[osg-users] Linux: Compile nvtt with cuda

2011-09-23 Thread Torben Dannhauer
Hi, I have trouble to compile nvtt 2.0.8.1 from the code.google.com webpage with cuda support. My system is: Kubuntu 10.04 64 bit I have installed the 280 driver from the NVIDIA homepage. as well as the CUDA 4.0 SDK, the CUDA Tools and the Sample programs. I use GCC 4.4.3 The sample programs c

Re: [osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-23 Thread Christian Buchner
Sorry, I seem to have a tradition of answering to my own questions I inserted this piece of code into the osgconv.cpp CompressTextureVisitor after the line beginning with osg::ref_ptr image = ... This resizes the images to power of 2, up to OSG_MAX_TEXTURE_SIZE on each 2D dimension. Because it onl

[osg-users] osgconv won't downsize my textures and save power of 2 size?

2011-09-23 Thread Christian Buchner
Hi everyone, osgconv seems to be (almost) the holy grail I was looking for: It can simplify models and apply compression to textures. But it does not appear to accept a maximum texture size. On Windows, I am trying the following (where I use a building model made in Google Sketchup) SET OSG_MAX_T

Re: [osg-users] RemoveChild() overwriting application memory

2011-09-23 Thread Joel Graff
Problem solved! I had buried the reference to my scene class in my console class (which acts as a callback for a node I was destroying)... Long way of saying "whoops", I guess. Anyway, thanks for the help - I certainly learned a good bit nonetheless. Joel -- Read this topic on

Re: [osg-users] "GraphicsWindow has not been created successfully"

2011-09-23 Thread Yann Blaudin de Thé
AT LAST!!! :-) I managed to solve my problem. Now I have a beautiful textured Earth! I had to: *compile OSG with imageio instead of Quicktime *compile OSG with Cocoa as a windowing system How happy! Le 23 sept. 2011 à 20:44, Robert Osfield a écrit : > Hi Yann, > > On Fri, Sep 23, 2011 at 7:21 P

Re: [osg-users] "GraphicsWindow has not been created successfully"

2011-09-23 Thread Robert Osfield
Hi Yann, On Fri, Sep 23, 2011 at 7:21 PM, Yann Blaudin de Thé wrote: > Hi Robert, > > Actually I don't know :-) Xcode makes the linking job, with the following > flags I gavehim : "-losg -losgViewer" (etc) > So I don't think it is linked statically (the binary itself is 2Mo) You have to explici

Re: [osg-users] "GraphicsWindow has not been created successfully"

2011-09-23 Thread Yann Blaudin de Thé
Hi Robert, Actually I don't know :-) Xcode makes the linking job, with the following flags I gavehim : "-losg -losgViewer" (etc) So I don't think it is linked statically (the binary itself is 2Mo) Yann Le 22 sept. 2011 à 09:50, Robert Osfield a écrit : > Hi Yann, > > Are you statically linkin

Re: [osg-users] Attach camera manipulator to RTT camera instead of viewer?

2011-09-23 Thread Jean-Sébastien Guay
Hi Ulrich, I'm trying to find a way to attach a camera manipulator (Trackball) to my RTT camera rather than the main viewer. So far I couldn't find anything similar in the examples. This must be a frequent scenario so obviously I'm missing something. Can this be achieved without writing a

[osg-users] Attach camera manipulator to RTT camera instead of viewer?

2011-09-23 Thread Ulrich Hertlein
Hi guys, I'm trying to find a way to attach a camera manipulator (Trackball) to my RTT camera rather than the main viewer. So far I couldn't find anything similar in the examples. This must be a frequent scenario so obviously I'm missing something. Can this be achieved without writing a cust

Re: [osg-users] osgexport for blender?

2011-09-23 Thread Jeremy Moles
On Fri, 2011-09-23 at 17:36 +0200, Alberto Luaces wrote: > Jeremy Moles writes: > > > Some history: Alberto wrote the first osgexport.py. > > Hi Jeremy, > > just a clarification: I didn't wrote anything :) As far as I know, the > original osgexport.py script belongs to Rubén López. CRAP, you're

Re: [osg-users] osgexport for blender?

2011-09-23 Thread Alberto Luaces
Jeremy Moles writes: > Some history: Alberto wrote the first osgexport.py. Hi Jeremy, just a clarification: I didn't wrote anything :) As far as I know, the original osgexport.py script belongs to Rubén López. -- Alberto ___ osg-users mailing list o

Re: [osg-users] osgexport for blender?

2011-09-23 Thread Jeremy Moles
On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote: > "Benjamin Gehmlich" writes: > > > Hi Alberto, > > thanks for your answer, but there is a Problem with blender. > > > > > > When I want to add the osgExport file ("Install Add-On"), there happens > > nothing. > > > > What I have done > >

Re: [osg-users] osgexport for blender?

2011-09-23 Thread Alberto Luaces
"Benjamin Gehmlich" writes: > Hi Alberto, > thanks for your answer, but there is a Problem with blender. > > > When I want to add the osgExport file ("Install Add-On"), there happens > nothing. > > What I have done > 1.) put the osg folder in blender-2.59/2.59/scripts/addons > 2.) the osgExport.

[osg-users] RTT and new color_buffer binding per frame.

2011-09-23 Thread Alexej Fink
Hello folks, the main intention is to use an off screen RTT scene setting to generate textures for the main scene asynchronously. The RTT base seems to work, but rebinding the color_buffer at each frame to a new target (image or texture) does not work. (During the development osg::Image instan

Re: [osg-users] Conversion from 'GLsizeiptrARB' to 'const GLvoid *' of greater size

2011-09-23 Thread Alexandre Amalric
Hi Jean-Sébastien, Just to let you know that you're not alone to see those Warning, I'm seeing them too under VS 2008 with 32bits build... You can hide them using option : /wd 4312 Kind regards, * * 2010/1/11 Robert Osfield > Hi JS, > > On Mon, Jan 11, 2010 at 2:41 PM, Jean-Sébastien Guay > w

Re: [osg-users] osgexport for blender?

2011-09-23 Thread Benjamin Gehmlich
Hi Alberto, thanks for your answer, but there is a Problem with blender. When I want to add the osgExport file ("Install Add-On"), there happens nothing. What I have done 1.) put the osg folder in blender-2.59/2.59/scripts/addons 2.) the osgExport.py in blender-2.59 3.) started Blender -> User

Re: [osg-users] Changing DrawBuffer for FBO

2011-09-23 Thread Sergey Polischuk
Hi, Manu Cant comment on performance gain with pure gl, but you can write small test to see possible gain. Osg dont share fbos with cameras and dont keep track of vbo's binded so most of gain would be from reducing number of glBindFramebuffer...(..) calls and geometry setup (vertex\index\texcoord a

Re: [osg-users] RemoveChild() overwriting application memory

2011-09-23 Thread Robert Osfield
Hi Joel, The code that you suggest is erroneous looks fine, while your code with release() looks dubious. The ref_ptr<>::release() decrements the reference count without deleting the object, it's a special case that should only be used when passing back a C pointer from a function that creates th

Re: [osg-users] [osgCompute] Experiences with osgCompute

2011-09-23 Thread Bart Postma
Hi Maik, Thank you for answers. I supplied a short example program as you requested. The program displays a triangle (osgCuda::Geometry) and the GPU increments its positions with a positive value, so it's moving to the top-right. Secondly, there is a dummy array (osgCuda::Memory) and the GPU in

[osg-users] Texture2DMultisample usage example

2011-09-23 Thread Sebastian Messerschmidt
Hello, I'm experimenting a bit with multisampled RenderTargets and need some advice with Texture2DMultisample. As far as I understood this, it can be used like usual textures (i.e. binding it to a COLOR_BUFFER for a MRT setup) with a specific sampler inside the shader. Unfortunally I get an er

Re: [osg-users] Changing DrawBuffer for FBO

2011-09-23 Thread Emmanuel Roche
Thanks Sergey, Right now I'm using multiple cameras rendered one after another... but I have the feeling the performances are not too good (with 17 pre render cameras...). Do you think I'm right to assume I could really improve the performances by using pure GL code instead and create only one F

Re: [osg-users] osgPPU swig wrapped and viewport issues

2011-09-23 Thread René Molenaar
Hi, I'am experiencing some issues with osgPPU, (some might have been addressed before on the list): * I use an ON_DEMAND scheme and osgPPU always has a one frame lag. (i am using a simple setup similar to examples like osgppu_viewer) * My Camera had some hud camera childs doing a POST_RENDER, the

Re: [osg-users] osgexport for blender?

2011-09-23 Thread Alberto Luaces
"Benjamin Gehmlich" writes: > Hi all, > > I want to export characters with the osgExport-Plugin for Blender 2.59. > > I used the nathan file (character.blend) and boxman.blend (found them in the > web), but the versions "osgexport_no_mercurial_20100530_r7tar_563" and > "osgexport_no_mercurial_20

Re: [osg-users] RemoveChild() overwriting application memory

2011-09-23 Thread Joel Graff
Robert, This turns out to be more complicated than I anticipated. You were right - at least partly.. I think. I did some research on ref_ptr's (consulted OSG 3.0 Beginner's Guide and a few (conflicting) online tutorials) a few days ago. Fixed a few consistency issues, but didn't catch this

Re: [osg-users] osgexport for blender?

2011-09-23 Thread Benjamin Gehmlich
Hi all, I want to export characters with the osgExport-Plugin for Blender 2.59. I used the nathan file (character.blend) and boxman.blend (found them in the web), but the versions "osgexport_no_mercurial_20100530_r7tar_563" and "osgexport_no_mercurial_20100527_r6tar_199" does not work. Can any

Re: [osg-users] "hide" objects from manipulators

2011-09-23 Thread Aurelien Albert
Thanks for your help ! To be more specific, when my dragger is hidden by another geometry, the camera manipulator get the event. Any idea about this ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42963#42963 ___

Re: [osg-users] Shadowing + Multitexture

2011-09-23 Thread Alastair Barrow
Thanks for the speedy reply Sebastian, I mainly needed to know whether I was missing something simple or not as i don't really have time to learn enough to get stuck in to writing shaders. Hopefully I can return to the problem at some point Much appreciated, Ally -- Read this t

Re: [osg-users] Texture two faces of a triangle independently

2011-09-23 Thread Sergey Polischuk
Hi, James You can write shader which will use texture depending on triangle facing, there are bool gl_FrontFacing variable accessible in fragment shader (or you can check viewspace normal z sign). 22.09.2011, 20:31, "James Klink" : > Hi, > > Thanks for the quick reply. I didn't want to have to

Re: [osg-users] "hide" objects from manipulators

2011-09-23 Thread Sergey Polischuk
Hi, After looking at sources, it looks like only possible cause of malfunction - event didnt get to your handler or already handled by that time. It should be not important if dragger visible or hidden by other geometry. Event should be handled by first dragger intersected by the ray. Can't hel

Re: [osg-users] "hide" objects from manipulators

2011-09-23 Thread Aurelien Albert
Hi, I already use 2 subgraphs, like his : Root | | Manipulators | | Objects But how can I tell to the TranslateAxisManipulator to visit only the "Manipulators" subgraph ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42960#42960 _

Re: [osg-users] "hide" objects from manipulators

2011-09-23 Thread Sergey Polischuk
Hi, You can use node masks so intersector visitor would check intersection only on nodes you want, or keep separate graph for intersections search 22.09.2011, 20:19, "Aurelien Albert" : > Hi, > > I'm working on an OSG based application, with user interaction > (TranslateAxisDragger, RotateAxisD

Re: [osg-users] Changing DrawBuffer for FBO

2011-09-23 Thread Sergey Polischuk
Hi, Manu There are no convenient support for renderbuffer ping-ponging. You can either use pure gl, graph with lots of cameras setup with correct render order and output textures, or osgppu graph with chain of units Cheers,Sergey.22.09.2011, 16:28, "Emmanuel Roche" :Hi everyone,I have a question re

Re: [osg-users] RTT multipass on same geometry

2011-09-23 Thread Sergey Polischuk
Hi, Sebastian You can setup blend func in a way that will keep old rgb values and replace alpha with new value. for second pass -> BlendFunc(osg::BlendFunc::ZERO, osg::BlendFunc::ONE, osg::BlendFunc::ONE, osg::BlendFunc::ZERO). However if you reading from same texture attached to camera output t

Re: [osg-users] Current time when displaying an image stream

2011-09-23 Thread Robert Osfield
Hi Brad, You are the first to request such a feature as far as I'm aware. So if the get current time isn't their it's because no one has needed thus far, so no one has added it. Feel free to dive in and add the feature to the ImageStream interface and the associated subclasses of it. Cheers, Ro

Re: [osg-users] RemoveChild() overwriting application memory

2011-09-23 Thread Robert Osfield
Hi Joel, On Thu, Sep 22, 2011 at 10:15 PM, Joel Graff wrote: > My Scene class manages the scene graph almost entirely (sans custom > nodevisitors and callbacks).  It isn't derived from any osg classes and I > can't really think of any reason why it should be...  The class itself has no > activ

Re: [osg-users] Please remove me from list

2011-09-23 Thread Ulrich Hertlein
You can do that yourself, using the mailing list link below. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Shadowing + Multitexture

2011-09-23 Thread Sebastian Messerschmidt
Hello Alastair, If you parse the forum/mailing list for shadow and multitexturing or other terms you will find a heap of information about this. In general you'll have to write your own custum shader in order to use shadow with more than one texture /3d-texture and so on. The stock shadow-shade