Re: [osg-users] Stencil Buffer and RTT

2010-02-25 Thread J.P. Delport
Hi, you can either attach your own stencil buffer to the camera attachments, or some value osg::Camera::IMPLICIT_STENCIL_BUFFER_ATTACHMENT must be set. Have a look at src/osgUtil/RenderStage.cpp and search for "stencilAttached". HTH jp sumit wrote: I am trying to do render in frame buffer ob

Re: [osg-users] Rapidly updating texture data

2010-02-25 Thread J.P. Delport
Hi Ben, we also pump data from cameras into the GPU. To enable PBOs is simple: // make image osg::ref_ptr myim = new osg::Image(); // attach pbo myim->setPixelBufferObject(new osg::PixelBufferObject(myim.get())); // point im to data, avoid copying (mod format here for your app) myim->setImage(I

[osg-users] Stencil Buffer and RTT

2010-02-25 Thread sumit
I am trying to do render in frame buffer object by using a child camera of the main camera. Both have same scene. In scene I am using stencil buffer. For main camera output I am getting is correct, but for child camera, geometry is rendered independent of the value of the stencil buffer. Code

[osg-users] Error Code: 0xC0150002 : The application failed to initialize properly. Click on Ok to terminate the application

2010-02-25 Thread John Galt
Hi, I installed the binaries. osg works fine from the command prompt. I liked VS08 to osg using the Dwight Design tutorial: I'm trying to compile this example: osganimate.cpp from the osg site. When I try to build it it gives the following message: 1>-- Build started: Project: OSGTemp,

Re: [osg-users] [forum] Please ignore this message...

2010-02-25 Thread John Galt
Hi, Ignored Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24894#24894 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinf

Re: [osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread D.J. Caldwell
David, After looking into Paul's suggestion, I believe that (for static terrain) if you add your terrain to your scaling node, and then use Paul's suggestion on the scaling node, you may get what you're looking for. The Optimizer is much simpler than my original suggestion, although you may still

Re: [osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread Paul Martz
David Cofer wrote: I am new to OSG, so perhaps this is simple and I do not understand how something is working. I want to scale a terrain once immediately after it is loaded, but before it is added to the scenegraph. I know I can do this by adding it to a matrixtransform node that is scaled, but t

Re: [osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread D.J. Caldwell
Hello, David. If your terrain is static, I would recommend an osg::NodeVisitor used on your terrain in combination with osgUtil::TransformAttributeFunctor used on the drawables of your terrain. As far as I know, this is a custom solution, so you'll have to look into both of these classes to see h

[osg-users] Scale mesh/terrain once before adding to scene

2010-02-25 Thread David Cofer
I am new to OSG, so perhaps this is simple and I do not understand how something is working. I want to scale a terrain once immediately after it is loaded, but before it is added to the scenegraph. I know I can do this by adding it to a matrixtransform node that is scaled, but that seems ineffic

Re: [osg-users] Rapidly updating texture data

2010-02-25 Thread Jason Daly
Ben Cain wrote: Thanks Jason. I've used FBOs before for render-to-texture. I'll take a look at PBOs. No problem. There's also the osg::ImageStream class. It's subclassed in the ffmpeg plugin and used in the osgmovie example for streaming movies to texture. If you've got an image strea

Re: [osg-users] Rapidly updating texture data

2010-02-25 Thread Ben Cain
Thanks Jason. I've used FBOs before for render-to-texture. I'll take a look at PBOs. On Thu, Feb 25, 2010 at 3:05 PM, Jason Daly wrote: > > You might try using PBOs (pixel buffer objects).  I think the > osgscreencapture example shows them in action. > __

Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-25 Thread Allen Saucier
Ok, I have a partial solution :):) > > Environment Tab: > Linux Set your LD_LIBRARY_PATH to: > > ${workspace_loc}/libosgvp/libjni-osgvp/target/target_cmake/lib:/home/your_username/.depman/lib > > > For windows XP your PATH must point to (pay attention to word "bin"): > > ${workspace_loc}

Re: [osg-users] Rapidly updating texture data

2010-02-25 Thread Jason Daly
Ben Cain wrote: Hello, Is there a way to repeatedly/efficiently update an OSG texture's data ... for example imagery data that is being updating in system memory (e.g. from a sensor capture device). I've tried updating an OSG texture using texture2D->setImage(data) ... but it is very slow. Aga

[osg-users] Rapidly updating texture data

2010-02-25 Thread Ben Cain
Hello, Is there a way to repeatedly/efficiently update an OSG texture's data ... for example imagery data that is being updating in system memory (e.g. from a sensor capture device). I've tried updating an OSG texture using texture2D->setImage(data) ... but it is very slow. Again, the image data

Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-25 Thread D.J. Caldwell
Maybe slightly off topic, but somewhat related: boost is currently experimenting/working on a cmake build alternative for their system. Perhaps this could help (confirm) your setup(s)? Keep us all posted on the 64bit front... Thanks... D.J. On Thu, Feb 25, 2010 at 4:19 AM, Morné Pistorius wrot

Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Garrett Cope
Hi Cedric, My data is not in a natively supported format, so it probably wouldn't do much good for me to send it to you. It will probably take me longer to decouple that section from the app than it is worth, so I will just try and debug it further and let you know what I find. I'm just lookin

Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-25 Thread D.J. Caldwell
Sorry; what I meant was, boost is experimenting using cmake to build boost, as an alternative to their boost build system. Hope this helps... D.J. On Thu, Feb 25, 2010 at 1:46 PM, D.J. Caldwell wrote: > Maybe slightly off topic, but somewhat related: boost is currently > experimenting/working o

Re: [osg-users] Collada Plugin problem with SketchUpexported models...

2010-02-25 Thread Michael Platings
I had a quick look at your submission, it looks like you have had a good go at fixing the (my :-) ) transparency mess! So I won't submit any fixes. Any chance you can give me a heads up on your thinking behind "getTransparencyCounts", I am puzzled by it! Certainly - some files use a transparency

Re: [osg-users] Shader composition

2010-02-25 Thread Chris 'Xenon' Hanson
On 2/25/2010 2:02 AM, Robert Osfield wrote: > If someone wants to help fund my efforts on shader composition then feel > free :-) I'll find out where they stand on it. > Robert. -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now

Re: [osg-users] freetype fonts on Windows...

2010-02-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All, Thanks for all your help. Given the suggestions, we were able to track down the problem. It was a mix up between using the Release version vs. the Debug version of the freetype lib. The suggestion of using "OSG Notify" was very helpful for tracking the problem down. Thanks again. -Shayne --

Re: [osg-users] Collada Plugin problem with SketchUp exported models...

2010-02-25 Thread Roger James
On 25/02/2010 09:42, Michael Platings wrote: Hi Alessandro, please see my email to osg-submissions on 11th Feb, "[osg-submissions] DAE Animation". This contains many fixes and improvements to the DAE plugin, including handling transparency correctly. Michael, I had a quick look at your submis

Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Cedric Pinson
Hi Jamie, If you can send me your data or a sample file that reproduce the problem, i guess i could have look / test it. About the way to setup it, it can be complicate depending on your pipeline, I provided a very simple shaders as example but you will have to adapt them for your case. I can ju

Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-25 Thread Robert Osfield
Hi Garrett, On Thu, Feb 25, 2010 at 3:14 PM, Garrett Cope < garrett.cope@simcen.usuhs.edu> wrote: > Yes, I experienced the same issue using example data files as well > (cow.osg). > > I'd be glad to help track down the root issue. What do you need from me? > A guide to the simplicity way to

Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Garrett Cope
Hi Cedric, As it is right now the code is part of a larger plugin, so it's not exactly a small example. I'll try to put something smaller together. Generally speaking though, should it work to use the RigGeometry setup in the software skinning example and just add the RigTransformImplementation

Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-25 Thread Garrett Cope
Hi Robert, Yes, I experienced the same issue using example data files as well (cow.osg). I'd be glad to help track down the root issue. What do you need from me? Cheers, Garrett -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24861#24861 ___

Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Cedric Pinson
Hi Jamie, I would be happy to have a look at your files, hardware skinning is really young and i would be glad to make it more robust. Could you provide a small example that i could test ? Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mai

Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-25 Thread Robert Osfield
Hi Garret, Are you able to reproduce the problem with any of the OSG examples? It would be very useful for us to be able to recreate the problem and get to the bottom of it. You suggestion about changing RenderStage.cpp to fix things for your app suggests a problem elsewhere, or a regression in

[osg-users] [osgPlugins] osgAnimation hardware skinning

2010-02-25 Thread Garrett Cope
Hi, I'm looking for a clarification from Cedric (or anyone else experienced with osgAnimation) on the correct way to set up the data structures for the hardware skinning implementation. Integrating the hardware skinning example with my code works fine with example files like nathan.osg or any

Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-02-25 Thread Garrett Cope
Paul, Don't need anybody to debug my code - just thought I would ping the community and see if anybody had encountered a similar issue with migration. For future reference, the issue was the 'glReadBuffer(_readBuffer);' call on line 907 of RenderStage.cpp being called with a null buffer. I adde

Re: [osg-users] [osgPPU] FFT users?

2010-02-25 Thread josselin . petit
Hi Art, Hi Jason, Ok thanks for your answer, I will try with CUDA so. Cheers, Josselin. This message was sent using IMP, the Internet Messaging Program. ___ osg-users mailing list osg

Re: [osg-users] Shader program crash

2010-02-25 Thread Andrzej Piatek
Yes i know, but always VS points me, where or which was not allocated variable, this time it points me no where. When i disassembly it i get only blank code in this location. 2010/2/25 J.P. Delport > Hi, > > AFAIK you get the cdcdcd pattern in VS when trying to read memory that was > not allocat

Re: [osg-users] Shader program crash

2010-02-25 Thread J.P. Delport
Hi, AFAIK you get the cdcdcd pattern in VS when trying to read memory that was not allocated. Check that you are not deleting data or pointing to invalid data. jp Andrzej Piatek wrote: Hi, I have got problems with shader, my code to create working shader : { (declarations) (...) vert

Re: [osg-users] Shader composition

2010-02-25 Thread Wojciech Lewandowski
Hi Everybody, I am also deply interested in the topic ;-). Current VirtualProgram implementation does not complie and relink shaders and programs each time they are applied. They are only generated and linked when certain new mix of shaders is encounterd in VirtualProgram::apply and used for t

[osg-users] Shader program crash

2010-02-25 Thread Andrzej Piatek
Hi, I have got problems with shader, my code to create working shader : { (declarations) (...) vertexShader = new osg::Shader(osg::Shader::VERTEX); fragmentShader = new osg::Shader(osg::Shader::FRAGMENT); vertexShader->loadShaderSourceFromFile("sphere.vert"); fragmentShader->loa

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Mathieu MARACHE
We will have to wait github's import to be formal, but the following article gives some good scales : http://www.contextualdevelopment.com/logbook/git/large-projects I extracted some parts to illustrate : repository sizes for 15 years of FreeBSD's history CVS1.7 GBSVN3.9 GBGit511 MB Working copy C

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Tim Moore
On Thu, Feb 25, 2010 at 10:51 AM, Jose Luis Hidalgo < joseluis.hida...@gmail.com> wrote: > Hi Tim, > > >> o What is the situation with importing histories from svn? > >> > > Speaking for git, the "git svn" works very well for maintaining a local > git > > repository that corresponds to a remote

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Tim Moore
On Thu, Feb 25, 2010 at 11:19 AM, Robert Osfield wrote: > Hi All, > > And another little thought that we might be able to improve up when > migrating to a new DVCS, - authors of changes. Right now I do a "From > FirstName SecondName, details" in all submissions, then use osgversions -R > ChangeLo

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Tim Moore
On Thu, Feb 25, 2010 at 11:03 AM, Robert Osfield wrote: > Hi All, > > Another little questions with more experience with git/mercurial - how big > does is local repository that users would have on their machines? I presume > it'll be larger than a typically svn check out. > > Robert. > > > Actual

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Robert Osfield
Hi All, And another little thought that we might be able to improve up when migrating to a new DVCS, - authors of changes. Right now I do a "From FirstName SecondName, details" in all submissions, then use osgversions -R ChangeLog to parse out the authors, and make any typo corrections made to Fi

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Robert Osfield
Hi All, Another little questions with more experience with git/mercurial - how big does is local repository that users would have on their machines? I presume it'll be larger than a typically svn check out. Robert. ___ osg-users mailing list osg-users@

Re: [osg-users] Shader composition

2010-02-25 Thread Robert Osfield
Hi Lilith, On Thu, Feb 25, 2010 at 9:12 AM, Lilith Bryant wrote: > I highly suggest you do some benchmarking on shader compiling/link times. > We > investigated this a couple of years ago, and found that we couldn't avoid > an > output glitch (due to compile/link time) whenever we needed a new

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Jose Luis Hidalgo
Hi Tim, >>   o What is the situation with importing histories from svn? >> > Speaking for git, the "git svn" works very well for maintaining a local git > repository that corresponds to a remote SVN repository. If you ever decided > that you wanted to "flip the switch," this git repository could b

Re: [osg-users] Collada Plugin problem with SketchUp exported models...

2010-02-25 Thread Michael Platings
Hi Alessandro, please see my email to osg-submissions on 11th Feb, "[osg-submissions] DAE Animation". This contains many fixes and improvements to the DAE plugin, including handling transparency correctly. ___ osg-users mailing list osg-users@lists.opensc

Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-25 Thread Morné Pistorius
Excellent news! Thank you, that will be really helpful! Regards, Morne On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman wrote: > I managed to build what I need in 64bit. > My take on it was to cmakeify them all. > Collada, boost (only  libsystem, libfilesystem), (jpeg, png and zlib was > alredy

Re: [osg-users] Shader composition

2010-02-25 Thread Lilith Bryant
Robert, Chris, et al, I highly suggest you do some benchmarking on shader compiling/link times. We investigated this a couple of years ago, and found that we couldn't avoid an output glitch (due to compile/link time) whenever we needed a new shader. GL Drivers may well have improved since then

Re: [osg-users] Shader composition

2010-02-25 Thread Robert Osfield
Hi Chris, My plan is still to tackle the shader composition prior to 3.0. I haven't had a chance to make any more progress on it this yet as I've been hunkered down with merging submissions/bug fixes/refactors of problematic parts of the OSG. To tackle shader composition I really need to hide my

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Mathieu MARACHE
Hi, Just a follow-up on http://github.com . PragProgs have a nice screencast that shows github in action : http://pragprog.com/screencasts/v-scgithub/insider-guide-to-github The first five minutes are a showcase of the fancy stuff but then it explains how to realliy use it. Nice to watch. The fir

Re: [osg-users] Improving the OpenSceneGraph project efficiency and balance

2010-02-25 Thread Wang Rui
Hi Robert and all, This is a really interesting topic. I haven't read all the posts yet, so please forgive me if my thoughts were already suggested. 2010/2/25 Robert Osfield : >   o No ones added there name to list of volunteers yet: I'd like to take care of the serialization parts and the osgt/