Re: [osg-users] bluring model edges

2009-03-26 Thread Julia Guo
oh really so it is meant to just effect the edges? That is great to know that this functionality is supported. I wonder why it causes the skeleton of the model to show through (see attached screenshot for what Im talking about) I am not very familiar with the OpenGL state settings - do you

[osg-users] manipulator design advice

2009-03-26 Thread Julia Guo
Hi, I am using the osgManipulator draggers to move objects around my scene. I intend that when the R key is pressed a rotation dragger is used and when the T key is pressed a translation dragger is used. And if any other key is pressed then no draggers are used. The manipulator example

Re: [osg-users] background color fills all the window (not only the given viewport)

2009-03-26 Thread Guy
Frederic, I think you can't limit the OpenGL drawing to a limited region of a window HANDLE. You could embed a window in the region you want to use OGL, and just draw to it. Or you could first draw the OGL/OSG code, and then get the window handle and draw all your other stuff using GDI or

Re: [osg-users] bluring model edges

2009-03-26 Thread Guy
Hi Julia, If you use pure OpenGL to render the model, with the polygon smooth state enabled, does it have the same effect? Guy. -- oh really so it is meant to just effect the edges? That is great to know that this functionality is supported. I wonder why it causes the skeleton of the

Re: [osg-users] osgexport problem for Blender

2009-03-26 Thread Can T. Oguz
Hi Ümit, Most of the time, this problem is due to Blender's 3ds import, not osgExport. If you check the vertex count right after the import process, you'll see that the model has already grown. I've experienced two facets of this problem : 2009/3/25 Ümit Uzun umituzu...@gmail.com Hi All, I

Re: [osg-users] osgexport problem for Blender

2009-03-26 Thread Can T. Oguz
The message is broken, sorry. Hi Ümit, Most of the time, this problem is due to Blender's 3ds import, not osgExport. If you check the vertex count right after the import process, you'll see that the model has already grown. I've experienced two facets of this problem : - 3ds importer doubles

[osg-users] build osgPPU

2009-03-26 Thread Guy
Hi, I think that in cmakelists of osgPPU the line SET(OSGPPU_CONFIG_HEADER ${PROJECT_BINARY_DIR}/include/osgPPU/Config.h) Should be replaced with SET(OSGPPU_CONFIG_HEADER ${PROJECT_BINARY_DIR}/include/osg/Config.h) Since the files of osg/Export include osg/config.h No? Guy.

Re: [osg-users] background color fills all the window (not only the given viewport)

2009-03-26 Thread Simon Hammett
This might be want you are looking for: http://factor-language.blogspot.com/2007_08_01_archive.html and http://factor-language.blogspot.com/2007/08/opengl-redraw-bug-on-windows.html Basically enable the scissor test, then tell OpenGl what part of the window to update when calling SwapBuffers.

Re: [osg-users] [osgPPU] 64-bit Windows build

2009-03-26 Thread Oleg Dedkow
Hi Art, it works :-) Regards, Oleg -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9268#9268 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] background color fills all the window (not only the given viewport)

2009-03-26 Thread Robert Osfield
HI Simon, I'm afraid the OSG already uses the sissor test to make sure that the viewport clear only affects the region of interest. It work, but the problem Fredric has really all about the fact that the OpenGL context affects the whole window it's assigned to. Robert. On Thu, Mar 26, 2009 at

Re: [osg-users] How to remove the blue background color

2009-03-26 Thread Robert Osfield
Hi Corry, 2009/3/25 Cory Riddell c...@codeware.com Yun's suggestion allows you to replace the blue color with another solid color. If you want an image (I want a gradient), do something similar to osgHUD, except draw first rather than last to put the image behind everything else. The

[osg-users] Google's summer of code

2009-03-26 Thread Sergey Kurdakov
Hello Paul, maybe it is possible to have a special page ( on forum or in wiki ) - Open tasks you are welcome to participate. Sometimes there is spare time and when you know there is a fairly simple task - one could catch it and implement in few days. Regards Sergey Kurdakov On Wed, Mar 25,

[osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Jesper D. Thomsen
Hi all, I'm developing an application where I have to create up to 1000 osg:geometry objects per frame during certain interaction modes. I'm using osg::DrawElementsUInt push_back() to define the geometry primitive sets, and this push_back() seems to be the primary bottleneck for my applications

Re: [osg-users] background color fills all the window (not only the given viewport)

2009-03-26 Thread Simon Hammett
Yes I know. The magic is in the use of glAddSwapHintRectWIN which is a wgl function. I've just tested this and it works, so you can update part of the window using plain GDI calls and do the rest with opengl. Mind you I wouldn't trust it work on all machines. It's probably less of head ache to

Re: [osg-users] How to know when a geode is visible by the camera?

2009-03-26 Thread Adrien Mazaud
Thrall, Bryan wrote: You could attach a DrawCallback to the Geode's Drawables, which would be called each time that Drawable is rendered. Make sure your callback makes the call on the Drawable to actually render it, though! Alternatively, you could add a CullCallback to the Geode, and

Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Peter Hrenka
Hi Jesper, Jesper D. Thomsen schrieb: Hi all, I'm developing an application where I have to create up to 1000 osg:geometry objects per frame during certain interaction modes. I'm using osg::DrawElementsUInt push_back() to define the geometry primitive sets, and this push_back() seems to be the

[osg-users] Get the camera axis (X,Y,Z)

2009-03-26 Thread Oren David
Hi, I'm trying to get my camera axis because I want to rotate an node according to these axis. I have a camera controlled by a joystick and a node, sometime I move the camera around and sometimes I need the node to rotate relatively to my camera also using the joystick, so I'll be able to

Re: [osg-users] Get the camera axis (X,Y,Z)

2009-03-26 Thread Tomlinson, Gordon
Please do a search of the mailng list archives , the topics of retrieving a camera translation XYZ and orienation HPR has been covered extensively and numerous times Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @

Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Jesper D. Thomsen
Hi, and thank you. I naturally tried to use reserve() (but thanks for suggesting it) and this of course helped somewhat, but it still seems to be the primary bottleneck. I've changed most of the rest of the per-frame geometry generation code to use static arrays rather than std::vector and

[osg-users] I need your opinion in 3d lighting techniques

2009-03-26 Thread Oren David
Hi, We (www.jct.ac.il) are making a 3d viewer for non-continuous functions in n-dimentions (well there 3d projection to be precise). What will be the best techniques to make the model look good. by good I mean colors,texture,shadows techniques,lighting techniques.. I know it;s a general

Re: [osg-users] Get the camera axis (X,Y,Z)

2009-03-26 Thread Oren David
Ok, I needed the camera translation XYZ and orienation HPR phrase to know what to look for thank you -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9280#9280 ___ osg-users mailing list

Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Art Tevs
Hi Guy, hmm, maybe you confound the Config.h of osgPPU with the Config.h of OSG. These are different things. Currently in osgPPU/Export.h the Config.h is not used at all, hence it shouldn't be any problem when building the osgPPU. Including hte osg/Config.h is also not required, because all

[osg-users] better use smart-pointers or plain pointers in this case?

2009-03-26 Thread Christian Sam
Hi, i'm working on a point-in-polygon test. my current implementation has a list with plain pointers that hold references to the polygons' properties. (i use them to ease the calculating of an inside-result for that polygons) Code: class FetchedPolygon { public:

Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Peter Hrenka
Hi Jesper, Jesper D. Thomsen schrieb: Hi, and thank you. I naturally tried to use reserve() (but thanks for suggesting it) and this of course helped somewhat, but it still seems to be the primary bottleneck. I've changed most of the rest of the per-frame geometry generation code to use

Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Tomlinson, Gordon
FYI push_back() on an pre-reserved() vector/container should not be a performance issue. Under debug in visual studio, if you are storing anything other than a pointer, then a push_back etc will still incure a 'new and a copy' and this can get expensive if your doing a lot of them, under

Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Guy
OK Art, Maybe I'm making mistakes with the CMake configuration. I run CMake 2.6.3 on the trunk version of PPU. I get errors about finding the OSG libraries, but this is no problem to set them correctly. One of the suspicious warnings CMake generate is: /Quote CMake Warning (dev) at

Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Guy
I forgot to mention, when I try to compile the project it complains it doesn't find osg/Config and OpenThreads/Config. These files are not under the osg include so I thought the mistake is from there and the osgPPU tries to generate them. I was told that these files sets how the BoundingSphere and

Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Brian R Hill
Jesper, I've encountered similar issues when managing 1000's of particle systems (bullet splashes in the water). The problem is the constant allocating/deallocation of memory when you create new primitive sets and then remove them. I ended up caching the primitive sets when the particle system

Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Guy
Forget it, sorry, I found the files :) The OSG_GEN_INCLUDE is where the CMake generated the solution and the files are there. Sorry for the noise, Guy. -- I forgot to mention, when I try to compile the project it complains it doesn't find osg/Config and OpenThreads/Config. These files

Re: [osg-users] VRML Normal Issue

2009-03-26 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Ben Axelrod wrote: Thanks for the info. I took a look at the code. Adding crease angle support does seem tricky since I think we would have to create new vertex points on the fly to accommodate 2 or more different normal vectors at that

Re: [osg-users] Most efficient way to use osg::DrawElementsUInt?

2009-03-26 Thread Robert Osfield
Hi Jasper, Adding lots of objects in any one frame can easily become a bottleneck unless you are very careful about it. I wouldn't expect the push_back on a DrawElementsUInt to be the primary bottleneck. Make sure you do all your benchmarking in release mode as this makes a huge difference. As

Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Art Tevs
Hi Guy, Guy wrote: Forget it, sorry, I found the files :) The OSG_GEN_INCLUDE is where the CMake generated the solution and the files are there. Yes, the files are there, where CMake generate them, when you build OSG. OSG_DIR is a path, where osg can be found. It can be either an

[osg-users] VirtualPlanetBuilder-0.9.10 dev release tagged

2009-03-26 Thread Robert Osfield
Hi All, After a long break from working on VirtualPlanetBuilder, I've been back on the case this week, merged the pending submissions and made a few further bugs fixes/minor improvements. To wrap all these changes up, and to give us a release that maps to OSG-2.8.0 I've made a

[osg-users] osgCameragroup sample

2009-03-26 Thread Rajesh.R
Hi, To run osgCameraGroup, a camera config file is required. Where can I get this config file. Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9292#9292 ___ osg-users mailing list

Re: [osg-users] osgCameragroup sample

2009-03-26 Thread Robert Osfield
HI Rajesh, On Thu, Mar 26, 2009 at 1:16 PM, Rajesh.R osgfo...@tevs.eu wrote: To run osgCameraGroup, a camera config file is required. Where can I get this config file. The osgcameragroup example is from OSG-1.x, and doesn't exist anymore in the any OSG version for the past two years. I you

Re: [osg-users] better use smart-pointers or plain pointers in this case?

2009-03-26 Thread Cory Riddell
Christian Sam wrote: i think if i use smart-pointers, i would be able to check if the actual polygons in the scenegraph are still valid (check the ref counter) without the need of a dirty flag. but if the polygons get changed/deleted (e.g. when i want to load a new set of polygon

Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Guy
Now everything works. I actually needed the OSG_GEN_DIR since it is where the Config files are. I had installed CUDA. It is strange that it didn't find the utils libraries, since all other CUDA related stuff it did found... I'll try to check it. Thanks again! Guy. -- Hi Guy, Guy

Re: [osg-users] osgCameragroup sample

2009-03-26 Thread Tomlinson, Gordon
OpenSceneGraph-Data-2.8.0\Configuration\ See http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com

Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Art Tevs
Hi Guy, Guy wrote: Now everything works. I actually needed the OSG_GEN_DIR since it is where the Config files are. You can checkout the newest version. I have removed everything which is not needed for proper ppu build. There are now much less configuration cmake variables, which

Re: [osg-users] osgCameragroup sample

2009-03-26 Thread Robert Osfield
Hi Gordon, The OpenSceneGraph-Data only contains OSG-2.x compatible .view configuration files, these aren't compatible with OSG-1.x/Producer .cfg. For the later you have to look at the Producer distribution. Robert. On Thu, Mar 26, 2009 at 1:41 PM, Tomlinson, Gordon

[osg-users] zoom and orthographic projections

2009-03-26 Thread Cory Riddell
I'm calling osg::Camera::setProjectionMatrixAsOrtho() and I'm getting an orthographic projection (this is, if I look directly at the face of a cube in wireframe, all I see is a square). I can rotate and pan, but zoom isn't working (I'm dragging the right mouse button). I want to allow the user to

Re: [osg-users] osgCameragroup sample

2009-03-26 Thread Tomlinson, Gordon
Doh.. missed that one Gordon Product Manager 3d __ Gordon Tomlinson Email : gtomlinson @ overwatch.textron.com __ From:

Re: [osg-users] zoom and orthographic projections

2009-03-26 Thread Paul MARTZ
TrackballManipulator doesn't support zoom, it only supports moving the viewpoint forwards backwards, which has no visible effect in ortho. You'll need to create an event handler and have it modify the camera projection matrix. Paul Martz Skew Matrix Software On Mar 26, 2009, at 8:35 AM,

Re: [osg-users] zoom and orthographic projections

2009-03-26 Thread Paul MARTZ
Zoom in ortho is done by shrinking or expanding the view volume defined by the left right top bottom planes. Paul Martz Skew Matrix Software On Mar 26, 2009, at 8:35 AM, Cory Riddell c...@codeware.com wrote: I'm calling osg::Camera::setProjectionMatrixAsOrtho() and I'm getting an

Re: [osg-users] zoom and orthographic projections

2009-03-26 Thread Robert Osfield
Hi Cory, Orthographics views don't function like perspective ones, when you move near to the center, nothing actually changes w.r.t your view. This is normal and what you shoudl expect. If you want to simulate a perspective view by moving the left, right, top and bottom values of the projection

[osg-users] תשובה: [osgPPU] build osgP PU

2009-03-26 Thread Guy
I tried to run the osgppu_cuda example. It fails in the cudakernel ProcessingModule in the function beginAndProcess in the call for cudaGLRegisterBufferObject. The PBO unit index is 1 which suppose to be fine I think. Any idea why would it fail? Thanks, Guy. -- Hi Guy, Guy

Re: [osg-users] [osgPPU] build osgPPU

2009-03-26 Thread Guy
Hmm... never mind, it fails on the first call but not on the second, so I patched it with calling until success and it seems to work. Maybe when I'm more familiar with CUDA I'll write smarter code. Thanks anyway, Guy. -- I tried to run the osgppu_cuda example. It fails in the cudakernel

Re: [osg-users] I need your opinion in 3d lighting techniques

2009-03-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
To address your questions or offer suggestions, we will need more information on what you're trying to visualize with your scientific visualization project. Besides the projected geometry from n-space, what other information is there at the discrete data? -Shayne P.S. I went to your website and

Re: [osg-users] zoom and orthographic projections

2009-03-26 Thread Cory Riddell
Hi Robert, Our app is a CAD app and all the views are external views of the model. I don't have any near/far plane issues. At first I thought I could simulate an orthographic view by moving the camera very far away then zooming in, but no. Anyway, I won't post to the list about this anymore.

[osg-users] New way to workaround MSVC False Positives

2009-03-26 Thread Can T. Oguz
Hi OSG Users, I think I've found an easier work around to overcome the MSVC false positives. I had been using the prescription at http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1027 to avoid the leak false positives for my desktop application and it worked perfectly but now I've packed the

Re: [osg-users] New way to workaround MSVC False Positives

2009-03-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
What version of Visual Studio are you using? -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Can T. Oguz Sent: Thursday, March 26, 2009 10:25 AM To: OpenSceneGraph Users Subject: [osg-users] New

Re: [osg-users] New way to workaround MSVC False Positives

2009-03-26 Thread Can T. Oguz
Sorry, forgot to mention : Vista SP1, MSVC 2008. Have you tried it? Can 2009/3/26 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC shayne.tuel...@hill.af.mil What version of Visual Studio are you using? -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] zoom and orthographic projections

2009-03-26 Thread Paul Martz
Sorry for my curt response before -- it was from my cell. Zooming in orthographic projection is not only possible, it's easy, and for an OpenGL implementation example, I'll direct you to the OpenGL Distilled example code: http://code.google.com/p/ogld/. See the Viewing example, setProjection()

Re: [osg-users] New way to workaround MSVC False Positives

2009-03-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks for the info. I'm using XP SP3, MSVC 2008. Perhaps you could elaborate on what you mean by false positives or what the symptoms are that you're seeing... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org

[osg-users] OpenGL Overlays

2009-03-26 Thread Pecoraro, Alexander N
Is there any support for the use of OpenGL overlays in OSG? Thanks. Alex ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] osganimate

2009-03-26 Thread ami guru
Hello forum, I am going through the osg examples and i have an issue with one of the following osganimate What is the expected output of that example? - It should be some kind of animation I used the following commands , but getting no animation except the rendering of the base.

Re: [osg-users] osganimate

2009-03-26 Thread Cory Riddell
According to this page: http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples you need to have OSG_FILE_PATH set. Then "osganimate --overlay" should work. It does for me. Cory ami guru wrote: Hello forum, I am going through the osg examples and i have an issue

Re: [osg-users] I need your opinion in 3d lighting techniques

2009-03-26 Thread Oren David
Well, basically we have an Mathlab solution that do all the math and generate many .STL files per function. I load the files with our custom .stl file reader into a scene, base on some math calculations I switch the onscreen object/node/.stl data with another object/node/.stl data. For now I'm

[osg-users] Fwd: osganimate

2009-03-26 Thread ami guru
Thanks Cory, I already have the path set as follows: #OpenSceneGraph related flags OPENSCENEGRAPH_PATH=/usr/local/share/OpenSceneGraph/bin OSG_FILE_PATH=/home/sajjad/downloads/OpenSceneGraph/OpenSceneGraph-Data-2.6.0 OSG_NOTIFY_LEVEL=NOTICE export

Re: [osg-users] VRML Normal Issue

2009-03-26 Thread Ben Axelrod
But normals per primitive or per vertex are 'global' for the entire shape. Aren't they? The crease angle is a 'local' feature so that you can have a shape with some smooth and some sharp edges. Can normals per primitive and normals per vertex both be used in a single shape? If not, the only

Re: [osg-users] Fwd: osganimate

2009-03-26 Thread Cory Riddell
If you just type: osgviewer cessna.osg or osgviewer glider.osg do you see the cessna and the glider? It sounds like the files aren't being loaded for some reason. That would suggest either a permissions issue with the OSG_FILE_PATH directory, or perhaps you don't have all the OSG modules

Re: [osg-users] OpenGL Overlays

2009-03-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
In OSG itself, I don't think so. That's not to say that you can't render OpenGL overlays in an OSG window. You can do it if you manage the state correctly (assuming you're sharing the same render context). This is what I'm doing for symbology (OGL lines on top of an OSG window)... -Shayne

[osg-users] Fwd: Fwd: osganimate

2009-03-26 Thread ami guru
Thanks Cory, It works now. Had to separate the export command in another line. Yes i am running Ubuntu *Now export OSG_FILE_PATH=/home/sajjad/downloads/OpenSceneGraph/OpenSceneGraph-Data-2.6.0 *

[osg-users] Differences between osgconv at 1.2 and 2.2.0

2009-03-26 Thread Tom Poehlman
Hello, We have a application that when compiled under version 1.2 libraries flys fine on both Nvidia and ATI cards. We recently recompiled application using version 2.2.0 version of the libraries and it still flys fine on Nvidia cards, but the frames per second get hammered on ATI cards. I

Re: [osg-users] VRML Normal Issue

2009-03-26 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Ben Axelrod wrote: Can normals per primitive and normals per vertex both be used in a single shape? Not that I am aware of. If not, the only way I can imagine having a shape with some smooth and some sharp edges is if there is one normal per

Re: [osg-users] discontinuity in texture in VPB...

2009-03-26 Thread christophe loustaunau
I have test with svn/trunk version and everything woks fin. Thanks. 2009/3/24 Robert Osfield robert.osfi...@gmail.com Hi All, I've been looking into the problems reported by Shayne right at the start of this thread, and with a little help from Christophe's patch have pinpointed the problem

Re: [osg-users] I need your opinion in 3d lighting techniques

2009-03-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Vibrant might be the English word you're looking for...;^) The difference between lighting and no lighting is that you have more coloring to play with. If lighting is enabled, you can play with the materials and normals to give a certain effect, based on some sort of light source. Again, not

[osg-users] Fix for Producer camera config files plugin

2009-03-26 Thread Eric Sokolowsky
The osgViewer::CompositeViewer had partial support for Producer Camera config files, but it was not working completely. Here is the completed implementation. File: src/osgViewer/CompositeViewer.cpp. -Eric /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is

Re: [osg-users] How to remove the blue background color

2009-03-26 Thread tien dat
Dear Yun, Corry and Robert, Thank you very much for your help. I tried Yun's suggestion and found that it's the easiest way to do. Just set color to be black and alpha to be 0, and you can have an object floating in the air with augmented display. Best, Dat 2009/3/26 Robert Osfield

Re: [osg-users] Differences between osgconv at 1.2 and 2.2.0

2009-03-26 Thread Paul Martz
I'm not sure what this has to do with osgconv? You say you're using the same models. Please explain further why you mention osgconv. If you crank up OSG_NOTIFY_LEVEL, do you get any more enlightening output? Which stage of rendering is the source of the bottleneck on ATI? I assume it's the draw

Re: [osg-users] What about User-Meeting in Europe - osgInEurope?

2009-03-26 Thread Art Tevs
Hi folks, this is a last reminder about the running poll of the user meeting/conference city. Current state is: Paris, France [ 8 ] Marseile, France [ 0 ] Strassbourg, France [ 1 ] Prague, Czech Republic [ 2 ] Genova, Italy [ 1 ] Brussel, Belgium [ 2 ] Zuerich, Switzerland [ 1 ]

Re: [osg-users] manipulator design advice

2009-03-26 Thread Julia Guo
instead of inserting and removing the draggers would a better solution be to use the dragger node masks to select which is visible? Then I could have dragger 1 at root, dragger N a child of dragger N-1, and then the model a child of dragger N. Would you recommended this solution? A followon

Re: [osg-users] importing shaders

2009-03-26 Thread Julia Guo
hi, That is encouraging to know OSG supports shaders natively (now I saw the shader examples). I have got the 3DS exporter working now. Out of 133 examples I can only find 6 that use CompositeViewer at all Just 6/133 - I take that criticism back then! Many of the examples I looked at

[osg-users] FLTK2 port of osgviewerFLTK

2009-03-26 Thread Michael Bosse'
As part of something I am working on in school, I needed to use an osgViwer::Viewer inside of an fltk2 GlWindow. I modified / updated the existing example osgviewerFLTK.cpp to work with the most recent svn version of fltk2. The code is included with this email, hopefully all that you should have