Jan 14, 2009 at 2:42 PM, Sukender wrote: >> I got a question! Robert and I discussed the fact that the future "osgAudio" >> may have a specific update traversal. >> 1. Do you think it could be wise to do a similar "physics update traversal" >> for osgPhysics? > > It might,

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Robert Osfield
Hi Sukender, On Wed, Jan 14, 2009 at 2:42 PM, Sukender wrote: > I got a question! Robert and I discussed the fact that the future "osgAudio" > may have a specific update traversal. > 1. Do you think it could be wise to do a similar "physics update traversal" > for osgPhysics? It might, or migh

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2009-01-14 Thread Robert Osfield
Hi JS, On Wed, Jan 14, 2009 at 2:19 PM, Jean-Sébastien Guay wrote: > I might try submitting the modified example to nvidia to see if they can > confirm a bug. By coincidence, I just recently read their developer FAQ, and > they say they generally don't need the source, just a sample application >

[osg-users] TXP Visual DB for OSG

2009-01-14 Thread Patrick Castonguay
Hello all I have developed an application that uses the MPV project (based on OSG, SDL and others...) and for demo purposes (academic exercise) I have been unable to find a good quality visual db. I have used the Portland and St-Louis TXP as well as some proprietary OpenFlight databases but the

Re: [osg-users] package names for static builds ?

2009-01-14 Thread Simon Hammett
2009/1/14 Jean-Sébastien Guay : > Hi Mattias, > >> 1. When building static libraries - should we indicate this in the >> package filename? e.g. >> libopenscenegraph-dev-2.x.y-win32-x86-vc80-Release-static.tar.gz ? > > I would say yes, otherwise how do we separate the static and dynamic builds? > >>

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi Art, I forgot to ask you about the tag on the forum, and you did it! Marvelous! :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Wed, 14 Jan 2009 15:59:08 +0100, Art Tevs a écrit: > Hi Sukender, > > Gratulations to the newly started project! > > I

Re: [osg-users] package names for static builds ?

2009-01-14 Thread Mattias Helsing
Hi J-S, On 1/14/09, Jean-Sébastien Guay wrote: > Hi Mattias, > >> 1. When building static libraries - should we indicate this in the >> package filename? e.g. >> libopenscenegraph-dev-2.x.y-win32-x86-vc80-Release-static.tar.gz ? > > I would say yes, otherwise how do we separate the static and dyn

[osg-users] osgShadow compile problem with OSG 2.7.8

2009-01-14 Thread paul1492
Can anybody tell me why I have this osgShadow compile problem using OSG 2.7.8 when compiled using GCC 3.2.3? I think I had the same problem when I attempted to compile 2.7.7 as well.. Paul P. [ 35%] Building CXX object src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o In

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Art Tevs
Hi Sukender, Gratulations to the newly started project! I had created a subforum (osgPhysics) on our forum. I've also connected the [osgPhysics] tag with this forum. Hence we have a direct place where to post or where to read the related questions ;) Best regards, art -- Read

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread Gerrick Bivins
Whoops...sent that to the wrong addy My bad! On 1/14/09 8:57 AM, "Gerrick Bivins" wrote: > The is announcement posted here: > http://www.qtsoftware.com/about/news/lgpl-license-option-added-to-qt > > > > On 1/14/09 8:54 AM, "Tomlinson, Gordon" > wrote: > >> Could be good and hope it is

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread Gerrick Bivins
The is announcement posted here: http://www.qtsoftware.com/about/news/lgpl-license-option-added-to-qt On 1/14/09 8:54 AM, "Tomlinson, Gordon" wrote: > Could be good and hope it is when QT 4.5 is released > > But right now its seems little confusing as they say current commercial > licenses wi

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread Tomlinson, Gordon
Could be good and hope it is when QT 4.5 is released But right now its seems little confusing as they say current commercial licenses will still be enforce and continue See http://www.qtsoftware.com/downloads ( which is the current make-up) So unless 3 & 4 from that list get a green tick with 4

Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi Robert, hi all, I got a question! Robert and I discussed the fact that the future "osgAudio" may have a specific update traversal. 1. Do you think it could be wise to do a similar "physics update traversal" for osgPhysics? 2. If so, is there a way to code things in OSG so that osgPhysics coul

[osg-users] [osgPhysics] Project osgPhysics started!

2009-01-14 Thread Sukender
Hi all, Integration of physics simulation into OSG has been done many times, but OSG still don't have a common layer to plug physics engines in. The project osgPhysics is born from this idea and will be that layer, as discussed before on osg-users mailing list. OsgPhysics started a few weeks a

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2009-01-14 Thread Jean-Sébastien Guay
Hi Robert, I couldn't find the cause or any workaround. I tried a range of things to try and characterise and track down the cause of bug but came away without any better idea then when I started. In osgViewer/View.cpp I implemented proper setup of the number of context supported by the scene

Re: [osg-users] package names for static builds ?

2009-01-14 Thread Jean-Sébastien Guay
Hi Mattias, 1. When building static libraries - should we indicate this in the package filename? e.g. libopenscenegraph-dev-2.x.y-win32-x86-vc80-Release-static.tar.gz ? I would say yes, otherwise how do we separate the static and dynamic builds? 2. For msvc OsgCPack.cmake detect the compiler

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread Robert Osfield
Hi Yann, On Wed, Jan 14, 2009 at 1:01 PM, yann le paih wrote: > Interesting news about Qt and OSG GUI : > Qt 4.5 will be available under the LGPL > Official announce : > http://www.qtsoftware.com/about/news/lgpl-license-option-added-to-qt This is a huge step. Wow. I've always hoped th

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread Sukender
> Interesting news about Qt and OSG GUI : > Qt 4.5 will be available under the > LGPL > Official announce : > http://www.qtsoftware.com/about/news/lgpl-license-option-added-to-qt > > yann Yeeepeee ! I'm gonn

Re: [osg-users] Mouse cursor and multiwindow configuration

2009-01-14 Thread Roman Grigoriev
Thanx Robert! As far as I got there is no ways to do it in nvidia drivers on vista but in osg app works fine. Thanx Bye -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Wednesday, Jan

Re: [osg-users] Is OSG tied to OpenGL?

2009-01-14 Thread yann le paih
Hi, Interesting news about Qt and OSG GUI : Qt 4.5 will be available under the LGPL Official announce : http://www.qtsoftware.com/about/news/lgpl-license-option-added-to-qt yann On Tue, Jan 13, 2009 at 4:

Re: [osg-users] RV: Particle effects and transforms

2009-01-14 Thread Robert Osfield
Hi Sergio, The osgParticle::ParticleEffects support being attached to moving models, but you have to configure it to do so, see the osgparticleeffects example for how it detects and handles adding of ParticleEffects to moving models. Robert. On Wed, Jan 14, 2009 at 11:25 AM, Sergio Casas Yrurzum

Re: [osg-users] Culling osg::Switch

2009-01-14 Thread Robert Osfield
Hi Rudi, It's the Switch::traverse() method that decides which of the children to traverse not the CullVisitor, so it's perfectly correctly for CullVisitor to treat the switch as a group, as when the group is traversed it'll be via the Switch::traverse() method. Robert. On Wed, Jan 14, 2009 at 1

[osg-users] Culling osg::Switch

2009-01-14 Thread Wiedemann, Rudolf, OPS3
Hi, "osgUtil::CullVisitor" handles switch-nodes the same way as group-nodes: // osgUtil/CullVisitor.cpp, revision 9411, line 1093 void CullVisitor::apply(Switch& node) { apply((Group&)node); } which means that disabled children are still visited. Is there any specific reason for

[osg-users] RV: Particle effects and transforms

2009-01-14 Thread Sergio Casas Yrurzum
No, I haven't. I can't split it because I am using an object of type SmokeEffect. I am not building the particle system myself, I am just using a predefined effect. As far as I know (or knew), SmokeEffect is a node you can add to the scene graph and creates smoke at the point where you p

[osg-users] Projective texture / TexGen / Back Projection

2009-01-14 Thread josselin . petit
Hi, I would like to have car headlights in my driving simulator, so I use the TexGen class (with EYE_LINEAR) to do that. Like in the spotlight example, I have a nice spotlight, but with one artefact, which comes from the fact that the matrix math used produces a BACK PROJECTION. I've read

Re: [osg-users] Mouse cursor and multiwindow configuration

2009-01-14 Thread Robert Osfield
Hi Roman, When you create the windows set the GraphicsContext::Traits::useCursor member to false, or at runtime you can disable the cursor by doing window->useCursor(false); Robert. 2009/1/14 Roman Grigoriev : > Hi guys! > > I have this configuration – 2 windows on 2 monitors on nvidia 181 and v

Re: [osg-users] Using TriangleFunctor to access texture coordinates?

2009-01-14 Thread Robert Osfield
Hi Michael, In the svn or 2.7.x dev series of the OSG there is a convinience event callback in osgViewer/ViewerEventHandlers called InteractiveImageHandler, this is used to direct mouse events into osg::Image subclasses, such as used by the new osgWidget::Browser, osgWidget::PdfReader and osgWidge

Re: [osg-users] Disabling VSYNC

2009-01-14 Thread Robert Osfield
HI Xam, When setting up the GraphicsWindow you pass in a GraphicsContext::Traits object, this has a field vsync that defaults to true. The other route would be to use putenv() in your app if you want to use env vars to control the driver. Robert. On Tue, Jan 13, 2009 at 7:00 PM, Xam wrote: >

Re: [osg-users] OSG + PhysX + Havok demos

2009-01-14 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Janusz wrote: > Just to add my 2c :-) on osg + PhysX integration > > Some time ago I have uploaded 2 projects on my site just to demostrate > the integration of OSG with physics engines. I have used PhysX and Havok. > These are not nodekits but rather

Re: [osg-users] CompositeViewer addView threading issue on Windows?

2009-01-14 Thread Robert Osfield
Hi JS, On Tue, Jan 13, 2009 at 7:01 PM, Jean-Sébastien Guay wrote: > Have you had any time to look into this? (I'm doing some gentle poking from > time to time, but my goal is just to follow up, not to try and affect your > priorities in any way...) I couldn't find the cause or any workaround.

Re: [osg-users] Removing the tgz, osgtgz and zip plugins

2009-01-14 Thread Robert Osfield
Hi Xam, There is no password support in the zip plugin. Robert. On Tue, Jan 13, 2009 at 6:45 PM, Xam wrote: > Since we are talking about zip files here ... is there anyway to open a > password protected zipfile in OSG? > > I've tried everything i could think of, but i found no way to pass the

Re: [osg-users] Particle effects and transforms

2009-01-14 Thread J.P. Delport
Hi, are you splitting the particle system? AFAIK one part must be attached to something static and another part to the transform. see here: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/24488 jp Sergio Casas Yrurzum wrote: Hello again. First of all, thank you for your ans

Re: [osg-users] Particle effects and transforms

2009-01-14 Thread Sergio Casas Yrurzum
Hello again. First of all, thank you for your answers. I forgot to mention that I tried with OSG 2.6 and newer versions (including the last one OSG 2.7.8). The problem seems to appear when changing from 2.4 to newer versions. It looks like some kind of change has been made from 2.6 and therea

[osg-users] package names for static builds ?

2009-01-14 Thread Mattias Helsing
Hi all, I have done some more testing of the packaging and have a new submission on hold that has fixes for NMake generators and detection of service pack 1 for msvc80. During testing some additional questions came up: 1. When building static libraries - should we indicate this in the package fil