Re: [osg-users] Strategy for selecting from a large set of objects?

2010-05-20 Thread Robert Osfield
Hi Colin, On Wed, May 19, 2010 at 10:13 PM, Colin Cochran ccochran...@gmail.com wrote: Actually, I believe the particle.rgb texture is in fact not rendering correctly... Should I be seeing simple colored squares? Or should I see particles that are a little more complex? They should render

Re: [osg-users] Support for glFramebufferTextureEXT ?

2010-05-20 Thread Robert Osfield
HI Fred, I would like to use the glFramebufferTextureEXT function introduced in the EXT_geometry_shader4 extension. My need is to control the layer of the 3D texture target with the gl_Layer variable present in geometry shaders. For the moment, I hacked the FrameBufferObject sources to

Re: [osg-users] Support for glFramebufferTextureEXT ?

2010-05-20 Thread Frederic Bouvier
Hi Robert, - Robert Osfield a écrit : HI Fred, I would like to use the glFramebufferTextureEXT function introduced in the EXT_geometry_shader4 extension. My need is to control the layer of the 3D texture target with the gl_Layer variable present in geometry shaders. For the moment, I

[osg-users] using a shader to render vpb terrains

2010-05-20 Thread Alex Andel
Hi, I was wondering if there is a way to use a shader to render a VPB created terrain. I need to perform some per pixel effects and post processing on the terrain texture and have full control of the the terrain rendering pipeline. . Thank you! Cheers, neshume -- Read this

Re: [osg-users] using a shader to render vpb terrains

2010-05-20 Thread Robert Osfield
Hi Neshume, On Tue, May 18, 2010 at 10:50 PM, Alex Andel nesh...@gmail.com wrote: I was wondering if there is a way to use a shader to render a VPB created terrain. I need to perform some per pixel effects and post processing on the terrain texture and have full control of the the terrain

Re: [osg-users] Projection of arbitary geometry to mesh

2010-05-20 Thread Sumit Pandey
Try to use overlay node. It might be helpful for your purpose. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vladimir Karmisin Sent: Wednesday, May 19, 2010 18:55 To: osg-users@lists.openscenegraph.org

Re: [osg-users] Projection of arbitary geometry to mesh

2010-05-20 Thread Trajce (Nick) Nikolov
I dont think overlay will hellp. Looks like he need to integrate the airport into the terrain. This is task for terrain generation tool -Nick On Thu, May 20, 2010 at 1:07 PM, Sumit Pandey sum...@darshan3d.com wrote: Try to use overlay node. It might be helpful for your purpose.

[osg-users] Frame rate in OpenSceneGraph

2010-05-20 Thread lucie lemonnier
Hi, I want to know if there is a limit in frame rate in OpenSceneGraph because when I run a simple application (ex : osgviewer cow.osg), the frame rate never exceeds 60 fps. Thank you! Cheers, lucie -- Read this topic online here:

Re: [osg-users] Frame rate in OpenSceneGraph

2010-05-20 Thread Todd J. Furlong
Lucie, If your computer is syncing to vblank, then frame rate will never exceed your monitor refresh rate. -Todd On 5/20/2010 9:10 AM, lucie lemonnier wrote: Hi, I want to know if there is a limit in frame rate in OpenSceneGraph because when I run a simple application (ex : osgviewer

Re: [osg-users] Frame rate in OpenSceneGraph

2010-05-20 Thread Vincent Bourdier
Hi Lucie, The 60Hz frame rate limitation is due to the graphic-card pilot vertical synchronization. Disable the vertical Sync. and the Frame rate displayed will be the real one. Regards, Vincent. Le 20/05/2010 15:10, lucie lemonnier a écrit : Hi, I want to know if there is a limit in

Re: [osg-users] Follow a node in 3d scene

2010-05-20 Thread Trajce (Nick) Nikolov
Hi Sanat, this is very trivial. Post your whole code I will have a look -Nick On Thu, May 20, 2010 at 1:06 AM, Sanat Talmaki sanat.sch...@gmail.comwrote: Hi Nick, I tried following your lead but I think I'm doing something wrong as I can see only a blank screen. Here's my code for that

Re: [osg-users] Follow a node in 3d scene

2010-05-20 Thread Trajce (Nick) Nikolov
ok .. from the snippet here is what you have to do: // Get the camera position osg::Vec3 cameraEye; osg::Vec3 cameraCenter; osg::Vec3 cameraUp; viewer.getCamera()-getViewMatrixAsLookAt(cameraEye,cameraCenter,cameraUp); // Set the camera to look from its current position to the PAT position

[osg-users] Problem on Scaling with TrackBall Manipulator using Orthographic Projection

2010-05-20 Thread Nitin Rangari
Hi all, I am trying to use TrackBallManipulator with Orthographic Projection but When i try to Zoom its not Working. Thank you, cheers, Nitin ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Frame rate in OpenSceneGraph

2010-05-20 Thread lucie lemonnier
Hi, Ok, Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28070#28070 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Follow a node in 3d scene

2010-05-20 Thread Sanat Talmaki
Hi Nick, Thanks for your reply. I tried to make those changes but I still can only see a blank screen in my viewer window. I didn't try the update callback yet as I wanted to at least get the camera view into the scene right for a start. So here's what I did: //Setting up the Viewer

Re: [osg-users] Follow a node in 3d scene

2010-05-20 Thread Trajce (Nick) Nikolov
try not setting the Camera (viewer.setCamera(yourCamera) .. trhe viewer already has a camera with proper setup -Nick On Thu, May 20, 2010 at 4:30 PM, Sanat Talmaki sanat.sch...@gmail.comwrote: Hi Nick, Thanks for your reply. I tried to make those changes but I still can only see a blank

Re: [osg-users] Strategy for selecting from a large set of objects?

2010-05-20 Thread Colin Cochran
Hi Robert, Understood. For what it's worth, GL ES support in OSG has been very nice and is scaling very well. I'll look into the point sprites. Thank you! Cheers, Colin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28073#28073

Re: [osg-users] Strategy for selecting from a large set of objects?

2010-05-20 Thread Robert Osfield
Hi Colin, On Thu, May 20, 2010 at 4:23 PM, Colin Cochran ccochran...@gmail.com wrote: Understood. For what it's worth, GL ES support in OSG has been very nice and is scaling very well. Good to hear. I'm curious how you are deploying the OSG in conjunction with GLES, what

Re: [osg-users] Follow a node in 3d scene

2010-05-20 Thread Sanat Talmaki
Hi Nick, yes that helped. I can see the scene now. I haven't figured out the callback part so I looked at the quickstart guide to understand what you were trying to do with the update callback class for the camera node but I couldn't find it there. Can you tell me where I can look to

[osg-users] logo plugin how to use it from command line and programmatically

2010-05-20 Thread Michele Fiorentino
Dear osg-users, I am pretty new to this platform. I would like to know how to use the .logo plugin to show a semi transparent logo of my lab in a corner programmatically (using command line arguments could be useful too). As far as I have seen there is no documentation about. Thanks,

Re: [osg-users] logo plugin how to use it from command line and programmatically

2010-05-20 Thread Magnus Kessler
On Thursday 20 May 2010 17:00:55 Michele Fiorentino wrote: Dear osg-users, I am pretty new to this platform. I would like to know how to use the .logo plugin to show a semi transparent logo of my lab in a corner programmatically (using command line arguments could be useful too). As

[osg-users] Possible issue in _computeCorrectBindingsAndArraySizes (2.8.2)

2010-05-20 Thread Andrew Cunningham
Hi, There is some code in the _computeCorrectBindingsAndArraySizes (below) that assumes it is impossible to have numElements==numVertices in the normal array and , for example, be BIND_PER_PRIMITIVE. The code resets to BIND_PER_VERTEX. Consider a series of triangle primitives making a strip

Re: [osg-users] Possible issue in _computeCorrectBindingsAndArraySizes (2.8.2)

2010-05-20 Thread Robert Osfield
Hi Andrew, Yep this sounds like a bug, feel free to work and submit and fix to osg-submissions :-) Robert. On Thu, May 20, 2010 at 5:29 PM, Andrew Cunningham andr...@mac.com wrote: Hi, There is some code in the _computeCorrectBindingsAndArraySizes (below) that assumes it is impossible to

Re: [osg-users] Follow a node in 3d scene

2010-05-20 Thread Trajce (Nick) Nikolov
Hi Sanat, lots of examples of NodeCallbacks. osganimate is one. To understand it think of it as a mechanism to inject your update code in the update traversal by osg -Nick On Thu, May 20, 2010 at 5:36 PM, Sanat Talmaki sanat.sch...@gmail.comwrote: Hi Nick, yes that helped. I can see the

[osg-users] R: logo plugin how to use it from command line and programmatically

2010-05-20 Thread Michele Fiorentino
Thanks Magnus Kessler, if I run osgviewer with arguments (picture is a renamed png) vr3lab.logo cow.osg I get this: Warning: Could not find plugin to read objects from file ‰PNG. What's wrong? Thanks

Re: [osg-users] Projection of arbitary geometry to mesh

2010-05-20 Thread Jordi Torres
It rings a bell... I think there was a project called osgTDS. After a googling a couple of minutes I've found this http://andesengineering.com/Projects/TDS/ . But unfortunately it seems to be discontinued... Cheers. 2010/5/20 Trajce (Nick) Nikolov nikolov.tra...@gmail.com I dont think overlay

Re: [osg-users] Follow a node in 3d scene

2010-05-20 Thread Sanat Talmaki
Hi Nick, I looked at the osganimate but in that example the update is done as: xform-setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0)); While in the case of camera we try: //setup the camera update callback to follow node. viewer.getCamera()-setUpdateCallback(new

Re: [osg-users] Follow a node in 3d scene

2010-05-20 Thread Sanat Talmaki
I tried to implement the apply function as below, most of the examples just had this basic implementation: void CameraFollowMyNodeCallback::apply(osg::Node* node, osg::NodeVisitor* nv) { osg::Camera* camera = dynamic_castosg::Camera*(node); traverse(camera, nv); // Here you set from the

Re: [osg-users] R: logo plugin how to use it from command line and programmatically

2010-05-20 Thread Magnus Kessler
On Thursday 20 May 2010 18:37:02 Michele Fiorentino wrote: Thanks Magnus Kessler, if I run osgviewer with arguments (picture is a renamed png) vr3lab.logo cow.osg I get this: Warning: Could not find plugin to read objects from file ‰PNG. What's wrong? Well, a logo file is not a

[osg-users] R: R: logo plugin how to use it from command line and programmatically

2010-05-20 Thread Michele Fiorentino
Now it works! thanks Magnus p.s. please it's possible do document this somewhere in the code?? Thanks --- - Michele Fiorentino, DdR, Professore Aggregato, Politecnico di Bari Dipartimento di Ingegneria

[osg-users] Software vs Hardware

2010-05-20 Thread Emilie Deschamps
Hi, I would like to have some information about RigTransformSoftware and RigTransformHardware, in osgAnimation. What are the main differences and when is it good to use one versus the other !? Thank you! Emilie -- Read this topic online here:

Re: [osg-users] Follow a node in 3d scene

2010-05-20 Thread Trajce (Nick) Nikolov
apply is called automatically by the internals of osg, you dont have to call it. In your camera apply you have to set the view matrix of the camera. like virtual void apply(osg::Node* node, osg::NodeVisitor* nv) { osg::Camera* camera = dynamic_castosg::Camera*(node); osg::Vec3 eye;

Re: [osg-users] Follow a node in 3d scene

2010-05-20 Thread Trajce (Nick) Nikolov
so everytime the keyboardhandler is called, the camera matrix is updated through this function ? not really, this apply method is called on update traversal of the scenegraph. the keyboard handler is updating your objects -Nick On Thu, May 20, 2010 at 9:49 PM, Trajce (Nick) Nikolov

Re: [osg-users] using a shader to render vpb terrains

2010-05-20 Thread Alex Andel
Hi, I have tried that with no success... pseudo: node = readNodeFile stateSet = new StateSet stateset-setAttribute(_terrainShader,StateAttribute::OVERRIDE); group = new group group-addChild(node) group-setStateSet(stateSet)... _rootOfScene - addChild(group) and still the terrain node ...

Re: [osg-users] using a shader to render vpb terrains

2010-05-20 Thread Trajce (Nick) Nikolov
maybe StateAttribute::OVERRIDE|StateAttribute::ON -Nick On Fri, May 21, 2010 at 12:36 AM, Alex Andel nesh...@gmail.com wrote: Hi, I have tried that with no success... pseudo: node = readNodeFile stateSet = new StateSet stateset-setAttribute(_terrainShader,StateAttribute::OVERRIDE);