[osg-users] Frame Rate Decay w/ SilverLining Integration

2012-03-15 Thread Christiansen, Brad
Hi, I have come across the exact problem discussed on the forum here: http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May 2011. The discussion described the problem I am seeing perfectly but unfortunately there is no resolution posted. Knarf, did you end up solving this

Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-15 Thread Aurelien Albert
Have you TRIED osgEarth? Yes, in the past I've been working about 8 month on a osgEarth based project. We used a 2 GB dataset, and performance was really bad until the cache is filled. The new project I'm starting will use dataset about to 5-20 GB, in local storage (with some single

Re: [osg-users] [build] problem compiling osg 3.0.0 for Android

2012-03-15 Thread Jorge Izquierdo Ciges
They are not needed at all. OSG compilation, as it is right now doesn't support full Native compilation, it's made by calls through JNI from a Java/Dalvik Code. The egl Context is raised in the Java part and can't be passed down to OSG, that's the reason the examples need to use an embebed viewer

Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-15 Thread Aurelien Albert
You can use VPB-built static terrin baselayers in osgEarth, and use osgEarth's dynamic terrain layers only where needed. You can also use osgEarth to apply dynamic imagery sources onto static VPB terrain layers. Hum, I've missed that in my previous project... you are probably right, it

Re: [osg-users] Getting animations initial frame bones matrix

2012-03-15 Thread Aitor Ardanza
Hi, I've noticed that when holding information from animation channels, only gives me the bone local position information. rotateX, rotateY and rotateZ values are always 0. Code as I do: Code: osg::ref_ptrosgAnimation::Bone actualBone = _AnimationManager-getSkeletonBone(actualBoneName);

Re: [osg-users] Frame Rate Decay w/ SilverLining Integration

2012-03-15 Thread Chris Hanson
On Thu, Mar 15, 2012 at 12:32 AM, Christiansen, Brad brad.christian...@thalesgroup.com.au wrote: Hi, ** I have come across the exact problem discussed on the forum here: http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May 2011. The discussion described the

Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-15 Thread Eric Zaremba
Hi, At the question Aurelien wrote: 3. Is there any invalid elevation value management to cut holes in source elevation data and then build a database with holes inside ? (not simple shape holes as square) You say Chris Hanson wrote: I don't remember how VPB handles this anymore. I know

Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-15 Thread Chris Hanson
Chris Hanson wrote: I don't remember how VPB handles this anymore. I know I've done it though. I recall what I did -- I actually used a crazy rendering trick to avoid the need for holes in the terrain. I believe you could mark the hole areas in your drape image with a special color and

Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-15 Thread Robert Osfield
Hi Aurelien, On 14 March 2012 15:46, Aurelien Albert aurelien.alb...@alyotech.fr wrote: 3. Is there any invalid elevation value management to cut holes in source elevation data and then build a database with holes inside ? (not simple shape holes as square) There is the

Re: [osg-users] [vpb] Multiple terrain layers and relative altitude heightmap

2012-03-15 Thread Jason Beverage
Hi Eric, osgEarth can do everything you've mentioned you need to do. You can add/remove layers at runtime, cut holes in the terrain using the masking feature and run at 60 fps. When you say that performance was bad until you've filled the cache in osgEarth, you're making a good point.

[osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-15 Thread Doug Domke
Hi, We have an OSG-based application that uses a 3rd party library to draw video. We want my application to perform a digital zoom on this video. Given the API to this library, we wrote an OSG node with a draw callback that calculates the viewport for the video to draw in, and lets the

[osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-15 Thread Mark Green
Hi, I'm trying to upgrade a program still running on OSG 1.2.0 to OSG 2.8.3. After some tempering I ended up getting to the point where I could compile, but after that I've gotten stuck. The following code is throwing a segmentation fault, and I can't figure out what I'm doing wrong: Code:

[osg-users] Strange problem: Only PrimiitiveSet of first Vertices displayed

2012-03-15 Thread Nico DeLarge
Hi folks, I have a strange problem: I want to draw a cube out of 6 PrimitiveSets containing Triangle Strips. Unfortunately, only the one PrimitiveSet out of the first 4 vertices is displayed. It does not matter, if I set a different starting index than 0 in the DrawArrays (seems to be

[osg-users] Texture repeats and overlaps when I don't want it to

2012-03-15 Thread Zachary Hilbun
Hi, I am texturing a disk (circle) I created with a square texture. The texture has a transparent background so any parts of it that don't overlap the disk and hang over the sides are transparent. The code that does this is below. The Geode circleGeodeImage has been previously created and

Re: [osg-users] Strange problem: Only PrimiitiveSet of first Vertices displayed

2012-03-15 Thread David Callu
Hi Nicolas Your 3 last plan have vertices order for a QUAD and not for TRIANGLE_STRIP, except this, i see you 6 planes in my example (attached) based on your code. HTH David 2012/3/15 Nico DeLarge nicolas.dingel...@googlemail.com Hi folks, I have a strange problem: I want to draw a cube

Re: [osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-15 Thread Sergey Polischuk
Hi Are you sure your quad not being rejected by depth test? Also as it being drawn with fixed finction, modelview and projection matrices set by osg for opengl state are affecting your quad drawing. So easy\dirty way is to attach shader which calc vertex position without using

Re: [osg-users] Segmentation fault in osgDB::readNodeFile()

2012-03-15 Thread Sergey Polischuk
Hi, Mark can you check your .osg model with 2.8.3 osgviewer? if it segfaults then it seems like model format changed since 1.2.0 or smth along those lines. Cheers, Sergey. 15.03.2012, 18:33, Mark Green hlgamead...@hotmail.com: Hi, I'm trying to upgrade a program still running on OSG 1.2.0

Re: [osg-users] Texture repeats and overlaps when I don't want it to

2012-03-15 Thread Sergey Polischuk
Hi, Zachary first thing: your texture clamping setup is wrong you should use WRAP_T instead of WRAP_R in first line second: overlapping means that your texture coords generation provides incorrect output, cant say much more as i have no idea what your model are Cheers, Sergey. 16.03.2012,

Re: [osg-users] GL_STENCIL_TEST in draw implementation callback

2012-03-15 Thread Farshid Lashkari
Hi Doug, How exactly is this library drawing the video? Is it feeding the video data into a texture, and applying that texture onto a simple quad? If so, it seems like the best approach would be to use the osg::TexMat class to transform the texture coordinates of the quad to simulate a zooming in

Re: [osg-users] Texture repeats and overlaps when I don't want it to

2012-03-15 Thread Zachary Hilbun
Hi, Sergey, you wrote overlapping means that your texture coords generation provides incorrect output. All my texture coordinates are between 0 and 1. What kind of error would cause an image to overlap itself multiple times like mine does? Thank you! Cheers, Zachary -- Read

Re: [osg-users] Texture repeats and overlaps when I don't want it to

2012-03-15 Thread Zachary Hilbun
Hi, This is a dump of how I do the mapping. I am mapping a square texture to a circle. texcoords-push_back (osg::Vec2 (x, y)); Map vertex 1, 0 to texture 1, 0.5 Map vertex 0.998027, 0.0627905 to texture 0.999013, 0.531395 Map vertex 0.992115, 0.125333 to texture 0.996057, 0.562667 Map vertex

[osg-users] Incorrect volume image

2012-03-15 Thread Clement.Chu
Hi, When I loaded an image with using osgvolume, it cannot show probably. I found the error listed as http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/OpenGLConformance about GL_SGIS_generate_mipmap doesn't work. I would like to know whether there is a any solution to

Re: [osg-users] [build] OpenGLES2.0 build error

2012-03-15 Thread Mike Wozniewski
Hi Jordi, Thanks for the instructions, and sorry for taking so long to respond. I had to upgrade Xcode to 4.3.1 for a different project and ran into many projects. I'm wondering if this is responsible for your cmake toolchain not working for me. XCode 4.3.1 is the .app version, which removes

Re: [osg-users] [build] OpenGLES2.0 build error

2012-03-15 Thread Mike Wozniewski
Oops. Ignore that last post. I forgot to also update IOS_SDK_VERSION to 5.1 in your toolchain file. Now it successfully configures. Will keep you posted once I finish building everything. -Mike -- Read this topic online here: