Re: [osg-users] [build] Android OSG display problem

2011-09-15 Thread Jordi Torres
Hi Jayce, It won't work in GLES1 nor GLES2. See documentation in particularities of OSG on Android section. Cheers 2011/9/15 Jayce Li jayce...@126.com Hi,Rafa I rebuild OSG for android using GLES2 and the problem still exist Thank you! Cheers, Jayce -- Read this

Re: [osg-users] QT WIdget

2011-09-15 Thread Robert Osfield
Hi Jonathan, Is there a reason why you haven't considered using the new osgQt library, now part of the OpenSceneGraph-3.0 release? The osgviewerQt example illustrates it's usage. Robert. On Wed, Sep 14, 2011 at 9:58 PM, Jonathan Klein jonathan_kl...@web.de wrote: Hi, i'm writing a Qt

Re: [osg-users] OSG static linking for commercial application

2011-09-15 Thread Robert Osfield
HI Chris, On Wed, Sep 14, 2011 at 11:02 PM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote:  Does there need to be a license amendment/exemption or something for the examples? The examples I've written don't use the OSGPL, rather just a simply note saying: /* -*-c++-*- OpenSceneGraph -

Re: [osg-users] help with osgVolume

2011-09-15 Thread Robert Osfield
Hi Allen, On Thu, Sep 15, 2011 at 3:28 AM, Allen Wing wanglinse...@gmail.com wrote: In my case, osgVolume cannot render CT dicom files correctly(they can be rendered by other software). Does that mean the dicom plugin cannot parse my dicom files? I really can't say as I don't know what

Re: [osg-users] [build] Android OSG display problem

2011-09-15 Thread Jayce Li
Hi, Jordi I read the doc, it says: * OSG in Android only supports Static linking. * OSG needs to be compiled with OpenGL ES 1.x OR 2.0 * Environmental mapping doesn't work. * Automatic Shaders don't work. * Multithreading Handler doesn't work. * osgSim and osgShadow won't

Re: [osg-users] OSG static linking for commercial application

2011-09-15 Thread Aurelien Albert
Thanks for all these clarifications ! About the plugins : where can I find specific plugin license ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42786#42786 ___ osg-users mailing list

Re: [osg-users] Fixed function pipeline in OSG 3.0.1

2011-09-15 Thread Ulrich Hertlein
Hi guys, *From:*osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Pecoraro, Alexander N *Sent:* Thursday, 15 September 2011 7:20 AM *To:* OpenSceneGraph Users *Subject:* [osg-users] Fixed function pipeline in OSG 3.0.1 In OSG

Re: [osg-users] [build] Android OSG display problem

2011-09-15 Thread Jordi Torres
Hi Jayce, The texture in the model cow.osg does not work because it makes use of *environmental mapping textures*. If you want to show environmental mapping textures you can code a shader to do it. In GLES1 not all OpenGL is supported and in GLES2 you need some experience in shader composition.

Re: [osg-users] Loading .obj/.flt

2011-09-15 Thread Martin Haffner
Hi, thanks for your answer. noRotation works, but for some reason he always makes tri strips, which I want to avoid. I tried this: Code: osgDB::ReaderWriter::ReaderWriter::Options* options = new osgDB::ReaderWriter::ReaderWriter::Options; options-setOptionString(noRotation

Re: [osg-users] Camera control in osgvisual

2011-09-15 Thread Roy Arents
Thanks for the update Torben. I'll keep you posted on our descision and hopefully progress after that Cheers, Roy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42790#42790 ___ osg-users mailing

Re: [osg-users] Deriving from osgParticle::Interpolator - abstract class trouble

2011-09-15 Thread Simon White
Thanks Tony. I'm using osg 2.8.5, but this still fixed my problem :D Ta very much! Simon. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42791#42791 ___ osg-users mailing list

Re: [osg-users] NVidia 275-series Driver Bug

2011-09-15 Thread Robert Osfield
Hi All, I'm investigating the NVidia Uniform array issue, there have been some suggested changes that address these but only copy and pasted into emails. Could you send me the complete modified files so I can review them as this will avoid any possible ambiguities. Cheers, Robert.

Re: [osg-users] NVidia 275-series Driver Bug

2011-09-15 Thread Robert Osfield
Hi Jeremy, On Wed, Jul 27, 2011 at 2:56 PM, Jeremy Moles jer...@emperorlinux.com wrote: On Wed, 2011-07-27 at 12:06 +0400, Sergey Polischuk wrote: Hi Jeremy You can try to append [] to array uniform name string when create osg::Uniform, mb this helps. It won't because it seems that

Re: [osg-users] NVidia 275-series Driver Bug

2011-09-15 Thread Robert Osfield
Hi All, I'm note yet clear on exactly where the problems are stemming form with the NVidia 275+ drivers but with the assumption that the glGetActiveUniform is appending a [..] and the the matching glGetUniformLocation can handle the name without the [..] appended I've written some code to do the

[osg-users] wrong values returned from getOceanSurfaceHeight in OsgOcean

2011-09-15 Thread ShenHelong
Hi everyone, Thanks for you attention! when I used the functionfloat height = getOceanSurfaceHeightAt(x, y, normal ) to get the sea surface height, and then draw a point at (x,y,height). But the point was not just at the surface of the scene, maybe heigher or lower.

Re: [osg-users] QT WIdget

2011-09-15 Thread Jonathan Klein
Thanks, that worked. Took me some time to change the sample from CompositeViewer to a normal Viewer but it seams to work now. Thanks. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42796#42796 ___

Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-09-15 Thread Ethan Fahy
Chris 'Xenon' Hanson wrote: On 9/14/2011 7:55 AM, Ethan Fahy wrote: To answer my own question, yes, the code snippet that I posted does work and allows me to attach an object to the terrain using lat lon elevation. The next step is to be able to place an object on the terrain by only

Re: [osg-users] NVidia 275-series Driver Bug

2011-09-15 Thread Jeremy Moles
On Thu, 2011-09-15 at 12:00 +0100, Robert Osfield wrote: Hi All, I'm note yet clear on exactly where the problems are stemming form with the NVidia 275+ drivers but with the assumption that the glGetActiveUniform is appending a [..] and the the matching glGetUniformLocation can handle the

Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-09-15 Thread Ethan Fahy
The next thing I wanted to do after placing a tree on my terrain was to set my osgviewer camera to a predefined location to look at my tree. I was able to run through the same steps as my last post to create a new position matrix that was a certain height above the terrain. I extracted the

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Mik Wells
Paul Martz wrote: How many first-person rendering systems use the ModelView matrix unmodified? The fact that the ModelView matrix is often modified isn't the correct way to look at the problem - we need to consider how the system behaves when it is the identity. Paul Martz wrote: How

Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-09-15 Thread Ethan Fahy
I think I got it: Code: osg::Vec3d cameraUp = ellipsoid-computeLocalUpVector(cameraPositionXZY.x(),cameraPositionXZY.y(),cameraPositionXZY.z()); then insert the cameraUp as the third argument to setHomePosition. -- Read this topic online here:

Re: [osg-users] OSG static linking for commercial application

2011-09-15 Thread Chris 'Xenon' Hanson
On 9/15/2011 1:43 AM, Robert Osfield wrote: HI Chris, On Wed, Sep 14, 2011 at 11:02 PM, Chris 'Xenon' Hanson xe...@alphapixel.com wrote: Does there need to be a license amendment/exemption or something for the examples? The examples I've written don't use the OSGPL, rather just a simply

Re: [osg-users] [vpb] Placing an object on a UTM file generated with osgdem

2011-09-15 Thread Chris 'Xenon' Hanson
On 9/15/2011 8:52 AM, Ethan Fahy wrote: My question is, how can I extract the Up vector (3rd argument labeled ???) based on my camera position while in my geocentric reference frame?

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Jason Daly
On 09/15/2011 11:03 AM, Mik Wells wrote: However the Y-up OpenGL default is still relevant. What page of the OpenGL spec specifies that the default coordinate system is Y-Up? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] RenderBin implementation not found

2011-09-15 Thread Cory Riddell
A customer is having trouble running our OSG-based application on his computer. I sent him osgviewer.exe and when he runs osgviewer.exe cow.osg it works, but this message is printed on the console: Warning: RenderBin RenderBin implementation not found, using default RenderBin as a fallback.

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Mik Wells
Hi, As far as I know it's not explicitly specified but is implicit in the projection transforms. Assuming the ModelView matrix is the identity, the matrices generated by the traditional Ortho/Frustum functions would result in a vertex's Y value determing its height on the screen. That scenario

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Jason Daly
On 09/15/2011 01:23 PM, Mik Wells wrote: Hi, As far as I know it's not explicitly specified but is implicit in the projection transforms. Assuming the ModelView matrix is the identity, the matrices generated by the traditional Ortho/Frustum functions would result in a vertex's Y value

Re: [osg-users] Loading .obj/.flt

2011-09-15 Thread Paul Martz
On 9/15/2011 3:15 AM, Martin Haffner wrote: Hi, thanks for your answer. noRotation works, but for some reason he always makes tri strips, which I want to avoid. I tried this: Code: osgDB::ReaderWriter::ReaderWriter::Options* options = new osgDB::ReaderWriter::ReaderWriter::Options;

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Mik Wells
Hi, There's no reason to pay any attention to the default orientation, since you can change that with a simple transform concatenated into the dozens of transforms you're already doing anyway This isn't quite true as the projection matrix (which determines X-right, Y-up, Z-out) is

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Jason Daly
On 09/15/2011 03:01 PM, Mik Wells wrote: This isn't quite true as the projection matrix (which determines X-right, Y-up, Z-out) is non-invertible and so can't be treated as just another transfom in the stack. I don't see what that has to do with my statement. My point is that adding

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Mik Wells
Hi, It isn't the window system (e.g. Microsoft Windows) which uses the Y coordinate as the vertical axis of the screen. It's OpenGL. (On my windowing system Y is down). Worrying about what OpenGL implicitly calls up is not useful It may not be useful at the app level, but it's essentail if

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Jason Daly
On 09/15/2011 03:59 PM, Mik Wells wrote: Hi, It isn't the window system (e.g. Microsoft Windows) which uses the Y coordinate as the vertical axis of the screen. It's OpenGL. (On my windowing system Y is down). That is accounted for in the viewport transform, not inside OpenGL itself.

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Paul Martz
Coming into this thread rather late, and didn't read all the posts, but it's clear that there's a fundamental misunderstanding of the FFP transform here... On 9/15/2011 1:25 PM, Jason Daly wrote: On 09/15/2011 03:01 PM, Mik Wells wrote: This isn't quite true as the projection matrix (which

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Jason Daly
On 09/15/2011 04:33 PM, Paul Martz wrote: You're free to put whatever transform you want in either matrix as long as transform by the two produces clip coords, but for correct FFP lighting computations, your modelview matrix *must* produce eye coordinates. OpenGL FFP lighting is computed in eye

Re: [osg-users] Cameras View Matrix - I am perplexed

2011-09-15 Thread Gordon Tomlinson
On 09/15/2011 04:33 PM, Paul Martz wrote: You're free to put whatever transform you want in either matrix as long as transform by the two produces clip coords, but for correct FFP lighting computations, your modelview matrix *must* produce eye coordinates. OpenGL FFP lighting is computed in

Re: [osg-users] wrong values returned from getOceanSurfaceHeight in OsgOcean

2011-09-15 Thread Jean-Sébastien Guay
Hello ShenHelong, Thanks for you attention! when I used the function float height = getOceanSurfaceHeightAt(x, y, normal ) to get the sea surface height, and then draw a point at (x,y,height). But the point was not just at the surface of the scene, maybe heigher or lower. So how can I get the

Re: [osg-users] RenderBin implementation not found

2011-09-15 Thread Cory Riddell
It turns out when they disable their antivirus software (Trend Micro), the problems go away. Very strange. Cory On 9/15/2011 11:51 AM, Cory Riddell wrote: A customer is having trouble running our OSG-based application on his computer. I sent him osgviewer.exe and when he runs osgviewer.exe

[osg-users] example of porting of scenegraph to native client, possible OSG port

2011-09-15 Thread Sergey Kurdakov
Hi All, for quite a while I thought that porting OSG to Nacl would open many interesting opportunities just seen a native client port of rival Ogre3D http://ogre3d-nacl-demos.googlecode.com/svn/trunk/ogre/ogre.html it is how to move from VC to nacl ( cmake solution )

Re: [osg-users] example of porting of scenegraph to native client, possible OSG port

2011-09-15 Thread Chris 'Xenon' Hanson
On 9/15/2011 9:20 PM, Sergey Kurdakov wrote: Hi All, for quite a while I thought that porting OSG to Nacl would open many interesting opportunities I thought someone at Google had already done this last year? Regards Sergey ___ osg-users

[osg-users] Image origin and scale

2011-09-15 Thread Clement.Chu
Hi, I have a problem to set the origin and the scale of the image. I am using osgVolume to render an image. Here is my code: osg::ref_ptrosg::Image osgImage = new osg::Image; osgTile = new osgVolume::VolumeTile; osgTile-setVolumeTechnique(new