Re: [osg-users] [osgOcean] How to compile osgOcean

2009-11-30 Thread Dominic Stalder
Hi Tian thanks for the feedback. I have the following folder structure: / /includes /resources /src /oceanExample /osgOcean When i try to first compile in the /srce/osgOcean with cmake . it brings me the following error: dst-osx-001:osgocean dst$ cmake src/osgOcean/ -- T

Re: [osg-users] [osgOcean] How to compile osgOcean

2009-11-30 Thread Tian Ma
Hi Ice-D: I think you need to compile the "osgocean" project first, and then the 'example' and 'install' projects. Cheers, Tian Ice-D wrote: > Here some more information. > > I think it is not a problem with the FFTSS library, instead cmake has a > problem: > > CMake Error at src/osgOcean/C

Re: [osg-users] [osgOcean] How to compile osgOcean

2009-11-30 Thread Dominic Stalder
Here some more information. I think it is not a problem with the FFTSS library, instead cmake has a problem: CMake Error at src/osgOcean/CMakeLists.txt:123 (INSTALL): install TARGETS given no FRAMEWORK DESTINATION for shared library FRAMEWORK target "osgOcean". Does someone know how to solve

[osg-users] How to compile osgOcean

2009-11-30 Thread Dominic Stalder
Hi there I compiled the fftss library and just wanted to compile the osgOcean library. How do I have to use CMake for that, I'm sorry for this stupid question. Regards Dominic ___ osg-users mailing list osg-users@lists.openscenegraph.org http://list

Re: [osg-users] [osgCompute] osgCompute - binding ColorArray failed

2009-11-30 Thread Jens Orthmann
Hi arielh, For this purpose you cannot make use of osgCuda::Arrays because buffers of this type are read-only. In order to add a color entry for each vertex you have to expand your osgCuda::Geometry object by an additional color array of type osg::Vec4Array=> myGeometry->setColorArray( new osg:

Re: [osg-users] [osgCompute] osgCompute - binding ColorArray failed

2009-11-30 Thread Jens Orthmann
Hi arielh, For this purpose you cannot make use of osgCuda::Arrays because buffers of this type are read-only. In order to add a color entry for each vertex you have to expand your osgCuda::Geometry object by an additional color array of type osg::Vec4Array=> myGeometry->setColorArray( new osg:

Re: [osg-users] Camera weirdness

2009-11-30 Thread Paul Martz
My guess would be that your camera callback isn't inheriting to the slave cameras, sort of like the problem I recently encountered (and fixed) relating to the clear mask (see the thread "Problem with Camera::inheritCullSettings" from about a week ago). You might need to submit a similar fix.

Re: [osg-users] Node::Description into a generalized property mechanism?

2009-11-30 Thread Chris 'Xenon' Hanson
Paul Martz wrote: > It's not as bad as you might think. If someone were to add > CompositeUserData to OSG, they'd need to port all (internal) OSG code to > use the new system. External apps that use UserData would not be > compatible with the new system until their authors take the time to > port,

[osg-users] Camera weirdness

2009-11-30 Thread Mark Jones
In main() I have: [code] viewer.setSceneData( rootNode ); osg::Camera *pCamera = viewer.getCamera(); //osg::Image* image = new osg::Image; //image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE); //image->allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_F

Re: [osg-users] Best way to draw a tube

2009-11-30 Thread Paul Martz
François Bodic wrote: Actually I have two cylinder volumes (sorry for my mistake) but I want the inner to be a hole so as to have a tube. Is there just a commande to do that? Well there is the well-known CSG stencil trick, as mentioned in the red book, and also employed in OSG's stencil shado

Re: [osg-users] multiple pixel shaders for one program ?

2009-11-30 Thread Paul Martz
Just a note for the archives, for people who come across this later... This is not really an OSG topic per se, so I wanted to make sure that people were aware of the orange book: OpenGL Shading Language. And also the GLSL spec is absolutely free for download as a PDF from opengl.org. Shader top

Re: [osg-users] Node::Description into a generalized property mechanism?

2009-11-30 Thread Paul Martz
Chris 'Xenon' Hanson wrote: Isn't this breaking all existing code that uses UserData/Description though? It's not as bad as you might think. If someone were to add CompositeUserData to OSG, they'd need to port all (internal) OSG code to use the new system. External apps that use UserData wo

[osg-users] Picking bug?

2009-11-30 Thread Fred Thegreat
Hi, I'm trying to do picking by using computeIntersections. Please find the attached picture (skydome). Balls represent intersection points, lines represent normal vectors. Whenever I try to pick the top of the dome (not the inside), I get a correct intersection point but the normal vector is

Re: [osg-users] Problems with TBO Texture Buffer Object's

2009-11-30 Thread Johannes Schüth
Hi, robertosfield wrote: > > Your GL code segment actually uses PBO's in it... :-) > Yep :) I think TBO's use PBO calls because its also a buffer object. Bu of course i use GL_TEXTURE_BUFFER_EXT. robertosfield wrote: > > Do you have to use PBO's with texture buffer? Or can you just pass >

Re: [osg-users] Node::Description into a generalized property mechanism?

2009-11-30 Thread Chris 'Xenon' Hanson
Robert Osfield wrote: > Description kinda bloat osg::Node already, I would like to reduce this > bloat and stream line the base classes even more ;-) > I would also like generalize UserData but... not use any more than the > present pointer that we already have in place, don't forget we need to > a

Re: [osg-users] Node::Description into a generalized property mechanism?

2009-11-30 Thread Robert Osfield
Hi Chris, Paul, Ulrich, I won't dive in to much right now as I have enough other topics swishing around in my skull to keep me occupied, but a few general notes. Description kinda bloat osg::Node already, I would like to reduce this bloat and stream line the base classes even more ;-) I would al

Re: [osg-users] [patch] PThread.c++ creation error, lower stack size limit

2009-11-30 Thread Cedric Pinson
Hi Robert, I know you would suggest this solution :). I prefered to use the option one thread + list of fetch. Because i want to be able to destroy a thread even if not finished, and it's easy to manage one thread + fetch list per 'class instance' even if it's consume more thread. It's not thread

Re: [osg-users] VPB binaries execution question - "procedure entry point H5Dopen not found in hdf5dll.dll"

2009-11-30 Thread Chris 'Xenon' Hanson
Fabrício Cardoso wrote: > My input files are two .tif images: one for height data and the other > for the texture. It's not related to HDF at all... I don't know why GDAL would be hitting that code if you don't have any HDF files. Maybe try VPB with a known-good set of demo terrain data? Perhap

Re: [osg-users] Problems with TBO Texture Buffer Object's

2009-11-30 Thread Paul Martz
Robert Osfield wrote: HI Johannes, Oooh,, thanks for the link. Looks like texture_buffer_object is a new extension from NVidia that complete slipped beneath my radar. FYI, it's a core feature in 3.2. -Paul ___ osg-users mailing list osg-users@li

Re: [osg-users] VPB binaries execution question - "procedure entry point H5Dopen not found in hdf5dll.dll"

2009-11-30 Thread Fabrício Cardoso
Hi, Chris. My input files are two .tif images: one for height data and the other for the texture. It's not related to HDF at all... Best regards, Fabricio Silva 2009/11/30 Chris 'Xenon' Hanson : > Fabrício Cardoso wrote: >> I just started out with OpenSceneGraph and I was asked to study how to >

Re: [osg-users] Problems with TBO Texture Buffer Object's

2009-11-30 Thread Robert Osfield
Hi Johannes, On Mon, Nov 30, 2009 at 4:09 PM, Johannes Schüth wrote: > Yes - PBO use DMA which is quite nice.   > http://www.songho.ca/opengl/gl_pbo.html but you will be limited to the > limitations of a texture (4096x4096 pixels at most systems) Your GL code segment actually uses PBO's in it..

Re: [osg-users] [patch] PThread.c++ creation error, lower stack size limit

2009-11-30 Thread Robert Osfield
Hi Cedric, Thanks for the explanation. In terms of implementation rather than create on thread to create a player I would create one or more osg::OperationThread and attach a single shared OperationQueue between them, and then just add a custom osg::Operation to the queue when I want an operatio

Re: [osg-users] Node::Description into a generalized property mechanism?

2009-11-30 Thread Chris 'Xenon' Hanson
Paul Martz wrote: > data. Unfortunately, that doesn't work with other OSG code that is not > under my control. > I'd be glad to implement something like this in osgWorks.googlecode.com, > but it would have to ride on UserData rather than be a part of core OSG, > which would put it in conflict with

Re: [osg-users] Node::Description into a generalized property mechanism?

2009-11-30 Thread Paul Martz
Chris 'Xenon' Hanson wrote: Mattias Helsing wrote: Hi Chris, Is there a reason to why you don't use setUserData(osg::Referenced*) ? If you provide the proper read/write routines for your osg::Referenced derived class it would also persist across .osg file writes/reads. Because there's only o

Re: [osg-users] PageLod makes me crazy !

2009-11-30 Thread Chris 'Xenon' Hanson
Vincent Bourdier wrote: > I didn't saw, but loading only the big file do the same strange thing : > no render but frame rate and stats are normals > The console is full of : > /CullVisitor::apply(Geode&) detected NaN, >depth=-1.#IND, center=(1.13328 0 -8.23757), >matrix={ >1.#QNAN 1

Re: [osg-users] PageLod makes me crazy !

2009-11-30 Thread Vincent Bourdier
ESET NOD32 Antivirus, version of virus signature database 4649 (20091130) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/li

Re: [osg-users] PageLod makes me crazy !

2009-11-30 Thread Vincent Bourdier
formation from ESET NOD32 Antivirus, version of virus signature database 4649 (20091130) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com __ Information from ESET NOD32 Antivirus

Re: [osg-users] PageLod makes me crazy !

2009-11-30 Thread Chris 'Xenon' Hanson
Vincent Bourdier wrote: > Hi all, > Managing a huge model (around 1.5Go in IVE ) I cut it into parts and set > pagedLod on each part with two LOD. I know English probably isn't your primary language, but this description is too incomplete to really mean much to anyone. Can you give a more compl

Re: [osg-users] VPB binaries execution question - "procedure entry point H5Dopen not found in hdf5dll.dll"

2009-11-30 Thread Chris 'Xenon' Hanson
Fabrício Cardoso wrote: > I just started out with OpenSceneGraph and I was asked to study how to > build terrains from heightmaps using osgTerrain. Searching around OSG > resources, I came upon Virtual Planet Builder and decided to give it a > try. So, using SVN, I obtained OSG 2.9.5 and the VPB ve

Re: [osg-users] Node::Description into a generalized property mechanism?

2009-11-30 Thread Chris 'Xenon' Hanson
Ulrich Hertlein wrote: > Hi Chris, > have you noticed the "Suggestion: Add components in nodes (aggregation)" > thread from around 29/10/2009? I had missed it, but it sounds very interesting. > Of course this doesn't yet solve your problem with there being only one > user-data field. The pro

Re: [osg-users] Problems with TBO Texture Buffer Object's

2009-11-30 Thread Johannes Schüth
Hi, Yes - PBO use DMA which is quite nice. http://www.songho.ca/opengl/gl_pbo.html but you will be limited to the limitations of a texture (4096x4096 pixels at most systems) Texture buffer objects can make about 2^27 texels accessible within a shader. And i belive i have to use bindable unif

Re: [osg-users] multiple pixel shaders for one program ?

2009-11-30 Thread Sebastien Nerig
you right ! Thank you! Cheers, Sebastien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20585#20585 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/list

[osg-users] VPB binaries execution question - "procedure entry point H5Dopen not found in hdf5dll.dll"

2009-11-30 Thread Fabrício Cardoso
Hi, I just started out with OpenSceneGraph and I was asked to study how to build terrains from heightmaps using osgTerrain. Searching around OSG resources, I came upon Virtual Planet Builder and decided to give it a try. So, using SVN, I obtained OSG 2.9.5 and the VPB version which is compatible w

Re: [osg-users] Read color from osgTerrain ImageLayer?

2009-11-30 Thread Martin Scheffler
OK, I removed compression by adding --RGB-16, now it works Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=20582#20582 ___ osg-users mailing list osg-users@lists.openscenegraph.org http

Re: [osg-users] [patch] PThread.c++ creation error, lower stack size limit

2009-11-30 Thread Cedric Pinson
Hi Robert, Ok in my game when i load a ressource i do it in a thread. I dont allocate a thread pool. i just create one thread per load sequence. For example when i create a player i craete one thread with a list of files to load. During the game a player can arrive and leave. So there will be a lo

Re: [osg-users] Simple Loading Tutorial

2009-11-30 Thread Jean-Sébastien Guay
Hello Sam, When I run the code to load a simple object (that you supplied above) with a direct path, I get no errors but osgviewer seems to load nothing, just the default blue background with no model. Ive tried different .osg and .obj files but no luck. If you're on Windows, make sure you

Re: [osg-users] multiple pixel shaders for one program ?

2009-11-30 Thread Kim Bale
Hi Sebastian, Declare the function stub in the main.frag vec3 fog(in vec3 color); void main().. K. 2009/11/30 Sebastien Nerig : > Hi robert > thx for your answer > Ok I tried what you said, but I still have a pb. > > I made a shader "common.frag" with a basic fog function > > > Code: > uniform

Re: [osg-users] multiple pixel shaders for one program ?

2009-11-30 Thread Sebastien Nerig
Hi robert thx for your answer Ok I tried what you said, but I still have a pb. I made a shader "common.frag" with a basic fog function Code: uniform vec3 fogColor; uniform float fogDensity; vec3 fog(in vec3 color) { const float LOG2 = 1.442695; float z = gl_FragCoord.z / gl_FragCoord.w; f

Re: [osg-users] multiple pixel shaders for one program ?

2009-11-30 Thread Robert Osfield
HI Sebastien, You can have multiple vertex, geometry and fragment osg::Shaders attached to a single osg::Program. All you need to do is make sure that just one of the osg::Shaders contains the main for each of the vertex, geometry and fragment components of the program - from you example it looks

[osg-users] multiple pixel shaders for one program ?

2009-11-30 Thread Sebastien Nerig
Hi, I would like to know if it is possible to do that : Code: osg::Program* program = new osg::Program; osg::Shader* shader = new osg::Shader(osg::Shader::FRAGMENT); shader->loadShaderSourceFromFile("main.frag"); program->addShader(shader); osg::Shader* shader1 = new osg::Shader(osg::Shader::F

Re: [osg-users] Problems with TBO Texture Buffer Object's

2009-11-30 Thread Robert Osfield
HI Johannes, Oooh,, thanks for the link. Looks like texture_buffer_object is a new extension from NVidia that complete slipped beneath my radar. As for using PBO's with GLSL, I'm not sure what gave the idea that you couldn't use the two together, GLSL use of textures and how the data is passed t

Re: [osg-users] Problems with TBO Texture Buffer Object's

2009-11-30 Thread Johannes Schüth
Hi, I'm not quite sure but it seems that http://www.opengl.org/registry/specs/ARB/pixel_buffer_object.txt is something different than: http://www.opengl.org/registry/specs/EXT/texture_buffer_object.txt Although the way of binding the buffer seems initially the same. I just want to use float's

Re: [osg-users] Node::Description into a generalized property mechanism?

2009-11-30 Thread Ulrich Hertlein
Hi Chris, have you noticed the "Suggestion: Add components in nodes (aggregation)" thread from around 29/10/2009? It deals with something similar, namely to introduce something like a osg::KeyValueMap (derived from osg::Referenced) that can be attached to osg::Objects as user-data. (These co

Re: [osg-users] Read color from osgTerrain ImageLayer?

2009-11-30 Thread Martin Scheffler
Hi Robert, I use the puget example from the osgDem page. I think compression is not on by default, right? gdal_translate.exe ps-e.lg.jpg ps-e.lg.tif gdaladdo.exe -r average ps-t.lg.tif 2 4 8 16 32 osgdemd.exe --xx 10 --yy 10 --layer 0 -t ps-t.lg.tif --xx 10 --yy 10 -d ps-e.lg.tif -l 4 -v 0.5

Re: [osg-users] [patch] PThread.c++ creation error, lower stack size limit

2009-11-30 Thread Robert Osfield
HI Cedric, On Sun, Nov 29, 2009 at 11:02 PM, Cedric Pinson wrote: > Ok reading the code and the doc of pthread, in order to have the > ressource freed at the end of the thread, i must call detach(). now i > have my memory back > > maybe it could help for others that create thread in application o

Re: [osg-users] Read color from osgTerrain ImageLayer?

2009-11-30 Thread Robert Osfield
Hi Martin, Is it that the image data is stored in a DXT compressed format? If so then you'll need to decode the compressed form, something that isn't presently built into osg::Image or osgTerrain. Robert. On Sun, Nov 29, 2009 at 6:04 PM, Martin Scheffler wrote: > Hi, > > a question: How can I

Re: [osg-users] Need advice for performance tweaks

2009-11-30 Thread Robert Osfield
HI Shayne, On Fri, Nov 27, 2009 at 7:05 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: > Robert, > > Thanks for the quick reply. I haven't played with the LOD scale so I'll > explore that. I also like your suggestion of some sort of adaptive setting. > > Is there a way to query the fra

Re: [osg-users] Problems with TBO Texture Buffer Object's

2009-11-30 Thread Robert Osfield
Hi Johannes, I presume you mean "pixel buffer objects" rather than "texture buffer objects" as this is the OpenGL naming and also the naming that the OSG uses. When using PixelBufferObjects in the OSG it's best to just create one an attach it to the osg::Image that you want to stream the data. Y

Re: [osg-users] normal vectors aren't causing culling

2009-11-30 Thread Robert Osfield
Hi Jim, Paul et. al, On Sat, Nov 28, 2009 at 4:32 PM, Paul Martz wrote: > Right. OSG does not do _face_ culling (culling of individual primitives) > based on the normal. > > However, OSG can do _Drawable_ culling based on a normal. This is how VPB > databases cull away the back half of the planet

Re: [osg-users] [3rdparty] How to configure VPB to start compiling database at random tiles.

2009-11-30 Thread Robert Osfield
Hi Torben, I'm afraid I'm just too occupied with core OSG tasks to think too deeply about new VPB schemes. I need a bit more time getting the core OSG back up to date with submissions and dev release out before I can start thinking too deeply about other stuff. Robert. On Sat, Nov 28, 2009 at 3

Re: [osg-users] [vpb] Embedding HiRes-DEM into LowRes global DEM

2009-11-30 Thread Robert Osfield
Hi Toben, VPB should be able to ignore null data, so look into defining what this null data is. Another option is to use alpha values on the source data and alpha out the invalid data. Robert. On Sat, Nov 28, 2009 at 3:56 PM, Torben Dannhauer wrote: > Hi, > > I have a High resolution digital e

Re: [osg-users] www.openscenegraph.org down

2009-11-30 Thread Robert Osfield
Hi Johannes, Sorry about this. I'm not sure why the server was inaccessible, but it's back online now so it's either be addressed by Jose Luis Hidalogo and server admin, or just come back alive due to lightening loads. Robert. On Sat, Nov 28, 2009 at 2:49 PM, Johannes Schüth wrote: > Hi, > > t

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Thomas Hogarth
Hi Jon Damn... > > I keep crashing on a call to glLoadMatrix(GL_MODELVIEW) > > output below... > > Think you need #define OSG_GL_MATRICES_AVAILABLE in you config file Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.opensc

Re: [osg-users] [build] Preprocessor symbols / definitions and descriptions

2009-11-30 Thread Robert Osfield
Hi Hartwig, On Sat, Nov 28, 2009 at 10:02 AM, Hartwig Wiesmann > is there anywhere a documentation of all used preprocessor symbols? No and I wouldn't really expect them to be any single piece of documentation just dedicated to pre-processors symbols as they are typically very domain specific and

Re: [osg-users] osgterrain example and required input file

2009-11-30 Thread Robert Osfield
Hi Hartwig, osgterrain is primarily a unit test that I've used for testing and debugging of threading and osgTerrain usage, and the master file is part of this.The master file is simply a list of files for the models to load, so you could stick a range of models including ones like cow.osg or

Re: [osg-users] fatal error on simple programm

2009-11-30 Thread Robert Osfield
Hi Anthony, I can't answer why you are able to get the app up as I'm neither an windows developer nor now anything about this tutorial or how you've gone about running the app. Others in the community will be in a similar boat ans really not have enough info to help you. Could you please explain

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Thomas Hogarth
Hi all I've completed the first stab at the IPhone port, now with -GraphicsWindowIPhone with ability to embed in an existing window and support for the various pixel formats I've come across so far RGBA8 RGB565 16bit depth 24bit depth Also has basic multitouch input with 1 finger = left mouse,

Re: [osg-users] Fwd: OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Robert Osfield
Hi Tom, Great to hear of progress and to a screen shot :-) FYI, release context is meant to just make the current thread available to be used by another graphics context - some graphics drivers really don't like you doing a makeCurrent() or several different contexts from the same thread without

Re: [osg-users] OpenGL ES-2.0, OpenGL ES-1.1 and OpenGL 3.x support now ready for testing :-)

2009-11-30 Thread Robert Osfield
Hi Jon, You'll need to decide whether you are compiling against GLES 1.1 or GLES 2.0, you can't compile against both at the same time as they are quite different types of targets - ones GLES 1.1 is fixed function pipeline while GLES 2.0 is completely shader based. So make sure you #define either

[osg-users] osgCompute - binding ColorArray failed

2009-11-30 Thread Ariel Hutterer
Hi: I try to expand the ptclParticleDemo.I want to add a color array and change the color in cuda program. I try to "bind" the colorArray but i not sure hown to: osg::Vec4Array *colors = new osg::Vec4Array(numParticles); ptclGeom->setColorArray(colors); ptclGeom->setColorBinding(osg::Geometry::BIN

Re: [osg-users] IntersectVisitor does not recognize Nodes on different Projection

2009-11-30 Thread Peter Hrenka
Hi Thorsten, Thorsten Werner schrieb: Hi, OK. Thank you. Got it working now. Changed setProjectionMatrixOrtho2D into setProjectionMatrixOrtho. Next problem that i have is that the Buttons in my SceneGraph consist of several geometries and the Button is a Geode but its not recognized as Geode

Re: [osg-users] Best way to draw a tube

2009-11-30 Thread Trajce Nikolov
I would do that algorithmically. there is no command to do the tube for you, but if you have the shape of the tube - as a vector for example, then it is very trivial. Look at the osggeometry sample how to setup the scenegraph once you generate the vertices/normals Nick http://www.linkedin.com/in/