[osg-users] osgText and getting fonts on OS X becoming difficult

2012-03-19 Thread Hartwig Wiesmann
Hi, it is becoming more and more difficult to obtain the filenames of fonts in OS X. Actually, it seems to be that all system functions are depreciated that obtain from a font object (like NSFont) the font's filename (directly or indirectly). What do you do to get from a native font object in

[osg-users] StateSetManipulator doesn't work

2012-03-19 Thread Su Gang
Hi, I have a strange problem. Runing the following code will cause StateSetManipulator doesn't work. That is I can't enble/ disable texture by clicking key T (And the Lighting, CyclePolygonMode). I've tried. If keep only one geom-addPrimitiveSet of the first two POLYGONs, remove the

Re: [osg-users] Any libraries of public domain shapes for Open Scene Graph?

2012-03-19 Thread Robert Osfield
Hi Barry, On 18 March 2012 22:01, Barry evan...@telusplanet.net wrote: I would like to know if there are libraries of public domain shapes for Open Scene Graph, other than the basic ones provided? I'm rather perplexed by what your actually mean, I'm sure others will be similarly confused by

Re: [osg-users] Any libraries of public domain shapes for Open Scene Graph?

2012-03-19 Thread Christian Buchner
I am not the original poster, but I'd love to see a library of implicitly (mathematically) defined shapes that use GLSL raytracing/raymarching for rendering. So you can get perfect spheres without any geometry load. Spheres, Cones, etc... that kind of stuff that is hard to tacke with meshes. If

Re: [osg-users] Any libraries of public domain shapes for Open Scene Graph?

2012-03-19 Thread Andrew Lowe
Quoting Robert Osfield robert.osfi...@gmail.com: Hi Barry, On 18 March 2012 22:01, Barry evan...@telusplanet.net wrote: I would like to know if there are libraries of public domain shapes for Open Scene Graph, other than the basic ones provided? I'm rather perplexed by what your actually

Re: [osg-users] Camera attached to object

2012-03-19 Thread Sergey Bocharov
zonk wrote: Hi Sergey, why don't you use OSGs standard nodetrackermanipulator? You can track a node and configure which DOF are controllable via the manipulator. Cheers, Torben Hi Torben nodetrackermanipulator allow to sen node as point of view and camera flying around this node.

[osg-users] Site where I can get free bumpmaps and free textures?

2012-03-19 Thread Zachary Hilbun
Hi, What are some sites where I can get free bumpmaps and free textures? Thank you! Cheers, Zachary -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46407#46407 ___ osg-users mailing list

[osg-users] osgShadow and multitexturing

2012-03-19 Thread Daniel Schmid
Hi y'all I'm trying to implement shadow in my scene. My scene makes use of up to 4 texture levels in its models. I read in some comments that the lipsm and other shader based shadow techniques are not really made for multi texturing. Ist here anybody out there that made a custom shader that

Re: [osg-users] Incorrect volume image

2012-03-19 Thread Clement.Chu
Hi Robert, I appreciated your details explanation. My program was using coin3D for volume rendering previously and it was working fine on Intel graphics machine, so I expected osg can work the same. I absolutely agree with your point of view. I have set the minimum requirement for

[osg-users] Rubber band selection for pixel masking

2012-03-19 Thread Marco Fiocco
Hi all, I'm trying to implement a rubber band selection tool (and also a polygonal selection tool), and I'm wondering which is best approach since there are a number of options in OSG and it's a bit confusing... Note that I don't really need the PolytopeIntersector, because I need to create a bit

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

2012-03-19 Thread Mark Green
Hi, So the porting shouldn't be that ard, that is good to hear. Unfortunately, the problem still exists after trying to change the makefile in many ways. A possibly important bit of information I forgot to mention was that while the compiling did not produce any errors, it did produce the

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

2012-03-19 Thread Eric Zaremba
Ok, thank you, I will take a look at all of that. Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46412#46412 ___ osg-users mailing list osg-users@lists.openscenegraph.org

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

2012-03-19 Thread Robert Osfield
HI Mark, On 19 March 2012 15:08, Mark Green hlgamead...@hotmail.com wrote: A possibly important bit of information I forgot to mention was that while the compiling did not produce any errors, it did produce the following warning: warning: libstdc++.so.5, needed by /usr/local/lib/libosg.so,

Re: [osg-users] Incorrect volume image

2012-03-19 Thread Robert Osfield
Hi Clement, On 19 March 2012 14:41, clement@csiro.au wrote:    I appreciated your details explanation.  My program was using coin3D for volume rendering previously and it was working fine on Intel graphics machine, so I expected osg can work the same.   I absolutely agree with your

Re: [osg-users] osgShadow and multitexturing

2012-03-19 Thread Robert Osfield
Hi Daniel, All the osgShadow techniques can work with multi-texturing and it's certainly how I'd expect most users to use it. However, the built in shaders they provide can't handle all the types of effects you might want to use so you'll need to replace these with your own custom shaders.

[osg-users] Can't resize framebuffer texture attachments

2012-03-19 Thread Sean O'Connell
I'm trying to resize the textures attached to my framebuffer during run-time, however the viewport size that the scene is rendered into stays the same. If the framebuffer starts off at 64x64 pixels and I then resize to 512x512, the output only contains rendered pixels in the lower left 64x64

[osg-users] Texture render ratio?

2012-03-19 Thread Paul Griffiths
Hi, Lets say I have a texture 800 * 480. I have a quad which is 10 * 10. If I render the texture to the quad, the texture will be squashed on the x axis. How do I compensate for this, correct the aspect ratio? ... Thank you! Cheers, Paul -- Read this topic online here:

Re: [osg-users] Texture render ratio?

2012-03-19 Thread Jan Ciger
On Mon, Mar 19, 2012 at 6:32 PM, Paul Griffiths gaffe...@gmail.com wrote: Hi, Lets say I have a texture 800 * 480. I have a quad which is 10 * 10. If I render the texture to the quad, the texture will be squashed on the x axis. How do I compensate for this, correct the aspect ratio?

Re: [osg-users] osgShadow and multitexture

2012-03-19 Thread Daniel Schmid
Hi Robert Thanks for your answer. I was hoping all osgShadow techniques support multi-texturing... but in my application, i tried every single one, and I only have strange effects. What happens basically is the following: I can manage to have a shadow with standardshadowmap, and all the view

[osg-users] PixelBuffer Cocoa - Meaning of output message?

2012-03-19 Thread Hartwig Wiesmann
Hi, in osgView::PixelBufferCocoa::realizeImplementation there is a line Code: std::cout PixelBufferCocoa :: realizeImplementation not implemented yet std::endl; Isn't this message obsolete? At least it seems to me that the method is implemented. Thank you! Cheers, Hartwig