Re: [osg-users] Texture is rendered strange

2009-11-09 Thread Ulrich Hertlein
On 7/11/09 10:18 PM, Thorsten Werner wrote: osg::Vec2Array* texcoords = new osg::Vec2Array(4); (*texcoords)[0].set(0.0f, 0.0f); (*texcoords)[0].set(1.0f, 0.0f); (*texcoords)[0].set(1.0f, 1.0f); (*texcoords)[0].set(0.0f, 1.0f); Is this a cutpaste error? The image

Re: [osg-users] Renderer and SceneView classes

2009-11-09 Thread Robert Osfield
Hi Dan, Renderer::cull() just does the cull traversal - i..e just collects a rendering graph of what drawables and state that visible to the Camera. The Renderer::draw() does the dispatch of the graph of what needs rendering. Robert. On Sun, Nov 8, 2009 at 12:09 PM, Dan R nice...@gmail.com

Re: [osg-users] Renderer and SceneView classes

2009-11-09 Thread Robert Osfield
Hi Paul, On Sun, Nov 8, 2009 at 2:44 PM, Paul Martz pma...@skew-matrix.com wrote: Hi Robert -- There are large projects out there based on SceneView and getting along just fine without osgViewer. Removing SceneView would, at best, require them to migrate SceneView out of OSG and into their own

Re: [osg-users] Texture is rendered strange

2009-11-09 Thread Colin Steinberg
On Mon, Nov 9, 2009 at 09:50, Ulrich Hertlein u.hertl...@sandbox.de wrote: On 7/11/09 10:18 PM, Thorsten Werner wrote:     osg::Vec2Array* texcoords = new osg::Vec2Array(4);     (*texcoords)[0].set(0.0f, 0.0f);     (*texcoords)[0].set(1.0f, 0.0f);     (*texcoords)[0].set(1.0f, 1.0f);    

Re: [osg-users] Computing Normals for Drawables

2009-11-09 Thread Andrew Burnett-Thompson
Hi guys, Interesting conversation on solving this problem. I'm working with James on this and he's away this week, so I thought I'd reply to keep the conversation going, and also to thank you for your input. Just to throw another requirement into the mix, I don't think we can use vertex shaders,

Re: [osg-users] Computing Normals for Drawables

2009-11-09 Thread Robert Osfield
Hi Andrew, Vertex indices are just available for backwards compatibility, I would not recommend using them at all as they force the OSG down on to slow paths where it assemble the actual data to send to graphics card on each frame, as graphics cards do not support per primitive normals, or

Re: [osg-users] Renderer and SceneView classes

2009-11-09 Thread Doug McCorkle
Hello Robert, On Nov 9, 2009, at 3:22 AM, Robert Osfield wrote: Hi Paul, On Sun, Nov 8, 2009 at 2:44 PM, Paul Martz pma...@skew-matrix.com wrote: Hi Robert -- There are large projects out there based on SceneView and getting along just fine without osgViewer. Removing SceneView would,

Re: [osg-users] Computing Normals for Drawables

2009-11-09 Thread Simon Hammett
2009/11/9 Andrew Burnett-Thompson aburnettthomp...@googlemail.com: Hi guys, Interesting conversation on solving this problem. I'm working with James on this and he's away this week, so I thought I'd reply to keep the conversation going, and also to thank you for your input. Just to throw

Re: [osg-users] Renderer and SceneView classes

2009-11-09 Thread Robert Osfield
On Mon, Nov 9, 2009 at 1:28 PM, Doug McCorkle mc...@iastate.edu wrote: Do you have an example of how to use this class with an existing windowing toolkit? There was an FAQ on this subject related to SceneView that does not seem to be present anymore. If you have an example related to osgViewer

Re: [osg-users] Renderer and SceneView classes

2009-11-09 Thread Doug McCorkle
Hello Robert, On Nov 9, 2009, at 7:54 AM, Robert Osfield wrote: On Mon, Nov 9, 2009 at 1:28 PM, Doug McCorkle mc...@iastate.edu wrote: Do you have an example of how to use this class with an existing windowing toolkit? There was an FAQ on this subject related to SceneView that does not

Re: [osg-users] Computing Normals for Drawables

2009-11-09 Thread Jean-Sébastien Guay
Hi Andrew, Just to throw another requirement into the mix, I don't think we can use vertex shaders, as we cannot guarantee what hardware the software will be run on. Basically integrated graphics is the lowest possible hardware, so what's that, DirectX 8? 9? Vertex shaders run on DX8 but you

Re: [osg-users] Renderer and SceneView classes

2009-11-09 Thread Andreas Goebel
Doug McCorkle schrieb: Hello Robert, On Nov 9, 2009, at 3:22 AM, Robert Osfield wrote: Hi Paul, On Sun, Nov 8, 2009 at 2:44 PM, Paul Martz pma...@skew-matrix.com wrote: Hi Robert -- There are large projects out there based on SceneView and getting along just fine without osgViewer.

Re: [osg-users] Renderer and SceneView classes

2009-11-09 Thread Robert Osfield
Hi Doug, On Mon, Nov 9, 2009 at 2:00 PM, Doug McCorkle mc...@iastate.edu wrote: I understand this point and for the most part we pay for support to address these issues (because of the points you raise above). We if you pay another party to maintain a branch of the OSG for you then this is

[osg-users] Using osgViewer::GraphicsWindowEmbedded Was: Renderer and SceneView classes

2009-11-09 Thread Doug McCorkle
Hello Robert, After looking at both of the suggested examples (osgviewerSDL and osgviewerGLUT) I have a couple of questions. First, with SceneView we handed off the context ID to OSG, now it looks like we provide context information to osgViewer through the window's initial position? Is

Re: [osg-users] Texture is rendered strange

2009-11-09 Thread Thorsten Werner
Hi, Well the Fileformat isnt a copypaste error. I just have 2 versions of that file. The texcoords are indeed copypaste errors. Must have been too late :? Thank you! Cheers, Thorsten -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19363#19363

[osg-users] problems with transparency in the QOsgWidget for QT

2009-11-09 Thread Mike Fried
Hi, I have problems with using the QOsgWidget under QT. I was load a Collada file *.dae The scene in the osgviewer.exe was correct (attachment pic good), but if i use the QOsgWidget Code: osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(collada.dae);

Re: [osg-users] Texture is rendered strange

2009-11-09 Thread Thorsten Werner
Hi, Yes, I changed the 4 zeros to 0,1,2,3 in the array. Working fine now. Thank you! Cheers, Thorsten -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19366#19366 ___ osg-users mailing list

Re: [osg-users] Computing Normals for Drawables

2009-11-09 Thread Andrew Burnett-Thompson
Hi there, Jean Well you're kind of juggling conflicting requirements. You want the app to run on low-end graphics, but you want to reduce its CPU-side memory usage to a minimum by not storing normals. Well it's just a typical project really, everyone wants the moon on a stick and they don't

Re: [osg-users] Using osgViewer::GraphicsWindowEmbedded Was: Renderer and SceneView classes

2009-11-09 Thread Paul Martz
Doug McCorkle wrote: Hello Robert, After looking at both of the suggested examples (osgviewerSDL and osgviewerGLUT) I have a couple of questions. First, with SceneView we handed off the context ID to OSG, now it looks like we provide context information to osgViewer through the window's

Re: [osg-users] Using osgViewer::GraphicsWindowEmbedded Was: Renderer and SceneView classes

2009-11-09 Thread Robert Osfield
Hi Doug and Paul, On Mon, Nov 9, 2009 at 5:09 PM, Paul Martz pma...@skew-matrix.com wrote: My understanding is that you create your own window and context, and make them current, then call setUpViewerAsEmbeddedInWindow. (Honestly, I'm not cure why osgViewer needs the window size passed as

Re: [osg-users] Using osgViewer::GraphicsWindowEmbedded Was: Renderer and SceneView classes

2009-11-09 Thread Robert Osfield
Hi Doug, On Mon, Nov 9, 2009 at 3:52 PM, Doug McCorkle mc...@iastate.edu wrote: After looking at both of the suggested examples (osgviewerSDL and osgviewerGLUT) I have a couple of questions. First, with SceneView we handed off the context ID to OSG, now it looks like we provide context

Re: [osg-users] Using osgViewer::GraphicsWindowEmbedded Was: Renderer and SceneView classes

2009-11-09 Thread Doug McCorkle
Hello Robert, On Nov 9, 2009, at 11:41 AM, Robert Osfield wrote: Hi Doug, On Mon, Nov 9, 2009 at 3:52 PM, Doug McCorkle mc...@iastate.edu wrote: After looking at both of the suggested examples (osgviewerSDL and osgviewerGLUT) I have a couple of questions. First, with SceneView we handed

[osg-users] OSG v2.8.0

2009-11-09 Thread Jacob Armstrong
All, I'm currently trying to upgrade from OSG-1.2 to OSG-2.8.0 to upgrade a process currently in place. I'm trying to load this new version from scratch on a Windows XP machine with VS 2003 .NET. I'm following the instructions from:

[osg-users] osgShadow question

2009-11-09 Thread Wyatt Earp
From the Common Questions of the osgShadow node kit. What if my objects already have a shader applied to them? * That shader also needs to implement shadow mapping. See the http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src /osgShadow/ShadowMap.cpp top of

Re: [osg-users] OSG v2.8.0

2009-11-09 Thread Chris 'Xenon' Hanson
Jacob Armstrong wrote: I'm currently trying to upgrade from OSG-1.2 to OSG-2.8.0 to upgrade a process currently in place. I'm trying to load this new version from scratch on a Windows XP machine with VS 2003 .NET. I'm following the instructions from:

Re: [osg-users] osgShadow question

2009-11-09 Thread Jean-Sébastien Guay
Hi Wyatt, Which shader is the basic shader, fragmentShaderSource_noBaseTexture or fragmentShaderSource_withBaseTexture? Depends on whether your object has a texture or not. Although now, since texture lookups are so cheap these days, I would suggest you save yourself some aggravation and

Re: [osg-users] OSG v2.8.0

2009-11-09 Thread Paul Martz
Do you need the ogr plugin? If not, don't worry about it. If you do need ogr, then I suspect the link errors might be coming from an outdated version of the GDAL dependency. Lacking further information (like a map of OSG version to GDAL version), I'd try upgrading GDAL to see if the issue

Re: [osg-users] OSG v2.8.0

2009-11-09 Thread Jacob Armstrong
What other dependencies are there for OSG-2.8.0, and where can I get them? I downloaded all of the dependencies for VS 7.1 according to http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies. I placed them all in: ..\OpenSceneGraph-2.8.0\3rdParty\bin

Re: [osg-users] OSG v2.8.0

2009-11-09 Thread Jean-Sébastien Guay
Hi Jacob, I don't need the ogr project, so I'm not considered about it, and I'm looking to install VPBMaster as well, so what else am I missing here? I can't seem to set up a working load with the online documentation. If you don't need the ogr loader, then you don't need all the

Re: [osg-users] OSG v2.8.0

2009-11-09 Thread Chris 'Xenon' Hanson
Jacob Armstrong wrote: What other dependencies are there for OSG-2.8.0, and where can I get them? I don't need the ogr project, so I'm not considered about it, and I'm looking to install VPBMaster as well, so what else am I missing here? I can't seem to set up a working load with the online

Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?

2009-11-09 Thread David Glenn
BTW are aware of any publicly available Terra Page terrain? Off hand I'm not sure that there is any! Have you tried contacting Presagis? Thay have the rights for Terra Page and might have a sample. I'm about to challange Presagis to make a ive output for there TerraVista program. I

Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-09 Thread Jan Ciger
Paul Martz pma...@skew-matrix.com wrote: osgBullet is a set of software tools for applications that use both OSG and the Bullet physics library. It features utilities to create Bullet collision shapes from OSG data and vice versa, run the physics simulation in a separate host thread, debug

Re: [osg-users] osgShadow question

2009-11-09 Thread Wyatt Earp
Is this what you are referring to? if (withBaseTexture) { scene-getOrCreateStateSet()-setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile(Images/lz.rgb)), osg::StateAttribute::ON); } W -Original Message- See the code for

Re: [osg-users] osgShadow question

2009-11-09 Thread Jean-Sébastien Guay
Hi Wyatt, Is this what you are referring to? if (withBaseTexture) { scene-getOrCreateStateSet()-setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile(Images/lz.rgb)), osg::StateAttribute::ON); } Nope, this: { // fake

Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-09 Thread Jan Ciger
Ulrich Hertlein u.hertl...@sandbox.de wrote: But I was wondering: wasn't there some sort of osgPhysics effort that was aiming to provide an independent physics layer? Yes, there is osgPhysics, but it is using the PAL abstraction layer which doesn't work with gcc properly due to the way it is

Re: [osg-users] Announcing osgWorks and osgBullet

2009-11-09 Thread Paul Martz
Jan Ciger wrote: Yes, there is osgPhysics, but it is using the PAL abstraction layer which doesn't work with gcc properly due to the way it is loading the physics engines on the fly. Even with static build I have never managed to get the examples to work. My client and I considered and

[osg-users] OpenGL error 'out of memory'

2009-11-09 Thread Cory Riddell
When I render my scene, I'm getting this in the log: Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,) This is on a Windows XP machine with 4GB of RAM. I suspect it isn't complaining about running out of that memory though. Is it video RAM that I have run out of? Cory

Re: [osg-users] how can i enable alpha test?

2009-11-09 Thread ren jie
Ruben, thank your very much. :D i have enable it! Thanks again for your help! ren -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19393#19393 ___ osg-users mailing list