Re: [osg-users] Confused with pixel buffer objects in OSG

2010-12-06 Thread J.P. Delport
Hi Fred, what bandwidth are you trying to achieve? We've had no issues with updating multiple osg Images from camera input with just a PBO attached as per e.g.: osg_image_buffer[i]->setPixelBufferObject(new osg::PixelBufferObject(osg_image_buffer[i].get())); where osg_image_buffer[i] is a

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-06 Thread Thomas Hogarth
Hi Robert >>I've checked in the renaming of NO to DOES_NOT_FIT_IN_ANY_ROW and YES >>to FITS_IN_CURRENT_ROW, which are both better descriptions and won't >>overlap your #defines. >> >>An update to svn/trunk will get this change. Thanks, that did the trick, clean builds on Windows and IOS now. This

[osg-users] rotate osg precipitationEffect effect

2010-12-06 Thread Aruna Madusanka
Hi, ... I need to snow coming form horizontal direction not from vertical direction. But so far didnt succeed. I tried to rotate but it is not rotating. I try to change the wind thts not working as well. How can i do it? Thank you! Cheers, Aruna -- Read this topic online here

Re: [osg-users] rain/snow accumulation on the screen

2010-12-06 Thread David Glenn
robertosfield wrote: > Hi Nick, > > On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov > <> wrote: > > > any ideas/hints how to implement rain/snow accumulation on the screen (like > > for a driving sim)? > > > > Bring a laptop to Scotland and sit outside. Right now you'll get an > accumu

Re: [osg-users] How do I get the most accurate heightfield reading out of an OsgTerrain paged database

2010-12-06 Thread David Glenn
rogerjames99 wrote: > Hi Robert, Chris, David > > Thanks for the quick reply. I have been playing with putting osgTerrain > support into VTP. Ben has probably written me off as a heretic! > > I just wanted to get my placement of procedurally generated buildings a bit > more accurate. So perfor

Re: [osg-users] How do I get the most accurate heightfield readingout of an OsgTerrain paged database

2010-12-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Agreed... The terrain is only as accurate as the original source data. -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Glenn Sent: Friday, December 03, 2010 12:30 PM To: osg-users@lists.op

Re: [osg-users] how do I modify textures of an .IVE

2010-12-06 Thread Jean-Sébastien Guay
Hi John, So no one else has ever had to work with a .IVE file and modify the images/textures??? A little help is all I am seeking. I don't know enough about the software to easily modify the textures I am hoping some one here can help. Of course others have had to do this in the past, but

Re: [osg-users] how do I modify textures of an .IVE

2010-12-06 Thread John Farmer
So no one else has ever had to work with a .IVE file and modify the images/textures??? A little help is all I am seeking. I don't know enough about the software to easily modify the textures I am hoping some one here can help. -- Read this topic online here: http://forum.opens

Re: [osg-users] plugin source code

2010-12-06 Thread Andy Skinner
Thank you. That also shows me where the new code is--the serializers directory next to the deprecated-dotosg, right? Looks like the equivalent writing code uses a << operator on the data. Following that code around to OutputStream.cpp, it looks like the writeArray() method does a static cast

[osg-users] Placing an object on VPB (flat) Terrain

2010-12-06 Thread Sanat Talmaki
Hi, I used osgdem to build a terrain using VPB. I now want to place an object on it whose coordinates would be a random latitude-longitude. I browsed the source and found the ObjectPlacer class. I assume that I will need to use this. But I do not know how to correctly use its place() method o

Re: [osg-users] Cygwin compile

2010-12-06 Thread Jean-Sébastien Guay
Hello Alberto, Cygwin is aimed to be a UNIX layer to wich you can throw unmodified UNIX source code, compile it, and run it on Windows. All the programs are linked to the cygwin dll, which implements the UNIX API in terms of the Win32 one as faithfully as possible. That was my impression too.

Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Peter Wrobrl
Thanks for your help, this will do for now. However, I would be very interested that this functionality becomes part of osgAnimation, as I am writing on a maya osg exporter. I'll try to look deeper into osgAnimation functionality. The opossite case, morphing two RigGeometries with different Ske

Re: [osg-users] plugin source code

2010-12-06 Thread Robert Osfield
Hi Andy, The deprecated DotOsgWrappers can now be found in src/osgWrappers/deprecated-dotosg/*/*. Robert. On Mon, Dec 6, 2010 at 2:34 PM, Andy Skinner wrote: > I was looking at submitting a fix for the osg plugin.  We use shared arrays > (see osgsharedarray example) in the last stable release o

[osg-users] plugin source code

2010-12-06 Thread Andy Skinner
I was looking at submitting a fix for the osg plugin. We use shared arrays (see osgsharedarray example) in the last stable release of OSG. We had a problem writing osg files of our scene because of a static cast in the osg plugin. It assumed it knew what the array was (FloatArray, for example

Re: [osg-users] Confused with pixel buffer objects in OSG

2010-12-06 Thread Robert Osfield
Hi Fred, I have too much other work on right now to go chasing supports threads at a low level, I have time to point users in roughly the right direction, but then have to get back to work - I have 3.0 to get out the door. Robert. On Mon, Dec 6, 2010 at 1:16 PM, Fred Smith wrote: > Hi Robert, >

Re: [osg-users] Confused with pixel buffer objects in OSG

2010-12-06 Thread Fred Smith
Hi Robert, Let's leave GPU -> CPU transfers aside. I don't mind if they are slow. You usually have to use 2 PBOs. If I use a single PBO to upload texture data to the GPU, performance will be very low. It seems to me I have two ways to do CPU -> GPU transfers efficiently. 1) Use 2 differents P

Re: [osg-users] Cygwin compile

2010-12-06 Thread Alberto Luaces
Hi J-S, Jean-Sébastien Guay writes: > Hi all, > > I've got this thing, I like to find and fix build problems. I guess > I'll have to get checked by a psychologist sometime. :-) > > Just for the fun of it, I tried to build OSG on Cygwin today. Has > anyone tried that lately, or is anyone using a C

Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Cedric Pinson
Hi Peter, I have a fix, but it's not the ideal solution. The idea is to cull the morph geometry but to update it. In order to do that you can add a cull callback that does not traverse child. I have updated your sample to demonstrate the technique. Note you have to add group in your hierarchy in o

Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Cedric Pinson
Arf sorry, I have not seen the link about the attachment :) I will dig into Cedric On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote: > Hi, > > I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation > with Facial Morphing. The system works, but it is unclear where to

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-06 Thread Robert Osfield
Hi Tom, On Mon, Dec 6, 2010 at 10:16 AM, Robert Osfield wrote: > I'll have a look at the enum and rename it to something less likely to > overlap with other libs over zealous using of #define. I've checked in the renaming of NO to DOES_NOT_FIT_IN_ANY_ROW and YES to FITS_IN_CURRENT_ROW, which are

Re: [osg-users] IVE referenced textures...

2010-12-06 Thread Robert Osfield
Hi Neil, Are you rendering your scene before writing it out to disk? If so then the Optiimizer is enable the osg::Texture::UnRefImageAfterApply() option that is used to cut data usage of the application. Robert. On Mon, Dec 6, 2010 at 9:37 AM, wrote: > Hi All, > > Sorry to bother you but I ha

Re: [osg-users] Drawable and OpenGL,

2010-12-06 Thread Robert Osfield
Hi Gabriel, First up strongly I'd recommend that you don't use glBegin()/glEnd() in OpenGL. This path was supported in OpenGL 1.0, but not longer after was replaced by much more efficient vertex array and primitive classes. glBegin()/glEnd() support is also deprecated in OpenGL and the OSG. Als

Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Cedric Pinson
Hi Peter, Do you have some sample data in order I test it and debug ? In theory piece are here to make it work but I have not been able to use this path. I would need to experiment with an example if you have one Cheers, Cedric On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote: > Hi, > > I'

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-06 Thread Robert Osfield
Hi Tom, I'll have a look at the enum and rename it to something less likely to overlap with other libs over zealous using of #define. Robert. On Sat, Dec 4, 2010 at 2:51 PM, Thomas Hogarth wrote: >  Hi Robert > Nice one on the fix for the subload it's much appreciated. > >>>Thomas could you tes

Re: [osg-users] Confused with pixel buffer objects in OSG

2010-12-06 Thread Robert Osfield
Hi Fred, The PBO support built into osg::Texture/osg::Image for passing image data from the osg::Image to the texture, and does not presently support reading the result back. When doing read back using PBO's the situation is a little more convoluted than when passing data from main memory to the

Re: [osg-users] Is caching in osg::Drawable and osg::Node getBound() methods error free?

2010-12-06 Thread Robert Osfield
Hi Hartwig, I believe the current implementation is correct. If the bounding box has be computed then _boundingBoxComputed should be false, regardless of whether it's valid or note, otherwise you'd get repeated attempts to compute an invalid box which is pointless. Please note that it's not _bou

Re: [osg-users] uniform value to shader

2010-12-06 Thread Robert Osfield
Hi Sajjadul, Have a look at the osg::Uniform class (include/osg/Uniform), is supports arrays of uniforms, see the Uniform::setElement(..) method for passing in the data. Uniforms are assigned to osg::StateSet, so have a look at include/osg/StateSet, and also the shader related examples. Just do

[osg-users] IVE referenced textures...

2010-12-06 Thread neil.hughes
Hi All, Sorry to bother you but I have an FLT file that references a number of textures via relative paths, and I wish to save this scenegraph as an IVE file, maintaining the relative path references to the textures so that the IVE doesn't become too large. When I save the scene graph as an IV

Re: [osg-users] Need help about Night Vision Effect

2010-12-06 Thread Ragnar Hammarqvist
I did a IR scene by making my own cull visitor. In order to make this efficient I had to put a virtual in front off osgUtil::CullVisitor::pushStateSet(). My cull visitor look like this class SpectrumCullVisitor : public osgUtil::CullVisitor { public: SpectrumCullVisitor() {};