Re: [osg-users] CompositeViewer multiple windows, same scene problem

2012-10-08 Thread Wang Rui
Hi Alvaro, I just did a quick test under Windows 7, with OSG 3.0.1 and Qt 4.8.2. Two views (created from GraphicsWindowQt) of a CompositeViewer in two windows can render the same node (lz.osg for my case) smoothly. Could you please provide more information about your implementation? If you are go

Re: [osg-users] Render passes and stereo handling

2012-10-08 Thread Wang Rui
Hi Gaurav, A possible solution I think (but never tested it) is to set a draw callback to left/right render stage (stages can be obtained from camera->getRenderer()->getSceneView()->getRenderStageLeft(), and then use RenderBin::setDrawCallback... Oops). And you may know if left or right render sta

Re: [osg-users] select point from pointcloud

2012-10-08 Thread Wang Rui
Hi Markus, Default LinesegmentIntersector is unable to handle intersections with lines and points. But PolytopeIntersector which will require a rectangle on screen (or a polytope in space) may do the work for you. The OpenSceneGraph 3.0 Cookbook (Packt Publishing) introduces how to use custom int

[osg-users] X11 Trouble, Building OSG with OpenGL ES 2.0

2012-10-08 Thread Marius Noller
Hi, I'm trying to build OpenSceneGraph-3.1.0 (dev) using OpenGL ES 2.0 on an i.MX6Q (Armel), but I'm having trouble with the X11. By Compiling, I get the following error: Code: [ 62%] Building CXX object applications/osgversion/CMakeFiles/application_osgversion.dir/osgversion.o Linking CXX ex

[osg-users] multipass transparency

2012-10-08 Thread Tina Guo
Hi, In open inventor, there is a transparency mode called: delayed blend Transparent objects are rendered using multiplicative alpha blending, in a second rendering pass with depth buffer updates disabled. And I want to get the same effect. here's what I am trying to do transparency->

Re: [osg-users] Problem with a Qt HUD

2012-10-08 Thread Tobias Geiselhart
Hi, I wan't to show QT controls inside my OSG scene. I introduced with the examples "osghud" and "osgQTWidgets" from the osg project. First i create a sample project to solve my issue. The problem is, that the QT- controls are never been displayed on my scene. I suppose the problem is the WidgetI

[osg-users] CompositeViewer multiple windows, same scene problem

2012-10-08 Thread Alvaro Segura
Hi, We are having trouble using a CompositeViewer with 2 views in 2 windows, showing the same scene (same Node*). The first view (in addView order) is rendered correctly, but the second view is badly rendered with some missing or garbled geometries. If only one view is added, its rendering is

Re: [osg-users] Multithreading & Culling problems

2012-10-08 Thread Pjotr Svetachov
We had a similar issue. We had a stereo rendering setup that used slave camera's to render the scene. The only thing the main camera did was to swap the buffers. Whats happened is when you do anything that will get bounding boxes of nodes invalidated, if you don't recalculate those they will be

[osg-users] Render passes and stereo handling

2012-10-08 Thread Gaurav Chaurasia
Hi, Is there a way to know which eye (left/right) is currently being drawn inside osg::Camera::DrawCallback. There is the UserData field in RenderInfo, but I don't think I can use it for my purpose without having to patch osgUtil::SceneView.cpp - the patch being that I update UserData before dra

[osg-users] Difficulty Positioning Camera Manipulator in Geocentric Database

2012-10-08 Thread Rob Dougan
Hi, ... Problem is the camera manipulator rotates but doesn't translate. The desired gaming area consists of a geocentric terrain with a sky dome. Using the osg::viewer and trackball camera manipulator (default view) i can move around the scene, go underneath the dome, look at the terrain etc.

[osg-users] select point from pointcloud

2012-10-08 Thread Markus Ikeda
Hi, I'm new to OSG and I tried the osgkeyboardmouse example root/OpenSceneGraph/trunk/examples/osgkeyboardmouse/osgkeyboardmouse.cpp but I still couldn't manage to use the polytope intersector to select a subset of points via mouseclick in a pointcloud. Did anybody have the same problem and

[osg-users] Design consideration using OSG

2012-10-08 Thread Faizol Abd.Halim
Hi, I'm a total noob in using OSG and I would appreciate any advice from the veterans and experts here who have used it in many different projects. Basically I've to design a CAD/CAM in house tool and I've been reading about OSG and OpenSG for quite some time. I've stumbled upon this FAQ (from

[osg-users] Memory issues when using uniform shader variables on Intel HD graphics

2012-10-08 Thread Clemens Spencer
Hi, I'm trying to use shaders on an Intel HD 3000 graphics chip (Windows7 x64, latest graphics driver). As soon as I pass a uniform variable to the shader (regardless of the type), the memory of my process increases by about 400MB. Other than that, the shader works fine. The size of the object

Re: [osg-users] Texture don't display on Android With GLES1 ?

2012-10-08 Thread Mu Xing
Hi, I build OSG3.0.0 on android with OpenGLES1. I red that Environmental mapping is not working on Android. So I convert model to earth.ive with embedded textures.(the convert tool is VPB,on windows the earth.ive texture display no problem) On android ,these are the things what I did 1) I adde

Re: [osg-users] Build osgEarth for android?

2012-10-08 Thread Mu Xing
Hi, I have build OSG for Android(cmake setings for OpenGL ES1.1),and it work on Android no problem. Then I add osgEarth source to OSG,put osgEarthDrivers file in osgPlugins file,build it .I have get the osgEarth's lib,includes libosgEarth.a libosgEarhtAnnotation.a libosgEarthFeatures.a lib

Re: [osg-users] Building on Android

2012-10-08 Thread Eduardo Poyart
The error happens with the default order. I tried changing it, with no success. In case you want to look into this further, you may want to refer to my version that successfully builds with the latest SDK and NDK and with dynamic runtime: https://github.com/Eduardop/osg/tree/osg-android Eduardo

Re: [osg-users] glslDevil

2012-10-08 Thread Chris Hanson
> I've been working with glslDevil a while ago and found it really helpful > up to the point where it didn't support anything beyond GLSL 1.2. > You got it to work better than I did. ;) > Since I'm not an academic(i.e. I don't study anymore) I didn't volunteer > and replied to your request. >

Re: [osg-users] glslDevil

2012-10-08 Thread Sebastian Messerschmidt
Hello Chris, I've been working with glslDevil a while ago and found it really helpful up to the point where it didn't support anything beyond GLSL 1.2. Since I'm not an academic(i.e. I don't study anymore) I didn't volunteer and replied to your request. You can put me on the CC and I'm willing

Re: [osg-users] [vpb] osgdem --image-ext option working

2012-10-08 Thread Paul Leopard
Excellent, thanks for the clarification Robert Regards, Paul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50489#50489 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.open

Re: [osg-users] glslDevil

2012-10-08 Thread Chris Hanson
On Thu, Oct 4, 2012 at 9:33 AM, Chris Hanson wrote: > So, do we have any Germans who could give me a hand liasing with > Stuttgart? Just the time difference makes it awkward for me in the western > US. > Well, since nobody has volunteered, I will try to contact them tomorrow and see what ha

[osg-users] Difference between osgFX and osgPPU

2012-10-08 Thread Peterakos
Hello. Is there any difference between these 2 or are they different implementations for the same purpose ? For someone who wants to support multi passes (using shaders) on model nodes which is better ? thnx. ___ osg-users mailing list osg-users@lists.o

Re: [osg-users] how to get number of vertices and faces

2012-10-08 Thread John Moore
Dear Robert, Actually I can't use the S key because my application is running on iOS. Is there any way to compute these value using a node visitor? actually for knowing the vertices I tried using this line of code inside my nodevisitor totalNumOfVertices += geo->getVertexArray()->getNumElements

Re: [osg-users] kd tree ray tracing performance

2012-10-08 Thread Lionel Lagarde
Hi, Here are some bench I have made few years ago (2008). Tests description: - scene 1: 200x200 grid (8 triangles, 40401 vertices), only one geometry - scene 2: small part of a real terrain (16x16 km), 1600+ geometries, quad tree shaped scene graph The benchmark application display the sc

[osg-users] [ANN] OSG exporter available for Grome editor

2012-10-08 Thread Adrian Licu
Hello dear OSG-community, I am glad to announce our official support for OpenSceneGraph integration with our editing software, Grome. The integration consists in an export plugin from Grome editor to OSG ive and osg formats, a sample map and documentation: "http://www.quadsoftware.com/index.php

Re: [osg-users] kd tree ray tracing performance

2012-10-08 Thread Robert Osfield
H Tolga, On 8 October 2012 08:09, Tolga Yilmaz wrote: > is there any example that compares ray tracing performance in ms between > kdtree and normal implementation with osg? i remember some time i found such > an example and modified it, but couldnt find that code now. There isn't any example

Re: [osg-users] how to get number of vertices and faces

2012-10-08 Thread Robert Osfield
Hi John, Ther a number of different ways to get stats on scene graphs: The onscreen stats handling provides a range of options that may be sufficient - run osgviewer on your model and press 's' a couple of times to see the various different stats availble. One can also convert model to .osg or .

Re: [osg-users] Help:why does renderbin affect the display of textures ?

2012-10-08 Thread Sergey Polischuk
Hi Seems like you are messing with opengl state, and osg dont know about it. You should either: a) when you draw something with pure gl - after you finished, return all state you modified to values being before you started drawing b) use osg::State interface members to let osg know what state you

[osg-users] Help:How many frames at most can be achieved within OSG framework?

2012-10-08 Thread wang shuiying
Hello, I am wondering how many frames at most can be achieved when a scene is rendered within OSG framework? Is it restricted by GPU performance or the operating system or OSG framework? Thank you very much in advance! Best regards Shuiying ___

Re: [osg-users] Help:why does renderbin affect the display of textures ?

2012-10-08 Thread Wang Rui
Hi Shuiying, I guess that there may be something wrong in the draw implementation of drawable B. Although OpenGL calls can be executable in custom drawables, it is still suggested that you apply all kinds of rendering states to the drawable using StateAttribute derivatives. But without looking at

Re: [osg-users] Help:why does renderbin affect the display of textures ?

2012-10-08 Thread wang shuiying
Is nobody interested in this question?:-( Hello, I have two drawable nodes A and B under the same main group node. I mapped two different textures on the drawables respectively. Those two drawables do not have any overlappings in terms of pixels on the screen. Drawable A is described using open

[osg-users] OrbitManipulator::handleMouseWheel()

2012-10-08 Thread Gianni Ambrosio
Hi All, could you please explain me the reason why handleMouseWheel() of OrbitManipulator class is never called? I derived from NodeTrackerManipulator and set a breakpoint in OrbitManipulator::handleMouseWheel() implementation but I never get inside that method. Even if I use an osg::TrackballMa

[osg-users] [build] pdb install

2012-10-08 Thread Gianni Ambrosio
Hi All, is there a way to install pdb files in the same directory of the dlls? if not, could you please help me in finding the right cmake file to modify? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50461#50461

[osg-users] kd tree ray tracing performance

2012-10-08 Thread Tolga Yilmaz
Hi, is there any example that compares ray tracing performance in ms between kdtree and normal implementation with osg? i remember some time i found such an example and modified it, but couldnt find that code now. -- Read this topic online here: http://forum.openscenegraph.org/vi