Re: [osg-users] texture SubloadCallback and TextureObject generating

2010-10-14 Thread Robert Osfield
Hi Thomas, On Thu, Oct 14, 2010 at 9:26 PM, Thomas Hogarth wrote: > Robert, i'll take a look at the new code, but I assume this can be used to > solve my problem of not wanting the object released if the image > demensions are different to the texture dimensions? I don't recall fully understandi

Re: [osg-users] Save texture changes via fragment shader

2010-10-14 Thread J.P. Delport
Hi, On 14/10/10 17:26, Aitor Ardanza wrote: Sorry for my explanation, but my level of English is not very good ... I would need two textures, an original model and a modified one, which are applied to the model. I assume you have the original texture (O) loaded from file. Prerender RTT came

Re: [osg-users] Better debug visualization in Visual Studio

2010-10-14 Thread Torben Dannhauer
Hi Dženan , thanks for this hint, I will try it in VS2008 and report if it works too :) Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32769#32769 ___ osg-users mailing l

[osg-users] Create Cylinder Around Line

2010-10-14 Thread Sanat Talmaki
Hi, I have a number of .ive files that are simple line features. I am trying to create a cylinder around them such that the line is the center of the cylinder. I am not sure how I must go about to do this ? Any pointers will be appreciated. Thanks Sanat. -- Read this topic onl

Re: [osg-users] texture SubloadCallback and TextureObject generating

2010-10-14 Thread Thomas Hogarth
Hi Robert, Mikhail Mikhail thanks for pointing me to this as a solution to my subload problems. Robert, i'll take a look at the new code, but I assume this can be used to solve my problem of not wanting the object released if the image demensions are different to the texture dimensions? Tom

Re: [osg-users] [osgPlugins] use FFmpeg with Visual C++

2010-10-14 Thread Jean-Sébastien Guay
Hello Patrice, I would like to test FFmpeg but i don't find release for VC++. On Windows, FFMpeg compile only with MingGW. I'm not sure it'is compatible with VC++... ?! Yes, the ffmpeg binaries compiled with MinGW work fine with Visual C++, this is what I use. Norman has given you a link t

Re: [osg-users] [osgPlugins] Problem compiling Pulgins-vrml to OSG-2.8.2

2010-10-14 Thread Alexander Moeller
Hi, I'm fairly new with OSG, but it sounds like a missing library for png. I build my system like you except that i downloaded and compiled the necessary third-party-librarys by myself. I followed the same instructions like you and had no problems. The only difference is that i compiled OSG fir

Re: [osg-users] Stencil buffer and FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT

2010-10-14 Thread Fred Smith
This looks like an OSG bug to me. The code is in osg\Texture2D.cpp, in Texture2D::apply. With PACKED_DEPTH_STENCIL_BUFFER, internalFormat should be GL_DEPTH24_STENCIL8_EXT, format should be GL_DEPTH_STENCIL_EXT and type GL_UNSIGNED_INT_24_8_EXT. The current OSG 2.8 code makes this GL_DEPTH_STE

Re: [osg-users] [osgPlugins] use FFmpeg with Visual C++

2010-10-14 Thread Norman Vine
On Oct 14, 2010, at 11:12 AM, Patrice Defond wrote: > Hi, > > I search a plugin to play video with OSG. > I'm working with visual C++. > > I would like to test FFmpeg but i don't find release for VC++. > On Windows, FFMpeg compile only with MingGW. I'm not sure it'is compatible > with VC++...

Re: [osg-users] Camera config file problems

2010-10-14 Thread Robert Osfield
Hi Javier, On Thu, Oct 14, 2010 at 4:06 PM, Javier Taibo wrote: >   Anyway, is it OK to use osgDB::writeObjectFile on the osgViewer::Viewer > object to > create the config file? In theory this is how I'd like it to work - you can serialize in and out the view configuration. This isn't fully imp

[osg-users] [osgPlugins] use FFmpeg with Visual C++

2010-10-14 Thread Patrice Defond
Hi, I search a plugin to play video with OSG. I'm working with visual C++. I would like to test FFmpeg but i don't find release for VC++. On Windows, FFMpeg compile only with MingGW. I'm not sure it'is compatible with VC++... ?! So, do you know where i can find directly FFMpeg librairie ? or if

Re: [osg-users] Save texture changes via fragment shader

2010-10-14 Thread Aitor Ardanza
Sorry for my explanation, but my level of English is not very good ... I would need two textures, an original model and a modified one, which are applied to the model. Thanks for your patience! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewt

Re: [osg-users] Camera config file problems

2010-10-14 Thread Javier Taibo
I have not an extremely deep knowledge of the intricacies of OSG code, but if there is something I can help with, let me know. Anyway, is it OK to use osgDB::writeObjectFile on the osgViewer::Viewer object to create the config file? Best regards, Javier Taibo. On Thu, Oct 14, 2010 at 9:

Re: [osg-users] GraphicsWindowEmbedded

2010-10-14 Thread Robert Osfield
Hi Mo, On Thu, Oct 14, 2010 at 3:39 PM, Mo Flanders wrote: > Is it possible to use the osgwindows example with setUpViewerAsEmbeddedWindow? No, for the viewer to handle multiple windows it has to have the ability to do a makeCurrrent(), relaseContext() and swapBuffers() on the graphics windows/c

Re: [osg-users] texture SubloadCallback and TextureObject generating

2010-10-14 Thread Mikhail I. Izmestev
Hi Robert, On 14.10.2010 17:36, Robert Osfield wrote: I have checked these changes into svn/trunk, modified files also attached. Could you let me know if this works fine at your end. Robert. All is working very well. Thanks Robert. Mikhail. ___ osg

[osg-users] GraphicsWindowEmbedded

2010-10-14 Thread Mo Flanders
Hi, Is it possible to use the osgwindows example with setUpViewerAsEmbeddedWindow? I need two windows one with the depth-buffer and one with the rendered image! And I also want to control the bufferswap by my own! And another question can i use FBOs in an embedded window? Or is there a simple s

Re: [osg-users] Save texture changes via fragment shader

2010-10-14 Thread J.P. Delport
Hi, what comes out of the RTT camera is just a texture (or textures). What's in the texture depends on what the camera is looking at (for no shader), what it's looking at plus some processing on the output pixels (fragment shader) or completely on shader code (ignore the scene and just use in

Re: [osg-users] Save texture changes via fragment shader

2010-10-14 Thread Aitor Ardanza
J.P. Delport wrote: > Hi, > You can get an osg::Image for any or all of the RTT textures. Have a > look at osgmultiplerendertargets.cpp example. Read below the line: > > // we can also read back any of the targets as an image, modify this > image and push it back > Yeah, I've been playing and

Re: [osg-users] texture SubloadCallback and TextureObject generating

2010-10-14 Thread Robert Osfield
Hi Mikhail, On Thu, Oct 14, 2010 at 12:44 PM, Mikhail I. Izmestev > Good idea, I thought about something like that, it would be best solution. > Can I help you, or you wish to do it yourself? What I have gone for is to add a generateTextureObject method into the SubloadCallback thus: cla

[osg-users] [osgPlugins] VRML read and debug

2010-10-14 Thread Alexander Moeller
Hi, My task is to read .wrl-files and display them with OSG. If the wrl-file breach the wrl-file-standard i'd like to know that. I thought about something like the osgNotifyLevel which displays only if the file is found. Bad reading results in not displaying anything. So which file have i to mo

Re: [osg-users] [osg-submissions] Crash with SVN version of Tessellator (FIXED)

2010-10-14 Thread Christiansen, Brad
Hi, I have tested parts 2 and 3 and they are working without error. I can't think of an easy way to get an OpenGL error thought to test part 1. OSG is too good at protecting OpenGL from the likes of me : ) Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] RandomRateCounter.h error using last SVN

2010-10-14 Thread Alexandre Amalric
Hi Robert, Modified file has been sent to osg-submissions. Hope I did it correctly, it's my first submission. Kind regards, 2010/10/14 Robert Osfield > Hi Alexandre, > > Could you post the complete modified file to osg-submissions. > > Thanks, > Robert. > > On Thu, Oct 14, 2010 at 8:38 AM, Al

Re: [osg-users] [osg-submissions] Crash with SVN version of Tessellator (FIXED)

2010-10-14 Thread Jean-Sébastien Guay
Hi Robert, I think this change is a bit cleaner and an acceptable, albeit with a bit cringe about how hacky windows programming is and the fallout it has on the rest of the programming world. You changes are now merged and submitted to svn/trunk. I knew there had to be a reason for all those

Re: [osg-users] [osg-submissions] Crash with SVN version of Tessellator (FIXED)

2010-10-14 Thread Robert Osfield
Hi Brad, On Thu, Oct 14, 2010 at 12:41 PM, Christiansen, Brad wrote: > Every time I touch windows programming I cringe and generaly run as fast as I > can in the other direction. Unfortunately this isnt always possible. > I have a feeling some of the other glu functions may suffer the same windo

Re: [osg-users] Save texture changes via fragment shader

2010-10-14 Thread J.P. Delport
Hi, I'm still not sure what you want to save... Just the texture data? You can get an osg::Image for any or all of the RTT textures. Have a look at osgmultiplerendertargets.cpp example. Read below the line: // we can also read back any of the targets as an image, modify this image and push i

Re: [osg-users] osgviewerd pdb file

2010-10-14 Thread Jean-Sébastien Guay
Hi Eduardo, My OSG_MSVC_VERSIONED_DLL flag is on. My CMake is version 2.8.2. I'm using Visual Studio 2008, Windows 7. I did almost no changes to the default CMake configuration. I don't remember exactly what changes I did, but I think I just enabled it to build applications and examples. This is

Re: [osg-users] Stencil buffer and FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT

2010-10-14 Thread Fred Smith
I've also tried with an image: Code: Image *pdsImage = new Image(); pdsImage->allocateImage(256, 256, 1, GL_DEPTH24_STENCIL8_EXT, GL_UNSIGNED_INT_24_8_EXT, 1); camera->attach(PACKED_DEPTH_STENCIL_BUFFER, pdsImage); This code results in the following error and then the application crashes. err

Re: [osg-users] Save texture changes via fragment shader

2010-10-14 Thread Aitor Ardanza
Hi, The idea is to capture the mouse picking in the model and paint on. We can see a red circle in the model and the result of RTT in the quad. I guess it will catch part of the models arm.. [Image: http://img844.imageshack.us/img844/9583/kokkp.jpg ] Whith these shaders I can paint red circles:

Re: [osg-users] Stencil buffer and FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT

2010-10-14 Thread Fred Smith
Frederic Bouvier wrote: > Maybe : > > textureDepthStencil->setInternalFormat( GL_DEPTH_STENCIL_EXT ); > ... > camera->attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, textureDepthStencil); > > Could work. As the depth and stencil buffer are packed, so should the texture. > (re)read http://www.op

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Kim Bale
Download the resources rar from here: http://code.google.com/p/osgocean/downloads/list K. On 14 October 2010 13:03, Martin Naylor wrote: > HI Kim, > > Yeah that done the trick, another q

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Martin Naylor
HI Kim, Yeah that done the trick, another quick question, where do I get islands.ive from? Cheers Martin. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale Sent: 14 October 2010 12:49 To: OpenSceneGraph Users S

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Kim Bale
Hi J-S, You seem keen on working on things all by yourself, are you sure I can't > help, at least on documentation? Haha yes of course you can help with the documentation. I only jumped in the first two since I'd already started them. I haven't really given the documentation much thought yet, b

Re: [osg-users] Save texture changes via fragment shader

2010-10-14 Thread J.P. Delport
Hi, sorry, I cannot know what you are trying to do with the shader, but don't you need to init the texcoord you are using? Something like vec2 Texcoord = gl_TexCoord[0].xy; I'd suggest trying to do a simple texture copy (or even just inserting a constant value) in the RTT camera for a start

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Kim Bale
This should be fixed now. Note: the new CMake build uses a Python 2.7 script as a prebuild routine. Regards, Kim. On 14 October 2010 11:17, Martin Naylor wrote: > Cheers Kim, I will give it another go later > > > > Martin. > > > > > > *From:* osg-users-boun...@lists.openscenegraph.org [ma

Re: [osg-users] texture SubloadCallback and TextureObject generating

2010-10-14 Thread Mikhail I. Izmestev
Hi Robert, On 14.10.2010 15:36, Robert Osfield wrote: I don't think moving texture object selection into SubloadCallback::load would be a good idea as it'd break backwards compatibility - i.e. existing apps will assume that the texture object has been created for it prior to load() being called.

Re: [osg-users] [osg-submissions] Crash with SVN version of Tessellator (FIXED)

2010-10-14 Thread Christiansen, Brad
Cheers. Every time I touch windows programming I cringe and generaly run as fast as I can in the other direction. Unfortunately this isnt always possible. I have a feeling some of the other glu functions may suffer the same windows missery. Do any of the other examples use the new functions that

Re: [osg-users] texture SubloadCallback and TextureObject generating

2010-10-14 Thread Robert Osfield
HI Mikhail, On Wed, Oct 6, 2010 at 12:28 PM, Mikhail I. Izmestev wrote: > Why not to move generating TextureObject to SubloadCallback::load? It would > be helpful to reuse already allocated TextureObjects. I don't think moving texture object selection into SubloadCallback::load would be a good i

Re: [osg-users] Save texture changes via fragment shader

2010-10-14 Thread Aitor Ardanza
I don't know if this method helps me get what I want ... RTT give me an image of the model from configured camera, but I need to take an image, like model texture, painting only specific areas defined in the fragment shader: Code: uniform vec2 textCoord; uniform sampler2D baseMap; uniform vec3

Re: [osg-users] [osg-submissions] Crash with SVN version of Tessellator (FIXED)

2010-10-14 Thread Robert Osfield
Hi Brad, I think this change is a bit cleaner and an acceptable, albeit with a bit cringe about how hacky windows programming is and the fallout it has on the rest of the programming world. You changes are now merged and submitted to svn/trunk. Cheers, Robert. On Thu, Oct 14, 2010 at 11:41 AM,

Re: [osg-users] [osg-submissions] Crash with SVN version of Tessellator (FIXED)

2010-10-14 Thread Christiansen, Brad
Hi Robert, I have done some more reading and I understand a little what is going on. With this understanding I have made the same fix but without defining any additional macros (though I do use the already defined GL_APIENTRY). The change to tess.h also removes the special case for windows as t

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Martin Naylor
Cheers Kim, I will give it another go later Martin. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale Sent: 14 October 2010 11:07 To: OpenSceneGraph Users Subject: Re: [osg-users] osgOcean call for testing and f

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Kim Bale
Hi Martin, Yeah this is my fault, I shouldn't have committed the file delete its part of an update that will be coming today. I'll fix this at lunchtime. K. On 14 October 2010 10:55, Martin Naylor wrote: > Hi JS, > > I am receiving the following error in trying cmake. > CMake Error in src/osgO

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Martin Naylor
Hi JS, I am receiving the following error in trying cmake. CMake Error in src/osgOcean/CMakeLists.txt: Cannot find source file "osgOcean_gaussian1.vert". Tried extensions .c .C .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx Gaussion2.vert is also missing from the svn? Regard

Re: [osg-users] Use of _wfopen() in FileUtils.cpp = Windows only ?

2010-10-14 Thread Sukender
Hi Robert, I'm ready to help, but unfortunately I got back to Windows development... I guess It'll be a long time before I'll submit something useful. Sorry. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - "Robert Osfield" a écrit : > Hi Sukender, >

Re: [osg-users] RandomRateCounter.h error using last SVN

2010-10-14 Thread Robert Osfield
Hi Alexandre, Could you post the complete modified file to osg-submissions. Thanks, Robert. On Thu, Oct 14, 2010 at 8:38 AM, Alexandre Amalric wrote: > Hi osg-users, > > I'm using latest svn version from osg and I've been experiencing some issue > compiling my program because of the RandomRateC

[osg-users] RandomRateCounter.h error using last SVN

2010-10-14 Thread Alexandre Amalric
Hi osg-users, I'm using latest svn version from osg and I've been experiencing some issue compiling my program because of the RandomRateCounter.h file. I'm under Windows 7 using VS2008 SP1. In function *inline int RandomRateCounter::numParticlesToCreate(double dt) const* there's an error using

Re: [osg-users] Crash with SVN version of Tessellator

2010-10-14 Thread Robert Osfield
Hi Brad, On Thu, Oct 14, 2010 at 2:40 AM, Christiansen, Brad wrote: > I assume this is a platform specific issue of some type? It would be great to > get some feedback from others using different platforms and compilers to try > and narrow down the cause of the crash. It's been working fine fo

Re: [osg-users] Camera config file problems

2010-10-14 Thread Robert Osfield
Hi Javier, Thanks for pointing these problems out, I hadn't tested the viewer configuration plugin recently so hadn't spotted the regression. I suspect the regression happened when we merged the new serialization support. I'll put fix the viewer configuration on my TODO list for the week. Cheer