Re: [osg-users] Pause the game loop

2010-11-18 Thread Aruna Madusanka
Hi, ... I got it. Thanx 4 kind help Thank you! Cheers, Aruna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33848#33848 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.op

Re: [osg-users] Pause the game loop

2010-11-18 Thread Rafa Gaitan
Hi Aruna, What I do to pause the "game loop" is pass an own controlled simulationTime to the frame call method. Something like: double simulationTime; osg::Timer timer; osg::Timer::timer_t startTick; bool pause; void pause() { pause = !pause; if(pause) startTick = timer.tick();

[osg-users] Pause the game loop

2010-11-18 Thread Aruna Madusanka
Hi, ... How can I pause the game loop in osg? Can any 1 help? Thank you! Cheers, Aruna -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33846#33846 ___ osg-users mailing list osg-users@lists.opensce

Re: [osg-users] fixed light while moving scene using mouse

2010-11-18 Thread manish Choudhary
Hi, Thanks Jean-Sébastien Guay for your help , Now I know how to proceed forward to get required result in my application. ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33845#33845 __

Re: [osg-users] Incremental Draw?

2010-11-18 Thread Jean-Sébastien Guay
Hi Michael, As far as I can see to implement a solution I'll have to duplicate a lot of code from RenderStage/RenderBin, unless you can see a more elegant solution? A simple way could be to run two viewers, each one from a loop running in a different thread? If there is a need to use textures

Re: [osg-users] Incremental Draw?

2010-11-18 Thread Michael Platings
I guess I'd better get started on making it then :) The scenes are rendered to FBOs so they're not tied to any particular window/context or display method. The scenario is that a user will set one scene to be rendered and sent to an external display system at 60fps. Once the first scene is renderin

Re: [osg-users] xulrunner - Fedora 13/14/15 & RHEL 6

2010-11-18 Thread Viji V Nair
Hi Robert On Thu, Nov 18, 2010 at 10:58 PM, Robert Osfield wrote: > Hi Viji, > > On Thu, Nov 18, 2010 at 4:14 PM, Viji V Nair wrote: >> Also I am getting "empty macro arguments are undefined in ISO C90 and >> ISO C++98" warnings, is it necessary to use the -pedantic flag? > > Using -pedantic is

Re: [osg-users] Incremental Draw?

2010-11-18 Thread Robert Osfield
Hi Michael, On Thu, Nov 18, 2010 at 5:08 PM, Michael Platings wrote: > Hi Robert, > is there an equivalent of IncrementalCompileOperation for drawing a scene > graph? No. > My precise problem is as follows: In my application I have 2 scene graphs to > be drawn concurrently - the primary scene g

Re: [osg-users] xulrunner - Fedora 13/14/15 & RHEL 6

2010-11-18 Thread Robert Osfield
Hi Viji, On Thu, Nov 18, 2010 at 4:14 PM, Viji V Nair wrote: > Also I am getting "empty macro arguments are undefined in ISO C90 and > ISO C++98" warnings, is it necessary to use the -pedantic flag? Using -pedantic is just to get the compiler to help out with spotting coding errors, in the case

[osg-users] Incremental Draw?

2010-11-18 Thread Michael Platings
Hi Robert, is there an equivalent of IncrementalCompileOperation for drawing a scene graph? My precise problem is as follows: In my application I have 2 scene graphs to be drawn concurrently - the primary scene graph must be drawn at a fixed frame rate of 60fps, the secondary scene graph can take a

Re: [osg-users] osgviewer: specify camera position at the command line

2010-11-18 Thread Ares Lagae
Hi Javier, I just saw this message now (I also posted to maya2osg-users, I thought you meant this mailing list). I will first try what you suggested. Thanks again, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33838#33838 __

Re: [osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just as a follow up, I'm going to write a simple program that spawns a thread using OpenThreads and allocates memory to make sure our app isn't doing something perverse when it comes to memory management. It's possible that something isn't being cleaned up correctly in the main process when we star

Re: [osg-users] osgviewer: specify camera position at the command line

2010-11-18 Thread Javier Taibo
Hi, We discussed this issue some time ago. You can check the thread http://forum.openscenegraph.org/viewtopic.php?t=6861 I solve it making a small modification to osgviewer. I added a command-line parameter (noautohomeview) to make it conserve the camera position and not establishing an

Re: [osg-users] xulrunner - Fedora 13/14/15 & RHEL 6

2010-11-18 Thread Viji V Nair
Hi Robert, Thank you so much for the response, i will package without it. Also I am getting "empty macro arguments are undefined in ISO C90 and ISO C++98" warnings, is it necessary to use the -pedantic flag? Thanks Viji On Thu, Nov 18, 2010 at 9:23 PM, Robert Osfield wrote: > Hi Viji, > > I wo

Re: [osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert, Thanks for the reply. No, our app does not override new and delete. It's using the standard operators in C++. I'm not sure on how to answer your last question. Are you referring to OpenThreads? -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:os

Re: [osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-18 Thread Robert Osfield
HI Shayne, Doing a new really shouldn't cause any threading problems. Does you app override new and delete? Is there something else unusual about our set that might break new and delete's thread safety? Robert. On Thu, Nov 18, 2010 at 3:07 PM, Shayne Tueller wrote: > All, > > After further in

Re: [osg-users] xulrunner - Fedora 13/14/15 & RHEL 6

2010-11-18 Thread Robert Osfield
Hi Viji, I wouldn't recommend jumping through the hoops required to get the gecko plugin compiling, gecko has turned out to be a real hassle to work with and really not well suited to the type of embedded use the OSG requires of it - for instance updates to the gecko's changed it's API that made e

Re: [osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-18 Thread Shayne Tueller
All, After further invesigation on why my thread is hanging, I narrowed it down to when OSG creates an IntersectorGroup() object via the 'new' operator in the intersection code. Just for a sanity check, I did the following in the run() method of my thread: char *start = (char *)malloc(4) and

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-18 Thread Jean-Sébastien Guay
Hi Wojtek, I would expect DrawBounds may not work when others do. Thats because last update of matrices in DrawBounds is actually done in almost hackish way in the middle of render stage, I would expect that your uniform may not get updated then. But if you got DrawBounds to work, other should w

[osg-users] xulrunner - Fedora 13/14/15 & RHEL 6

2010-11-18 Thread Viji V Nair
Hi, I am a fedora project contributor and working on a GIS Spin (http://fedoraproject.org/wiki/GIS). I would like to have OSG on the same (Fedora & EPEL), I am currently trying to package it, here is the issue: RHEL 6, Fedora 13 and 14 (upcoming 15 also) have xulrrunner >= 1.9.x and OSG (2.8.3) n

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-18 Thread Wojciech Lewandowski
Hi Yes, that explains it. And it works, thanks a lot. Just to confirm, since both MinimalDrawBoundsShadowMap and MinimalCullBoundsShadowMap call MinimalShadowMap::frameShadowCastingCamera() and don't do anything to the camera's matrices after that, it should be safe for all variants to update

Re: [osg-users] osgviewer: specify camera position at the command line

2010-11-18 Thread Ares Lagae
Thanks for your quick reply. Some comments: - I assumed there was support for this since camera paths are supported. - I am perfectly prepared to extend osgviewer. I appreciate any pointers on how to best implement this feature. - maya2osg exports the maya camera as an "osgViewer::Viewer" node

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-18 Thread Jean-Sébastien Guay
Hi Wojtek, The whole idea of optimal shadow map is implemented in a series of shadow camera projection adjustments. I saw you set up your ShadowCameraTransform uniform in StandardShadowMap::aimShadowCasting camera. This is initial setting of shadow cam matrices. MinimalShadowMap and derived tech

Re: [osg-users] fixed light while moving scene using mouse

2010-11-18 Thread Jean-Sébastien Guay
Hello Manish, Currently when I'm moving scene using mouse , light also move along the scene. So how can i fixed light while moving scene ? When you use the mouse with the default trackball manipulator, you're not moving the scene, you're moving the camera. In the real world, if you move you

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-18 Thread Wojciech Lewandowski
Hi J-S, The whole idea of optimal shadow map is implemented in a series of shadow camera projection adjustments. I saw you set up your ShadowCameraTransform uniform in StandardShadowMap::aimShadowCasting camera. This is initial setting of shadow cam matrices. MinimalShadowMap and derived techn

Re: [osg-users] osgviewer: specify camera position at the command line

2010-11-18 Thread Robert Osfield
Hi Ares, There isn't support in osgviewer for what you want. The OpenSceneGraph is for written for programmers to write their own applications, applications like osgviewer are very basic in features and design for simple viewing capability and are their mostly of an example how to do it. In your

[osg-users] osgviewer: write frames of animation to disk

2010-11-18 Thread Ares Lagae
Hi all, How can I write the frames of an animation to disk? The animation consists of a static model in an .osg file and a camera path in a .path file. (Both were exported from Maya using maya2osg.) osgviewer can play the animation. I am not familiar with the .path file format, but it seems t

[osg-users] osgviewer: specify camera position at the command line

2010-11-18 Thread Ares Lagae
Hi all, How can I specify the camera position for osgviewer from the command line? I have an .osg file containing an osgViewer::Viewer node. My geometry is in another .osg file. (Both were exported from Maya using maya2osg.) I know that camera animation paths are specified with "-p". I am looki

Re: [osg-users] Dynamic Terrain

2010-11-18 Thread Robert Osfield
Hi Sanat, There are lots of ways to modify terrain, lots of different rendering techniques that enable this as well. It's rather an open ended topic and with it kinda difficult to guide to any specific solution, especially without knowing what type of effect you are looking for. At the simplest

Re: [osg-users] CompositeViewer and camera manipulator

2010-11-18 Thread Robert Osfield
Hi Matt, I would not recommend add a Viewer to CompositeViewer, it's technically possible because Viewer is a View, but having two viewers, one inside another will just lead to confusion down the line. CompositeViewer is designed to be a viewer that is composed of a set of Views. Each View has a

Re: [osg-users] fixed light while moving scene using mouse

2010-11-18 Thread Robert Osfield
Hi Manish, I can't work out what you mean here, I'd wonder if others are similarly confused by what you are after. The best I can do is suggest looking at the osglight example. Robert. On Thu, Nov 18, 2010 at 5:29 AM, manish Choudhary wrote: > Hi, > > I have been trying to use the osg::Light a