Re: [osg-users] OpenThreads/Atomic currently broken with Xcode 4.3.1 and IOS

2012-03-21 Thread Ulrich Hertlein
Hi Stephan, On 13/03/12 4:43 , Stephan Maximilian Huber wrote: > it seems that compiling osg and specifically OpenThreads is currently > broken for IOS when using xcode 4.3.1. The compilation fails at > OpenThreads/Atomic with > > Users/stephan/Documents/Projekte/cefix/cefix/ios/../../libs/ios/in

[osg-users] Falling off the NVidia fast path

2012-03-21 Thread Chris Hanson
I'm doing my 16-bit RTT work with GL_RGBA16 successfully now, though osg::Image doesn't like it much (I avoided the problem). However, recently, I've made some change that knocked me off the fast path onto software rendering(!) on some older hardware. My GTX 560M is just fine, but a Quadro FX 270

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Terry Welsh
Wow, it's cool to see so many questions. Here are some answers: No current plans for porting to iOS or Android tablets. The CPUs might be able to handle it, but I think I would have to dumb down the graphics pretty bad. But mainly that's another huge project that I don't have time to tackle rig

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread John Vidar Larring
Hi Terry, Thanks for sharing. This really brought forth some good ol' XPilot memories. Any plans for making it multi-player? Best regards, John On 03/21/2012 05:50 PM, Terry Welsh wrote: At the risk of sounding like a shameless self-promoter, here's level playthrough video from a hobby proje

Re: [osg-users] Performance on geometry processing

2012-03-21 Thread Stephan Huber
Am 21.03.12 17:22, schrieb Matthias Thöny: > this is in fact working, but with some sideeffect (crash while statics blend > in, etc.etc...), but I am really confused about is, why this method is not > always called while the draw process, because if my xcode debugger does not > lie to me (becaus

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Vincent Bourdier
Very nice job ! I already tried to make an OSG based game, this was not so beautiful !! Regards, Vincent 2012/3/21 Terry Welsh > Hi guys, > Thanks for the kind words. Unfortunately, the little people cannot > extinguish themselves. Life is hard for virtual fodder :( I wrote > the particl

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Terry Welsh
Hi guys, Thanks for the kind words. Unfortunately, the little people cannot extinguish themselves. Life is hard for virtual fodder :( I wrote the particle system ages ago. At the time, osgParticle still had immediate mode code in it and I wanted some very different features and the ability to o

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Robert Osfield
Hi Terry, On 21 March 2012 17:50, Terry Welsh wrote: > At the risk of sounding like a shameless self-promoter, here's level > playthrough video from a hobby project I've been working on.  I'd be > grateful to hear any critiques or ideas anyone has.  Plus, I thought > people might get a kick out o

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Thomas Hogarth
Hi Terry This looks great, love the lighting. Crazy to get a hobby project looking so polished. Any plans for a release, a port to IOS or Android would be cool. Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegra

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Brad Colbert
Fantastic! Some hints of that old helicopter game from back in the day. Nice! -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Terry Welsh Sent: Wednesday, March 21, 2012 10:51 AM To: osg-users@lists

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Jason Daly
Very nice, Terry! Looks like the human characters need a "stop drop and roll" behavior, though... ;-) --"J" On 03/21/2012 01:50 PM, Terry Welsh wrote: At the risk of sounding like a shameless self-promoter, here's level playthrough video from a hobby project I've been working on. I'd be

Re: [osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Farshid Lashkari
Hi Terry, Wow, that is awesome! I really like the particle effects and lighting. Did you use osgParticle for that? Cheers, Farshid On Wed, Mar 21, 2012 at 10:50 AM, Terry Welsh wrote: > At the risk of sounding like a shameless self-promoter, here's level > playthrough video from a hobby projec

[osg-users] Retrobooster - OSG-based game

2012-03-21 Thread Terry Welsh
At the risk of sounding like a shameless self-promoter, here's level playthrough video from a hobby project I've been working on. I'd be grateful to hear any critiques or ideas anyone has. Plus, I thought people might get a kick out of seeing a pretty involved OSG project in development. http://

Re: [osg-users] Performance on geometry processing

2012-03-21 Thread Robert Osfield
Hi Mattihas, Please have a look at the OSG header for include/osg/Geometry, in particular the section on setVertexIndices() : /** deprecated - forces OpenGL slow path, just kept for backwards compatibility.*/ void setVertexIndices(IndexArray* array); See the forces OpenGL slow pa

Re: [osg-users] [forum] using a TV remote control

2012-03-21 Thread Helen Diez
Hi, Thanks for the help. In the end by using Qt libraries everything works fine. By the way, I'm using a IR USB receiver which maps remote control events with keyboard events. Thank you! Cheers, Helen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php

Re: [osg-users] OSG + Qt + threading.

2012-03-21 Thread Aitor Ardanza
Hi, I'm trying to do the same... but I only get errors... The steps that I follow are the next: I create a class OSGQtRenderThreadManager: public OpenThreads::Thread which contains a variable class ViewerQT : public osgViewer::Viewer, public AdapterWidget (class AdapterWidget : public QGLWidget

Re: [osg-users] 2nd Camera - disable CameraManipulator

2012-03-21 Thread Chris Hanson
On Wed, Mar 21, 2012 at 7:54 AM, Paul Griffiths wrote: > Hi, > I have included a second camera to my scene. > When I use the TrackballManipulator It effects every camera in the scene. > How do I stop this? > > Take a look at the osgprerender example. It shows how to set up the child pre-render

Re: [osg-users] 2nd Camera - disable CameraManipulator

2012-03-21 Thread Robert Osfield
Hi Paul, On 21 March 2012 13:54, Paul Griffiths wrote: > I have included a second camera to my scene. > When I use the TrackballManipulator It effects every camera in the scene. > How do I stop this? I can't second guess what exactly your setup is so there is no way for me or others to give a de

[osg-users] 2nd Camera - disable CameraManipulator

2012-03-21 Thread Paul Griffiths
Hi, I have included a second camera to my scene. When I use the TrackballManipulator It effects every camera in the scene. How do I stop this? ... Thank you! Cheers, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46485#46485 __

Re: [osg-users] Global state attribute (uniform)

2012-03-21 Thread Aurelien Albert
> Could you just remove the uniform when you remove the leaf node? Or reset the > uniforms value? No, I can't because it is part of a generic management system and the leaf node may be removed by many ways. Since this application is single-threaded, use multiple viewer instance (no composite

Re: [osg-users] Global state attribute (uniform)

2012-03-21 Thread Robert Osfield
Hi Aurelien, On 21 March 2012 09:20, Aurelien Albert wrote: > I've tested the solution based on the camera stateset, but it's not fuly > satisfying because when the leaf node object is remove from the graph, the > uniform and the stateset are still affected to the camera. Could you just remove

Re: [osg-users] Global state attribute (uniform)

2012-03-21 Thread Aurelien Albert
Hi robert, I've tested the solution based on the camera stateset, but it's not fuly satisfying because when the leaf node object is remove from the graph, the uniform and the stateset are still affected to the camera. So I'm interested by the positional state special case : how can I add a sta

Re: [osg-users] Geometry object shared by multiple Nodes.

2012-03-21 Thread Robert Osfield
Hi Eldar, What you are seeing is by using a vertex shader to position the vertex data you are moving it so the bounding box of the osg::Geometry becomes inappropriate. The OSG does it's culling and set up of near/far planes based on the bounding volume of the nodes and drawables so if you don't r

Re: [osg-users] Global state attribute (uniform)

2012-03-21 Thread Robert Osfield
HI Aurelin, You can attach an osg::StateSet with an osg::Uniform to the osg::Camera assigned to the View(er), this will decorate any scene graph that you attach to the View(er). Placing a uniform on leaf won't effect the global uniform as state is inherited top down. The only exceptions to this

Re: [osg-users] Trans/Rot need for quad fill entire screen?

2012-03-21 Thread Sergey Polischuk
Hi, Paul get a piece of paper, draw this stuff and do the math, that's my advice Cheers 21.03.2012, 02:01, "Paul Griffiths" : > Hi, > > Lets say: > > A Quad (4 * 3 units) at pos(0, 10, 0), rot(0, 45, 0). > > The screen is 800 * 600 (ratio 4/3) > > What is the trans & rot needed from the Quad for

Re: [osg-users] texture sampler uniforms

2012-03-21 Thread Sergey Polischuk
 Hi Daniel It is ok by spec to use sampler when texture is not bound, but it can easily crash on bad drivers (i've had such crashes on intel cards)You can create 1x1 pixel white texture and set on all scene on all first four texture units. It will apply only to those nodes which dont have their own

Re: [osg-users] [osgCompute] Graph layout using osgCompute

2012-03-21 Thread Vladimir Polak
I am not sure, if I made myself clear so I will try to be more specific. Is it possible to somehow send to kernel array of geometries, so every thread can work on one of them? Thank you! Cheers, Vladimir -- Read this topic online here: http://forum.openscenegraph.org/viewtopi

Re: [osg-users] texture sampler uniforms

2012-03-21 Thread Daniel Schmid
I would like to build a generic fragment shader that can handle up to 4 texture units, instead of building fragment shaders for each number of used texture units. Is there a way to figure out in my fragment shader if a texture unit is used or not ? When a uniform sampler contains no valid textur