Re: [osg-users] [build] Can't build version osg 2.9.11 for IOS using CMake

2011-04-03 Thread Hoang My Duc
Hi, I have the same problem. I did like the instruction in readme.txt for both 2.9.11 and trunk but cannot build because the omission of OpenGL headers. The think is that when I press configure button of CMake first time, the following variable is shown in red: "OPENGLES_LIBRARY=OPENGLES LIBRAR

[osg-users] LOD Node

2011-04-03 Thread Martin Haffner
Hello, I have a question about the LOD node: Lets say I have 2 Geods and add them to a LOD node: Code: osg :: ref_ptr < osg :: LOD > lod = new osg :: LOD ; lod->addChild(geode1, 0.0f, 5.0 f); lod->addChild(geode2, 5.0f, FLT_MAX ); The values 0.0f, 5.0f and FLT_MAX are all camera distances, bu

Re: [osg-users] LOD Node

2011-04-03 Thread Chris 'Xenon' Hanson
On 4/3/2011 8:36 AM, Martin Haffner wrote: > The values 0.0f, 5.0f and FLT_MAX are all camera distances, but I wonder from > which reference point? Are these values the distance from the camera to the > bounding sphere center of the individual geodes? Or are these the distances > from the camera

Re: [osg-users] [build] Can't build version osg 2.9.11 for IOS using CMake

2011-04-03 Thread Stephan Huber
Hi, there's a pending submission for the readme, I added a working command line to it. Here's the command line to get a working xcode project for buildong osg for a ios-device: $ cmake -G Xcode \ -D OSG_BUILD_PLATFORM_IPHONE:BOOL=ON \ -D CMAKE_CXX_FLAGS:STRING="-ftree-vectorize -fvisibility-inlin

Re: [osg-users] LOD Node

2011-04-03 Thread Martin Haffner
Thanks for your fast reply! Ok, lets say I have 2 matrix transform nodes. One makes a huge translate to the right (x axis) and the other a huge translation fo the left. Each matrix transform node has one geode as a child, which renders a tree. If I add these 2 matrix transform to a LOD node (at

Re: [osg-users] LOD Node

2011-04-03 Thread Chris 'Xenon' Hanson
On 4/3/2011 9:27 AM, Martin Haffner wrote: > Thanks for your fast reply! > Ok, lets say I have 2 matrix transform nodes. One makes a huge translate to > the right (x axis) and the other a huge translation fo the left. Each matrix > transform node has one geode as a child, which renders a tree. >

Re: [osg-users] LOD Node

2011-04-03 Thread Martin Haffner
The question I am asking this: I have a long road (lets say 3km) and I want to divide the road in segments (say 200m per segment). Now I want to use LOD for the segments. For example if the camera is close to segment 2, segment 2 should be rendered with high poly count. The adjacent segments 1 a

Re: [osg-users] LOD Node

2011-04-03 Thread Chris 'Xenon' Hanson
On 4/3/2011 9:38 AM, Martin Haffner wrote: > The question I am asking this: I have a long road (lets say 3km) and I want > to divide the road in segments (say 200m per segment). Now I want to use LOD > for the segments. For example if the camera is close to segment 2, segment 2 > should be rende

Re: [osg-users] LOD Node

2011-04-03 Thread Martin Haffner
I see. One more little question: I have a lot of objects (for example trees) along a road segment. Sure, I could give each tree an LOD node (one LOD node for each tree) but I guess it would be smarter if I did use the same LOD node for the segment. As I said I want to make a LOD node for each r

Re: [osg-users] LOD Node

2011-04-03 Thread Chris 'Xenon' Hanson
On 4/3/2011 10:25 AM, Martin Haffner wrote: > I see. One more little question: I have a lot of objects (for example trees) > along a road segment. > Sure, I could give each tree an LOD node (one LOD node for each tree) but I > guess it would be smarter if I did use the same LOD node for the segme

Re: [osg-users] LOD Node

2011-04-03 Thread Martin Haffner
I think I know what you mean. You said a LOD node is meant to be used with roughly the same geometry and I feared it would be a problem to add the geometry of a road segment and all the trees under the same node since the tree bounding spheres differ a lot from the road segment bounding sphere.

Re: [osg-users] LOD Node

2011-04-03 Thread Chris 'Xenon' Hanson
On 4/3/2011 10:59 AM, Martin Haffner wrote: > I think I know what you mean. You said a LOD node is meant to be used with > roughly the same geometry and I feared it would be a problem to add the > geometry of a road segment and all the trees under the same node since the > tree bounding spheres

Re: [osg-users] [vpb] osgdem .asc file seems to build terrain backwards?

2011-04-03 Thread tim paige
Hi, Well... I've confirmed that if I "flip" the picture of my model 180 degrees horizontally... It is correct... Now... How still do I avoid getting that way in the first place? And/or... how can I correct this? I have done ... gdal_translate xx.asc xx.tif gdal_addo -r average xx.tif 2 4 8 16

Re: [osg-users] G++ version problem

2011-04-03 Thread Grahame Bowland
On Fri, 2011-04-01 at 12:06 +0200, Alberto Luaces wrote: > > The gcc _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS test should pass for both > > gcc 4.4.3 and 4.5.2. I used plenty of gcc versions prior to 4.4.3 and > > it worked fine. I'm currently using gcc 4.4.5 on this system and it > > pick up on _OP

Re: [osg-users] G++ version problem

2011-04-03 Thread Mathias Fröhlich
Good morning, On Monday 04 April 2011, Grahame Bowland wrote: > `__sync_bool_compare_and_swap_4' src.cxx:(.text+0x78): undefined reference > to `__sync_bool_compare_and_swap_4' collect2: ld returned 1 exit status > gmake[1]: *** [cmTryCompileExec] Error 1 > gmake: *** [cmTryCompileExec/fast] Erro

Re: [osg-users] OSG 2.8.4 VS2010 build problem DLL versioning

2011-04-03 Thread Vincent Bourdier
Hi all, Paul did some digging, and thinks that maybe this trunk patch: http://www.openscenegraph.org/projects/osg/changeset/11904 Might have been the fix for this. This appears to have been the work of Sukender and Wang Rui. I've copied them on this. Maybe they can tell us if this is th