Re: [osg-users] Texture problem on Android With GLES1 (Not Environmental mapping)

2012-09-11 Thread Koduri Lakshmi
Hi Rafa, Thank you for the nice help. I did as you said. But still textures are not displayed. These are the things what I did 1) I added -losgdb_jpeg under LOCAL_LDFLAGS in Android.mk file 2) I added ljpeg under LOCAL_LDLIBS in Android.mk file 3) I added USE_OSGPLUGIN(jpeg) to OsgMainApp.hpp

Re: [osg-users] Texture problem on Android With GLES1 (Not Environmental mapping)

2012-09-11 Thread Rafa Gaitan
Hi Koduri, I did as you said. But still textures are not displayed. These are the things what I did 1) I added -losgdb_jpeg under LOCAL_LDFLAGS in Android.mk file 2) I added ljpeg under LOCAL_LDLIBS in Android.mk file 3) I added USE_OSGPLUGIN(jpeg) to OsgMainApp.hpp file. 4) The JPEG is

Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-09-11 Thread Sergey Polischuk
Hi functionally it is about same as osgPPU as far as i can tell, but more straightforward and easy to use. I like it :) Was missing ogre-like materials and compositiors when working with osg, tyvm for your work. 10.09.2012, 18:57, Wang Rui wangra...@gmail.com: Hi all, Just to announce that

[osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Nav Joseph
I saw that installing OSG on Linux would be easy, so gave it a shot on RHEL6.x. OSG built without any problems, and I set the paths mentioned in this page (http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted). But when I created a git clone of virtualplanetbuilder and typed

Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Tassilo Glander
Hi Nav, sounds like the libraries are not found at the usual places, both for the plugins (that is why the cow is not loading) and for the configuration of VPB. Did you do the sudo make install? Also sometimes I had to do ldconfig when I installed new libraries for the first time. I am not

Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Jordi Torres
Hi Nav, 2012/9/11 Nav Joseph nk...@tatapowersed.com I saw that installing OSG on Linux would be easy, so gave it a shot on RHEL6.x. OSG built without any problems, and I set the paths mentioned in this page (http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted). But

Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Jordi Torres
2012/9/11 Jordi Torres jtorresfa...@gmail.com Hi Nav, 2012/9/11 Nav Joseph nk...@tatapowersed.com I saw that installing OSG on Linux would be easy, so gave it a shot on RHEL6.x. OSG built without any problems, and I set the paths mentioned in this page (

Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Nav Joseph
Thanks Jordi; I have 'lib', 'bin' and 'include' in my osg folder, but no 'share' directory. Viewer is working now! :-) I had to type Code: ./osgviewer cow.osg I was getting an error of a cannot open display and the viewer not being able to create a window, but that was because I was the

Re: [osg-users] [vpb] Building Virtual Planet Builder in Linux

2012-09-11 Thread Jordi Torres
2012/9/11 Nav Joseph nk...@tatapowersed.com Thanks Jordi; I have 'lib', 'bin' and 'include' in my osg folder, but no 'share' directory. Yes, the 'share' directory appears when you compile and install the osg examples. Viewer is working now! :-) I had to type Code: ./osgviewer cow.osg

[osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-11 Thread Christian Buchner
in the osgmanipulator.cpp sample (using OpenSceneGraph 3.1.2 dev release): Why is the gray cylinder not moving with the TabPlaneDragger ? I can only move the dragger frame around, but the object linked to it does not respond. Is that a bug or a feature? Are composite draggers broken? How would I

Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene graph

2012-09-11 Thread Lucas SART
Thanks a lot, with your tip it works ! Alistair Baxter wrote: -Original Message- From: [mailto:] On Behalf Of Lucas SART Sent: 07 September 2012 11:08 To: Subject: Re: OSG + QT and QTabWidget: Disappearing scene graph Hi, I had looking for why it doesn't work. It

Re: [osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-11 Thread Christian Buchner
Hi all, a quick followup. The TabPlaneDragger seems to work fine in OSG 3.0.1, so it appears the problem is limited to the current development branch. Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Randall Hand
Ah, seems you're right.. I just tweaked it to load an oBJ I've been using for testing (company logo graphic) and now I'm up at 200fps in each of my 2 viewers, much better. Can I get a quick run-down on what exactly kicks it off the "fast path"? Or is this documented on the Wiki somewhere?

Re: [osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-11 Thread Robert Osfield
Hi Christian, On 11 September 2012 12:35, Christian Buchner christian.buch...@gmail.com wrote: in the osgmanipulator.cpp sample (using OpenSceneGraph 3.1.2 dev release): Why is the gray cylinder not moving with the TabPlaneDragger ? I can only move the dragger frame around, but the object

Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Sergey Polischuk
Hi you can take a look at Geometry::computeFastPathsUsed() source and check yourself. As a general rule you are going to be slow, if your geometry uses separate indices in osg::Geometry for vertex attribs (not those in DrawElements*** primitive sets, but those set with

Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-09-11 Thread Jeremy Moles
On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote: Hi Jeremy, Thanks for the tests and feedback. I'm focusing on creating a material system which may be a little similar to the Ogre one but will be very easy to integrate with OSG scenes. I'd like to also have a benchmark including a

Re: [osg-users] Understanding draggers - and a possible bug in OSG 3.1 dev branch?

2012-09-11 Thread Christian Buchner
Here's my shot at using a subclassed Translate2DDragger to move actual objects on a plane (without displaying any handles). They key is to make the movable object a child of the dragger, and to disallow the dragger to override the color of that child. See attachment. Christian /* OpenSceneGraph

Re: [osg-users] Opengl 3

2012-09-11 Thread Peterakos
Hello. In the example you mention the is this text: Add the path to GL3/gl3.h to the CMake compiler flags, CMAKE_CXX_FLAGS and CMAKE_CXX_FLAGS_DEBUG (for release and debug builds; others if you use other build configurations). The text to add should look something like this: /I “C:\GLHeader” The

[osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Janna Terde
Hi, I have a scene containing several mirrors but I would only like to enable RTT camera if the node representing a mirror is visible. I am trying to check if the specific Drawable was culled or not but so far I was not getting the results I wanted. Before getting into details on how I am

Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Jason Daly
On 09/11/2012 09:41 AM, Sergey Polischuk wrote: Hi you can take a look at Geometry::computeFastPathsUsed() source and check yourself. As a general rule you are going to be slow, if your geometry uses separate indices in osg::Geometry for vertex attribs (not those in DrawElements*** primitive

Re: [osg-users] NodeTrackerManipulator

2012-09-11 Thread Gianni Ambrosio
Hi Robert, if I understand correctly NodeTrackerManipulator::performMovementMiddleMouseButton method is basically not implemented so computeNodeCenterAndRotation call could be avoided. The same for NodeTrackerManipulator::performMovementRightMouseButton since the actual implementation of

Re: [osg-users] NodeTrackerManipulator

2012-09-11 Thread Gianni Ambrosio
In addition NodeTrackerManipulator::performMovementLeftMouseButton calls computeNodeCenterAndRotation() but maybe it is useless also in this case. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49935#49935

Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Are you on Windows or Linux? If Windows, are you running with debug OSG libs? If so, release OSG libs are much faster. Just a thought... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Randall

[osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All, I have a couple of questions regarding LineSegmentIntersector. I noticed that for a given line segment, it currently computes and returns ALL intersections with a given geometry in the scene. My questions are: 1) Does it support a feature of detecting a hit and then

Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Farshid Lashkari
Hi Shayne, The base osgUtil::Intersector class supports setting the limits on intersection results, using the setIntersectionLimit() method. The current options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE, LIMIT_NEAREST. On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC 519

Re: [osg-users] Real3D on LG Optimus with OpenSceneGraph 3.0.0

2012-09-11 Thread Oren Fromberg
Thanks Robert and Rafa, Looks I had set the display settings on the viewer correctly but I was not actually rendering with the main camera in the scene graph, I only had an ortho2d camera rendering a HUD underneath the root node. Once I had placed some geometry underneath the root node to be

Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Farshid, Thanks much for the input and addressing my questions. That is good news that the support is there. I'm assuming the default is NO_LIMIT. Is this true? Thanks, -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org

Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a follow on question to my previous email... Is this functionality of setting limits on intersection results only found in later versions of OSG? I'm currently using OSG 2.9.11 and I can't find any support for this. I guess this would explain why I asked the questions in the first place. If

Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Farshid Lashkari
Hi Shayne, Yes, the default is NO_LIMIT. I'm using it in version 2.9.12, but I think I might have backported it from a newer version. Sounds like you'll need to do an upgrade to get this feature. Cheers, Farshid On Tue, Sep 11, 2012 at 10:25 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC

Re: [osg-users] LineSegmentIntersector question...

2012-09-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Farshid, Thank you for your help...:) -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid Lashkari Sent: Tuesday, September 11, 2012 11:28 AM To: OpenSceneGraph Users Subject: Re:

[osg-users] Using glDrawElements causes crash with osg::Stats

2012-09-11 Thread Cary, Karl A.
I have a situation that is requiring me to use raw gl commands in the drawImplementation of an osg::Drawable. I have a double buffer that is not updated fully until draw time as opposed to update time and I am not at liberty to change this. Currently in the drawImplementation, I get the current

Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Jeremy Moles
On Tue, 2012-09-11 at 16:52 +0200, Janna Terde wrote: Hi, I have a scene containing several mirrors but I would only like to enable RTT camera if the node representing a mirror is visible. I am trying to check if the specific Drawable was culled or not but so far I was not getting the

Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Janna Terde
Hi Jeremy, I can cull the RTT camera using its cull mask or node mask however I need to know when should I do it. I would like to cull the camera when the node representing the mirror (Geode) is culled so when it is outside of the viewing frustum. This is what I am trying to do, I've tried to

[osg-users] strange behavior with NodeMasks and camera CullMasks

2012-09-11 Thread Louis Bouchard
Hi, I am trying to setup 2 cameras viewing the same scene but with different cull masks. Some nodes have nodemask 0x1, others 0x2. It only seems to work if I use 0x2 as a cullmask for one of the two cameras, and the other camera doesn't see anything unless i set it's cullmask to 0xf. but I

Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Jeremy Moles
On Tue, 2012-09-11 at 20:36 +0200, Janna Terde wrote: Hi Jeremy, I can cull the RTT camera using its cull mask or node mask however I need to know when should I do it. I would like to cull the camera when the node representing the mirror (Geode) is culled so when it is outside of the

[osg-users] AntTweakBar with Opengl 3.2

2012-09-11 Thread Peterakos
Hello. Has anyone managed to make AntTweakBar work with OpengGL 3.2 and the usage of shaders in the models ? Thnx. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Farshid Lashkari
Hi Janna, From my understanding there is no built-in and simple way of accomplishing this, but it is possible. I have a similar feature working in my application that does the following: - I attach a custom cull callback to the drawable I am interested in. This cull callback simply records the

Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Janna Terde
Hi, I think I got it to work using Polytope like this: Code: osg::Polytope frustum; frustum.setToUnitFrustum(); frustum.transformProvidingInverse(mMainCamera-getViewMatrix() * mMainCamera-getProjectionMatrix() ); bool isNotCulled = frustum.contains(boundingBox); Cheers, Janna

Re: [osg-users] Check if a Drawable was culled or not

2012-09-11 Thread Janna Terde
Hi Farshid, Your method is interesting. Before I've tried to use isCulled from CullVisitor but I was getting inconsistent results and did not figure out why. So I've tried to manually do the test using Polytope for the frustum check and it seems to be working fine so I think I will go with it

Re: [osg-users] OpenSceneGraph Newbie: PErformance question

2012-09-11 Thread Randall Hand
OSX Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC September 11, 2012 11:33 AM Are you on Windows or Linux? If Windows, are you running with debug OSG libs? If so, release OSG libsare much faster.Just a thought...-Shayne-Original Message-From:

Re: [osg-users] strange behavior with NodeMasks and camera CullMasks

2012-09-11 Thread Louis Bouchard
false alarm ... someone had put a 0x2 node mask on the initial scene group node. Everything works now. Moderators, feel free to delete this thread. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49954#49954

[osg-users] Multiple Buffers on Multiple viewers

2012-09-11 Thread Randall Hand
I've done this in raw OpenGL before, but I can't for the life of me get it working in OpenSceneGraph. I need to render a scene and then display the result in 2 separate windows: One showing the Color Buffer, one SHowing the Depth Buffer (and eventually a 3rd showing the STencil Buffer). I've

Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-09-11 Thread Jean-Sébastien Guay
Hi Jeremy, Is there a term for this kind of approach? Well impostors comes to mind. That's where you would replace a complex mesh by a quad with a texture representing the complex mesh. Then when some criteria changes significantly (orientation of the view to the object, light source

Re: [osg-users] Opengl 3

2012-09-11 Thread Paul Martz
I'm not sure I understand Pererakos' question, as the errors he was getting concern deprecated GL1/2 commands such as glLoadMatrixf(), which should not be part of the OSG build if CMake was properly configured for GL3. I believe his build is already finding the gl3.h header file. I suspect he

Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-09-11 Thread Wang Rui
Hi Jeremy, I will add a setEnable() method for each technique and pass of the compositor so we can control the forward/deferred rendering work more accurately. A texture which is attached with certain pass won't be updated if the pass is disabled, and will become activated when the pass is

Re: [osg-users] AntTweakBar with Opengl 3.2

2012-09-11 Thread Wang Rui
Hi Peterakos, Sorry for a little late to reply the same question on GitHub. The AntTweakBar example currently use a camera draw callback to render UI elements. This may not be suitable for some practical uses, as draw callbacks won't keep its own state sets. Thus when you apply shaders to scene

Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave

2012-09-11 Thread michael kapelko
I've just recalled that there also exist gameswf project which allows for Flash UI inside games. http://tulrich.com/textweb.pl?path=geekstuff/gameswf.txt Would be nice to see this one integrated. Would make a lot of hype with some easy flash demos :P

Re: [osg-users] [ANN] osgRecipes: Integrate OSG with almost everything, the second wave

2012-09-11 Thread Wang Rui
Oh, you mean GameSWF. Yes it is in my TODO list. But in fact GameSWF doesn't handle AS3 so it may not be enough for Flash UI needs. I was interested in Vektrix before, which provides a better framework for Flash and AS3 (using Tamarin), but it seems inactivated now. Thanks for the notification,