Re: [osg-users] [build] Build error for Android

2012-10-10 Thread Jorge Izquierdo Ciges
Same as everytime... each time I read Cigwin my insane side compels me to rage and shout: "witchcraft!!!" Anyway has been stated repeatedly in the mail list/forum... Cygwin has trouble with paths. Previous versions of Cigwin/NDK/Cmake didn't create any trouble, sincerely i don't know who of them b

[osg-users] COLOR_BUFFER and COLOR_BUFFER0

2012-10-10 Thread Peterakos
Hello. What's the difference between COLOR_BUFFER and COLOR_BUFFER0 ? In case i want to use COLOR_BUFFER0 in frag shader, i use gl_FragData[0]. What about COLOR_BUFFER ? And last question, in case i dont use FBO, why writting gl_FragData[0] to fragment shader gives us the correct result ? than

[osg-users] Change render target from FBO to frame buffer

2012-10-10 Thread Kenzo Lespagnol
Hi, I'm trying to disable a render-to-texture by removing the slave cameras, used for the RTT, and by restoring the main camera. But it seems I'm not able to restore my main camera to render into the frame buffer again. I set the main camera to render to texture by following: Code: mOrginalRen

[osg-users] [build] Build error for Android

2012-10-10 Thread Ariel Hutterer
Hi, I try to compile osg for Android from Windows 7 I use cygwin 3.82.90 , android-ndk-r8 , and i try android-ndk-r8b too. I use Cmake - gui and i think that work fine,(I put the result later). But when i do make i have error. Some One Can help me Please!!! Cmake Console: Warning Android Build

Re: [osg-users] Tesselator and output primitives

2012-10-10 Thread Glenn Waldron
Aurelien, I believe the osgUtil::IndexMeshVisitor will do that. Glenn Waldron / @glennwaldron On Wed, Oct 10, 2012 at 2:28 PM, Aurelien Albert < aurelien.alb...@alyotech.fr> wrote: > Hi, > > I use tesselator to generate a geometry from a LINE_LOOP primitive. > > The tesselator output give me a

[osg-users] Tesselator and output primitives

2012-10-10 Thread Aurelien Albert
Hi, I use tesselator to generate a geometry from a LINE_LOOP primitive. The tesselator output give me a TRIANGLES_FAN primitive which seems to be correct. Now I would like to get the tesselator output as TRIANGLES primitive. Is there anyway to control the primitive type built by the tesselator

Re: [osg-users] Cyrillic (russian) in Qt inside OSG

2012-10-10 Thread Maxim Gammer
ok) 2012/10/10 Max Sergeev > Problem solved! Got it from Qt side (thanks to Maxim Gammer for advice), > those solved problem: > > Code: > > QTextCodec *cyrillicCodec = QTextCodec::codecForName("CP1251"); > QTextCodec::setCodecForTr(cyrillicCodec); > QTextCodec::setCodecForLocale(cyri

Re: [osg-users] OrbitManipulator::handleMouseWheel()

2012-10-10 Thread Gianni Ambrosio
Hi, even if I push Left Ctrl or Shift Key I don't get the event in handle(const osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us) method. Could somebody explain me please the reason? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic

Re: [osg-users] Texture coords in osgmultiplerenderingtargets.

2012-10-10 Thread Sergey Polischuk
Hi most likely, it uses a texture rectangle instead of texture2d, it uses texture coords in pixels. Cheers. 10.10.2012, 16:46, "Peterakos" :Hello.in the example  osgmultiplerenderingtargets, why are the texture coordinates initialized as:0,0tex_width, 0tex_width,tex_height0,tex_heightinstead of 0,1

Re: [osg-users] [osgOcean] Wake effects?

2012-10-10 Thread Jean-Charles Quillet
Hi, I'm bringing back this thread up. Did anyone get any success about this wake effect ? Thanks for any hint, Jean-Charles -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50543#50543 ___ osg-users

Re: [osg-users] Texture coords in osgmultiplerenderingtargets.

2012-10-10 Thread Raymond de Vries
Hi, That is because TextureRectangle is used and not Texture2D. Look up the difference in the OpenGL pages. HTH Raymond On 10/10/2012 2:46 PM, Peterakos wrote: Hello. in the example osgmultiplerenderingtargets, why are the texture coordinates initialized as: 0,0 tex_width, 0 tex_widt

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

2012-10-10 Thread Jean-Christophe Lombardo
Hi Robert, As far as I understand, most of the stereo mode (at least quad buffer and horizontal/vertical split) use the same camera to render left and right eye. I did not find any flag on the camera neither on the RenderInfo to actually know which eye is being rendered. Did I miss something

[osg-users] Texture coords in osgmultiplerenderingtargets.

2012-10-10 Thread Peterakos
Hello. in the example osgmultiplerenderingtargets, why are the texture coordinates initialized as: 0, 0 tex_width, 0 tex_width, tex_height 0, tex_height instead of 0,1 1,0 1,1 0,1 (the result is different) Thank you for your time. ___ osg-users mai

[osg-users] Cullingproblems with double used for BV.

2012-10-10 Thread Anders Backman
Hi all. Using OSG 3.0.1 under windows. A problem that we have experienced now and then without understanding the source of it, is that we get culling problems for scenes where objects are rendered far from origo. By default, OSG use float for representing bounding boxes, spheres etc. I believe

Re: [osg-users] Cyrillic (russian) in Qt inside OSG

2012-10-10 Thread Max Sergeev
Problem solved! Got it from Qt side (thanks to Maxim Gammer for advice), those solved problem: Code: QTextCodec *cyrillicCodec = QTextCodec::codecForName("CP1251"); QTextCodec::setCodecForTr(cyrillicCodec); QTextCodec::setCodecForLocale(cyrillicCodec); QTextCodec::setCodecForCStr

Re: [osg-users] Cyrillic (russian) in Qt inside OSG

2012-10-10 Thread Max Sergeev
Thanks for quick replies, I'm posting code here with simple example of what I am doing: Code: #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #

Re: [osg-users] multipass transparency

2012-10-10 Thread Sergey Polischuk
Hi For such complex transparent models you need some proper order-independent transparency algorithm Cheers. 09.10.2012, 23:22, "Tina Guo" : > Hi, > > Thanks for reply. Now the code is like > > virtual void define_passes() > { > osg::ref_ptr ss = new osg::StateSet; > ss->set

Re: [osg-users] [build] pdb install

2012-10-10 Thread Gianni Ambrosio
Thank you Mathieu, those modifications will be very appreciated. Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50536#50536 ___ osg-users mailing list osg-users@lists.openscenegraph.org http:/