Re: [osg-users] AutoTransform

2010-04-08 Thread John Vidar Larring
Hi Sunil, I would like to know as to what is the difference between /ROTATE_TO_SCREEN/ /ROTATE_TO_CAMERA/ in the AutoTransform class. ROTATE_TO_SCREEN will rotate the sub-graph to face the view plane, while ROTATE_TO_CAMERA will rotate the sub-graph to face the camera's eye point. Check

Re: [osg-users] Render to texture (ping pong) - textures cleared after 2 iterations

2010-04-08 Thread J.P. Delport
Hi, I think the problem is the multiple attach calls on the camera. You have to somehow clear the previous attachments and it's a bit tricky at the moment, you have to mess with RenderStage. See here: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/54990/focus=55025 rgds jp

Re: [osg-users] :) Video Capture Handler for osg::View

2010-04-08 Thread J.P. Delport
Hi, On 08/04/10 03:41, David Glenn wrote: mgb_osg wrote: Easiest way is probably just to write N jpegs named image000.jpg to imageN.jpg and then use virtualdub to convert them into a movie in whatever format you want. Since I'm using Linux, I'm thinking of using somthing like ffmpeg (that

Re: [osg-users] Ray intersection with ellipsoid model

2010-04-08 Thread John Vidar Larring
Hi Luc, I'd like to compute the intersection between a ray and an ellipsoid model object. I think that the best idea will be to compute the 4x4 transformation that distorts a sphere into the ellipsoid model. However, I wonder how can I extract this matrix from the ellipsoid model ? I've

Re: [osg-users] Fwd: Re: Color array optimization

2010-04-08 Thread Vincent Bourdier
Hi, Thanks for your answers, I just made it and it runs well. Regards, Vincent. Le 07/04/2010 20:45, Jason Daly a écrit : Ulrich Hertlein wrote: Hi Tim, On 7/04/10 15:12 , Tim Moore wrote: osg::Optimizer attempts to optimize for performance, not memory. The optimization

[osg-users] Why can't I been added in user email list?

2010-04-08 Thread Rogerz Li
Hi, I subscribed the applicant for several times. But still not get any reply, even the confirming email. What's wrong here? Thank you! Cheers, Rogerz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26539#26539

Re: [osg-users] Render to texture (ping pong) - textures cleared after 2 iterations

2010-04-08 Thread J.P. Delport
Hi, On 08/04/10 08:46, J.P. Delport wrote: Hi, I think the problem is the multiple attach calls on the camera. You have to somehow clear the previous attachments and it's a bit tricky at the moment, you have to mess with RenderStage. See here:

Re: [osg-users] Ray intersection with ellipsoid model

2010-04-08 Thread Luc Claustres
Hi, Thanks for your reply, as you said I used this simple method that worked great. However I did not know about the raySphereIntersect() method in OSG so I will update my code instead of reinventing the wheel... Cheers, Luc -- Read this topic online here:

Re: [osg-users] Ray intersection with ellipsoid model

2010-04-08 Thread John Vidar Larring
Hi Luc, Just to clarify, the raySphereIntersect method I referred to is _not_ in OSG, it is just our own implementation of: http://en.wikipedia.org/wiki/Line%E2%80%93sphere_intersection You'll find a number of implementation example when googling:) Best regards, John Luc Claustres wrote:

Re: [osg-users] Static linking with user pulgins AND dynamic OSG?

2010-04-08 Thread Sukender
Hi Laurens, Many thanks for the examples and the modified readers. I don't have time to browse it right now but I will soon. Well, USE_OSGPLUGIN() in Main.cpp causes linker to complain about duplicated symbols (inline methods in osgDB). I think this is because the compiler can silently refuse

Re: [osg-users] Why can't I been added in user email list?

2010-04-08 Thread Robert Osfield
HI Rogerz, On Thu, Apr 8, 2010 at 3:20 AM, Rogerz Li myth0...@163.com wrote: I subscribed the applicant for several times. But still not get any reply, even the confirming email. What's wrong here? This message got through... so it seems to be working. Perhaps there is mail issue at your

Re: [osg-users] PagedLOD

2010-04-08 Thread Robert Osfield
Hi Vincent, On Wed, Apr 7, 2010 at 4:24 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: I would like to be sure they won't be loaded and that the High level will be. How can I do that ? PagedLOD is designed to have keep the lowest level of detail nodes in memory and expiry the high

Re: [osg-users] Color array optimization

2010-04-08 Thread Robert Osfield
HI Martin, On Wed, Apr 7, 2010 at 9:27 PM, Martin Beckett m...@mgbeckett.com wrote: Don't know if it applies to OSG, but a common speedup with OpenGL used to be to sort by vertex color so you draw all the vertex of the same color at once. Was this in the glBegin/glEnd days? That might be

Re: [osg-users] Why can't I been added in user email list?

2010-04-08 Thread Rogerz Li
Hi, Yeah! I posted the last message by forum, it is transfered automatically to email list. The problem is I can't recieve any message by email from user lists. Thank you! Cheers, Rogerz -- Read this topic online here:

Re: [osg-users] PagedLOD

2010-04-08 Thread Vincent Bourdier
Hi Robert, I know that I am fighting with PagedLOD default behavior. The default behavior is very good in 80% of the use case, and for the last 20%, I just need to make PagedLOD nodes only manage the higher level, and if possible release the Low-level to save some memory... So with my

Re: [osg-users] Why can't I been added in user email list?

2010-04-08 Thread Robert Osfield
HI Rogerz, On Thu, Apr 8, 2010 at 9:55 AM, Rogerz Li myth0...@163.com wrote: Yeah! I posted the last message by forum, it is transfered automatically to email list. The problem is I can't recieve any message by email from user lists. You need to subscribe to the osg-users mailing list if

Re: [osg-users] PagedLOD

2010-04-08 Thread Robert Osfield
Hi Vincent, I don't really know where to start as it does sound like to me you are trying to do something that I would see as inappropriate for a real-time application. It's like you're trying to re-direct a river back up a mountain and expecting it to flow back up-hill. Now if you really think

Re: [osg-users] [vpb] binaries of osgDem

2010-04-08 Thread issam boughanmi
ok now i am really sure about my osg and vpb builder version/paths osg : 2.8.2 vpb : 0.9.10 i have generated the visual studio 2008 solution with cmake 2.64 but when building the vpb.dll it seem that the dataset header file reference osgdb/databaserevision which only exists in newer version

Re: [osg-users] PagedLOD

2010-04-08 Thread Vincent Bourdier
Hi Robert, Thanks for your answer, I understand that I'm not using PagedLOD for what they are made for... So I'll make some test by my side. Thanks. Regards, Vincent. Le 08/04/2010 11:14, Robert Osfield a écrit : Hi Vincent, I don't really know where to start as it does sound like to

Re: [osg-users] Why can't I been added in user email list?

2010-04-08 Thread Rogerz Li
Hi, Robert Actually, I have subscribed to the mail list for several times. didnt got any confirming email until now... ... Thank you! Cheers, Rogerz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26563#26563

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Robert Osfield
Hi Jesper, Adding/removing node/drawables/stateset from the scene graph is not something I would recommend users do for toggling the visibility of items. The best way is to decorate the subraphs with an osg::Switch node, or use the osg::Node::set/getNodeMask(uint) setting it to 0x0 and

[osg-users] [osgPlugins] FBX Plugin

2010-04-08 Thread Stephane Dumon
Hi, i am developing a soft with some animated characters. To animate these one, i created them on Maya and export it in .FBX format to keep movement notions. Then I import these models into a viewer and i got some problem - no movement at all. Is it normal? Is anybody else has the same problem?

Re: [osg-users] [osgPlugins] FBX Plugin

2010-04-08 Thread Roland Smeenk
Hi Stephane, are you using osgviewer or osganimationviewer to view the animations? Only osganimationviewer allows you to start playing animations. -- Roland -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26568#26568

Re: [osg-users] [osgPlugins] FBX Plugin

2010-04-08 Thread Stephane Dumon
I am using an osgViewer to see all the scene elements and the animated characters. Could the osgAnimationViewer can render statics elements and animated ones? ... Thank you! Cheers, Stephane -- Read this topic online here:

Re: [osg-users] Static linking with user pulgins AND dynamic OSG?

2010-04-08 Thread Laurens Voerman
Hi Sukender, I still think that it should work, and the problems you discribe sound like you have different #defines for the plugin and the main executable, possibly caused by different include path (or order in the include path). Possibly different compiler settings (esp. C/C++-Code

Re: [osg-users] AutoTransform

2010-04-08 Thread Sunil S Nandihalli
Thanks John, I had run the example before .. but after you told me the difference .. I could figure out the difference in the output... Sunil. On Thu, Apr 8, 2010 at 11:39 AM, John Vidar Larring larr...@weatherone.tvwrote: Hi Sunil, I would like to know as to what is the difference

Re: [osg-users] Why can't I been added in user email list?

2010-04-08 Thread Rogerz Li
Hi, Robert Thanks for reply. I figure it out now! My 126.com email can't receive message from mailing list server. But my gmail email is ok. Thank you! Cheers, Rogerz -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26575#26575

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Jesper D. Thomsen
Hi again, thank you very much for your insight. I have now tried using nodemasks to hide inactive objects by applying nodemasks to their transforms. However, my primary problem remains. I see a massive speedup in general drawing speed, but the picker still finds geodes in empty spots on the

Re: [osg-users] 2.8.3 released!

2010-04-08 Thread Christian Buchner
Hi all -- The OSG v2.8.3 final release has just been tagged. Would it make sense to update the online reference documentation to 2.8.3, considering the API changes to osgAnimation? http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/ Christian

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Martin Beckett
The event picker doesn't take a nodemask to traverse like the nodevisitor, so it returns all hits - visible or not. I made a small mod to the IntersectorVisitor to take a traversal mask and only visit those nodes with it set. It needs a bit of cleaning up to meet OSG standards - I will post it

[osg-users] Non-drawable Drawables

2010-04-08 Thread Martin Beckett
Is it possible to have a drawable that isn't drawn? I have a complex object split into a number of geodes but sharing a common vertex array - this is necessary because some of the meshes combine across objects. But I do need a way of quickly knowing if a particular vertex is in a certain

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Jean-Sébastien Guay
Hi Martin, The event picker doesn't take a nodemask to traverse like the nodevisitor, so it returns all hits - visible or not. I made a small mod to the IntersectorVisitor to take a traversal mask and only visit those nodes with it set. It needs a bit of cleaning up to meet OSG standards - I

Re: [osg-users] Non-drawable Drawables

2010-04-08 Thread Tim Moore
On Thu, Apr 8, 2010 at 3:40 PM, Martin Beckett m...@mgbeckett.com wrote: Is it possible to have a drawable that isn't drawn? You could subclass Geometry ( I presume that's what you're actually using), but... I have a complex object split into a number of geodes but sharing a common vertex

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Martin Beckett
But there didn't seem to be any code inside the intersector to act on the traversal mask. I added to: Code: bool IntersectorGroup::enter(const osg::Node node) { if ( !(node.getNodeMask() _traversalMask) ) return false; . Martin -- Read this topic online here:

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Jean-Sébastien Guay
Hello Martin, But there didn't seem to be any code inside the intersector to act on the traversal mask. Again, since IntersectionVisitor is a NodeVisitor, the traversal will implicitly call NodeVisitor::traverse(node), which calls either Node::ascend(nv) or Node::traverse(nv), which for

Re: [osg-users] OSGExplore

2010-04-08 Thread Biron, Patrick D. (LARC-E402)[ANALYTICAL MECHANICS ASSOCIATES INC]
Hello, I haven't heard any input from anyone interested in checking out OSGExplore. I realized that I have not provided an executable of the application, so I added a windows executable (and the necessary DLL's for the application to run) to the OSGExplore sourceforge site (rather than leaving

Re: [osg-users] Non-drawable Drawables

2010-04-08 Thread Martin Beckett
Tim Moore wrote: You could subclass Geometry ( I presume that's what you're actually using), but... Trouble is that then I have a non-osg model so I need custom load/save etc I presume you mean that the common vertex array(s) is shared among several Geometry objects, which are the

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Jason Daly
Jesper D. Thomsen wrote: Hi again, thank you very much for your insight. I have now tried using nodemasks to hide inactive objects by applying nodemasks to their transforms. However, my primary problem remains. I see a massive speedup in general drawing speed, but the picker still finds

Re: [osg-users] Non-drawable Drawables

2010-04-08 Thread Tim Moore
On Thu, Apr 8, 2010 at 5:01 PM, Martin Beckett m...@mgbeckett.com wrote: Tim Moore wrote: I presume you mean that the common vertex array(s) is shared among several Geometry objects, which are the children of Geodes? Also shared between several geodes (all under a group object) because I

Re: [osg-users] OSGExplore

2010-04-08 Thread Paul Martz
Biron, Patrick D. (LARC-E402)[ANALYTICAL MECHANICS ASSOCIATES INC] wrote: Hello, I haven’t heard any input from anyone interested in checking out OSGExplore. I realized that I have not provided an executable of the application, so I added a windows executable (and the necessary DLL’s for

Re: [osg-users] Non-drawable Drawables

2010-04-08 Thread Martin Beckett
Tim Moore wrote: PrimitiveSet::getNumIndices() returns the number of vertices in the PrimitiveSet. PrimitiveSet::index() returns the actual index of vertex n in the vertex arrays. Thanks that's what I was missing - I could only find a way of getting the number of elements - which if they

Re: [osg-users] OSGExplore

2010-04-08 Thread Jean-Sébastien Guay
Hello Patrick, The binaries will definitely help people check your program out, as the dependencies might have turned off people from compiling it. Also: Also, the application is hosted on sourceforge. You mentioned this but never provided an explicit link, which might contribute to the

[osg-users] Sliding / Scrolling Textures

2010-04-08 Thread Frank Sullivan
Hi, I am just trying to implement some sliding textures for things like waterfalls and what have you. I figure that the best way to do this is to modify the texture matrix. So, if I want to slide a texture in the U direction by 0.1 units, I would use a texture matrix that looks like this:

Re: [osg-users] Sliding / Scrolling Textures

2010-04-08 Thread Jean-Sébastien Guay
Hi Frank, I am just trying to implement some sliding textures for things like waterfalls and what have you. I figure that the best way to do this is to modify the texture matrix. Yes, you've got the theory right, let's see about the practice: // ... stateSet-setTextureAttribute(0,

Re: [osg-users] Sliding / Scrolling Textures

2010-04-08 Thread Frank Sullivan
Skylark wrote: Hope this helps It sure did! Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26594#26594 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] [osgPPU] dynamic of the pipeline

2010-04-08 Thread Allen Saucier
Hi, does anyone know if it is possible to setup a pipeline such that I may turn on and turn off a blurring effect during runtime? For example: camera-setViewport(new osg::Viewport(0,0,windowWidth,windowHeight)); camera-attach(osg::Camera::COLOR_BUFFER0, textureView);

Re: [osg-users] [osgPPU] dynamic of the pipeline

2010-04-08 Thread Harash Sharma
Hi Allen, One reasonably simple technique would be to handle this in the shader itself. Keep a Flag in the shader. If the Flag is set, perform convolution to compute the O/P pixel color. Otherwise simply set the output pixel color from the Incoming texture pixel. Another Way: The One you are

Re: [osg-users] [osgPPU] dynamic of the pipeline

2010-04-08 Thread Allen Saucier
Hi, Thank you Harash. Another Way: The One you are using Keep a UnitInOut parallel to your blurring channel. In the shader for his unit, just pass the Input to the output. Connect the O/P of both to the UnitOut. Enable node mask of the preferred channel as per requirement. Do you

Re: [osg-users] Threading Models

2010-04-08 Thread Paul Palumbo
paul1492 wrote: Where do I find information on the various threading models of OSG? I'm using OSG 2.6 and have a custom CullVisitor which handles processing of a custom node. What can I do within a CullVisitor? Does it need to be thread safe? Can I update a texture or MatrixTransform

Re: [osg-users] Non-drawable Drawables

2010-04-08 Thread Martin Beckett
Tim Moore wrote: PrimitiveSet::getNumIndices() returns the number of vertices in the PrimitiveSet. PrimitiveSet::index() returns the actual index of vertex n in the vertex arrays. Sorry - looks like I was a little premature, getNumIndices() returns the number of triangles, just the same

[osg-users] CompositeViewer and multiple QGLWidgets

2010-04-08 Thread Ben Cain
Can osgViewer::CompositeViewer be used to manage views in different QGLWidgets? I'm trying to develop an application with a CAD-like interface ... showing multiple views of the same scene (e.g. MDI look-and-feel). In this case, the context is to be shared across all the views ... referencing

Re: [osg-users] :) Video Capture Handler for osg::View

2010-04-08 Thread David Glenn
Hi J.P. Delport! Yea, what ever works the fastest. Actualy I have a way to control the osg::Viewer frame rate right now. I have to have it in order to give some of my cpu time over to the QT side of my app. Otherwise QT starts doing some funky things - like flakey file dialog boxes that hang!

Re: [osg-users] Threading Models

2010-04-08 Thread Jason Daly
Paul Palumbo wrote: Any help would be appreciated. I've been fighting with this for many weeks now and getting nowhere. I also have a real-time application (using RedHawk Linux) which is doing other things besides OSG stuff. I tried to shield and set the affinity of my other processes but

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-08 Thread Martin Beckett
Haven't tried composite view but i use multiple OSGWidgets with QDockWidgets to make an MDI app The nice thing about dockwidgets is that you can move them outside the app and so use multiple monitors effectively. Martin This is how I

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-08 Thread Jean-Sébastien Guay
Hi Ben, Can osgViewer::CompositeViewer be used to manage views in different QGLWidgets? We use osgViewer::CompositeViewer with multiple instances of a widget similar to QOSGWidget (see the osgViewerQT example) to do what you're talking about. We can either split one widget into 1x1, 1x2,

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-08 Thread Ben Cain
Guys, much thanks for the inputs! I am getting very confused with shared context using Qt and OSG. I've done this many times over the years with straight OpenGL ... just too stupid tonight to figure out what I'm messing up. BTW, I've been using the OSGAdapterWidget ... trying to specify