[osg-users] Rotation animation

2012-10-25 Thread Héctor Martínez
Hi, I am trying to make an animation to one model. What I want is to rotate the model around its own axis and also to translate (rotation again) around another pivot point, like Earth movements. I can achieve both movements separately, but I don’t know how to make both animations work at the

[osg-users] HELP~OSG forAndroid crashed~~~

2012-10-25 Thread houhouh
hi,everyone here i have built OSG for Android and complie the example osgAndroidExampleGLES1.I load a earth model it runs sucessfully.But it crashed unexpected.Log as showed follow: 10-25 15:57:03.710: INFO/DEBUG(1732): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 10-25

[osg-users] Forum not working

2012-10-25 Thread michael kapelko
Hi. I get the following error when try to access the forum: phpBB : Critical Error Could not connect to the database ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] about the cull mechanism in osg

2012-10-25 Thread Robert Osfield
Hi Shawl, On 19 October 2012 06:52, wh_xiexing wh_xiex...@sina.com wrote: i am newbie . my question is , i have a group which contains a lot a gode. in order to speed the rendering . i don't know whether i need to write a cull callback . or do nothing and let the osg system do the

Re: [osg-users] Can we add Viewer::setSkipCloseWindowEvent to prevent Window from being closed upon receiving CLOSE_WINDOW?

2012-10-25 Thread Robert Osfield
HI Micahel, Are you talking about the following code in Viewer::eventTraversal() that responds to the osgGA::GUIEventAdapter::CLOSE_WINDOW event? for(itr = gw_events.begin(); itr != gw_events.end(); ++itr) {

Re: [osg-users] copying contents of osg::Group to rendered Group

2012-10-25 Thread Robert Osfield
Hi Joe, I can't say what might be wrong with the implementation you are using given the details provided. In general sharing and cloning the scene graph is easy and well established - it's been supported for a decade now, so in principle trying to do what you are doing should be possible.

Re: [osg-users] osgFX::Registry::Proxy proxy

2012-10-25 Thread Robert Osfield
Hi Peterakos, On 19 October 2012 17:02, Peterakos hay...@gmail.com wrote: What osgFX::Registry::Proxy proxy(new MyEffect); does ? Couldnt find any reference anywhere. i see it is used in predefined Effects like Outline. The Proxy will be a static object that is constructed at start up that

Re: [osg-users] Can OSG store materials externally for an object?

2012-10-25 Thread Robert Osfield
Hi Michael, On 20 October 2012 09:59, michael kapelko korn...@gmail.com wrote: Does OSG have some sort of material files that can be applied to the same mesh? So far I've looked into osgt files and they store both mesh and material inside one file. The OSG doesn't have a specific material

Re: [osg-users] Projective Multi-Texturing

2012-10-25 Thread Robert Osfield
Hi Chirstoph, I'm surprised by you not getting any replies, guess everyone has been busy, or perhaps confused by what you are after. It sounds like to me you just need to use the OSG's standard multi-texturing support, the OSG will manage handling of OpenGL versions/extensions for you so you

Re: [osg-users] Using the notification API with multi-threading - heap corruption errors

2012-10-25 Thread Robert Osfield
Hi Toben, On 19 October 2012 22:56, Torben Dannhauer tor...@dannhauer.info wrote: What is the current status of this issue? Currently I'm working with openthreads and learn a lot, but as the threadstartedreported, the application crashes more or less frequently if I use the notify macro

Re: [osg-users] Problem with picking a manipulator in a HUD

2012-10-25 Thread Robert Osfield
Hi Kristofer, On 19 October 2012 13:17, Kristofer Tingdahl kristofer.tingd...@dgbes.com wrote: I am trying to get a Dragger on my HUD display, but I am not able to manipulate it at all. If I add it the identical dragger to the normal scene, it works as expected. Any insight in this is

Re: [osg-users] How to copy an FBO used as RTT target ?

2012-10-25 Thread Robert Osfield
Hi Auelien, When you say input, is it simply that you want to initialize the contents of the Camera 2's colour and depth buffers with the Camera 1's colour and depth buffers? If so then one would typically just render the quad with the Camera 1 colour and depth buffers attached as textures and

Re: [osg-users] LineSegmentIntersector gives incorrect results (intersections missing)

2012-10-25 Thread Robert Osfield
HI Peter, I'm afraid I've not got enough time available to look into this problem right now, hopefully others can dive in. My suspicision is that due to nuermical precision issues on constructing the linesegment and/or intersecting this with the bonding volumes or meshes you aren't always

Re: [osg-users] Custom CullingVisitor

2012-10-25 Thread Robert Osfield
Hi Aurelien, Writing custom cull visitor is very unusual, and I think your request for using different cull visitors into two different views might be a first :-) To implement I think the only way right now would be to get the osgView::Renderer from the osg::Camera, then from this get the

Re: [osg-users] Uniform arrays not working for me using Visual Studio 2010

2012-10-25 Thread Robert Osfield
Hi David, I don't personally use Windows, it must a decade now since I last used one for development... so I can't answer your question specifically. Best I can do is say in general OpenGL releated features not working across different systems is usually down to either a problem with the

Re: [osg-users] Rotation animation

2012-10-25 Thread Robert Osfield
Hi Hector, There several ways of achiving what you want, one could precompute all the positions and put them into an osg::AnimationPath and attach this via an osg::AnimationPathCallback to a transform above the subgraph you want to move - see the osganimation example, or write your own update

Re: [osg-users] Problem with picking a manipulator in a HUD

2012-10-25 Thread Robert Osfield
Hi Kristofer, I have just tested your cube.cpp and see the problem with being able move the hud layer. I haven't drilled down into the code yet but I strongly suspect the issue is nesting a HUD Camera in the scene graph and how an intersection traversal will handle this case. My own

Re: [osg-users] Can we add Viewer::setSkipCloseWindowEvent to prevent Window from being closed upon receiving CLOSE_WINDOW?

2012-10-25 Thread michael kapelko
Should I create the patch for the functionality? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Open Asset Import Library

2012-10-25 Thread michael kapelko
Wang Rui, I research what format best to use for moving objects from Blender to OSG, and I see Assimp claiming to load Blender files directly. Since you said you wrote the plug-in already for it, I'd like to try it out. I have a follow up question: can I possibly differentiate Blender model from

Re: [osg-users] Open Asset Import Library

2012-10-25 Thread michael kapelko
For the same *object. Sorry. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Rotation animation

2012-10-25 Thread Héctor Martínez
Hi Robert, thank you for your answer. I was using osg::AnimationPath for individual animations, but when trying to combine both animations the behaviour is not the desired. The problem is that I want to change dynamically the pivot point of the translation animation. In other words, the rotation

Re: [osg-users] Can we add Viewer::setSkipCloseWindowEvent to prevent Window from being closed upon receiving CLOSE_WINDOW?

2012-10-25 Thread Robert Osfield
Hi Mcahel, On 25 October 2012 12:04, michael kapelko korn...@gmail.com wrote: Should I create the patch for the functionality? The question is how one might go about the patch. One could modify ViewerBase to add g/setIgnoneCloseEvent(bool) and then read this in

Re: [osg-users] Rotation animation

2012-10-25 Thread Robert Osfield
Hi Héctor, On 25 October 2012 12:34, Héctor Martínez hector.marti...@sensetrix.com wrote: thank you for your answer. I was using osg::AnimationPath for individual animations, but when trying to combine both animations the behaviour is not the desired. The problem is that I want to change

Re: [osg-users] Rotation animation

2012-10-25 Thread Héctor Martínez
Hi Robert, thank you again. Then it seems that the only way to concatenate animations is by creating a custom UpdateCallback, right? Do you know any example about this that could help me to develop my own callback? I have also two more questions about animation: - What is the addNestedCallback

Re: [osg-users] Can we add Viewer::setSkipCloseWindowEvent to prevent Window from being closed upon receiving CLOSE_WINDOW?

2012-10-25 Thread michael kapelko
Well, something like Alt-F4 is very-very intuitive, so forbidding it will increase the number of angry people :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Rotation animation

2012-10-25 Thread Robert Osfield
Hi Héctor, On 25 October 2012 13:35, Héctor Martínez hector.marti...@sensetrix.com wrote: Then it seems that the only way to concatenate animations is by creating a custom UpdateCallback, right? Do you know any example about this that could help me to develop my own callback? You can nest

[osg-users] Error when visualizing normals with the pseudo normal loader

2012-10-25 Thread Björn Blissing
Hi, While trying to debug some odd normals in my generated surface I was using the normal pseudo loader with osgviewer to visualize the result. But I was starting to get a lot of error messages: CullVisitor::apply(Geode) detected NaN, depth=-1.#IND, center=(0 0 0), matrix={

Re: [osg-users] HELP~OSG forAndroid crashed~~~

2012-10-25 Thread Jan Ciger
Hello Houhouh (sorry if that isn't your name, but you didn't provide one ...), On Thu, Oct 25, 2012 at 10:27 AM, houhouh houh...@163.com wrote: 10-25 15:57:03.710: INFO/DEBUG(1732): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr You haven't provided the ABI you have compiled

Re: [osg-users] HELP~OSG forAndroid crashed~~~

2012-10-25 Thread Jan Ciger
Hello again, On Thu, Oct 25, 2012 at 10:27 AM, houhouh houh...@163.com wrote: In forums have a similar question ,but it didn't work. http://forum.open scenegraph.org/viewtopic.php?t=8959postdays=0postorder=aschighlight=androidstart=15 Did anyone have encountered the similar error~or anyone

Re: [osg-users] Open Asset Import Library

2012-10-25 Thread Wang Rui
Hi Michael, AssImp use a simpler scene graph to manage read data, in which one node could have a transformation matrix and multiple meshes, and multiple child nodes. Materials (including textures) are managed globally in a int, pointer map so objects could share one texture. But one mesh can only

Re: [osg-users] Projective Multi-Texturing

2012-10-25 Thread Christoph Heindl
Hi Robert, On Thu, Oct 25, 2012 at 11:11 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Chirstoph, I'm surprised by you not getting any replies, guess everyone has been busy, or perhaps confused by what you are after. thanks for your reply. Actually my post seems to show up twice on

Re: [osg-users] Projective Multi-Texturing

2012-10-25 Thread Christoph Heindl
On Wed, Oct 24, 2012 at 5:30 PM, Jason Daly jd...@ist.ucf.edu wrote: On 10/24/2012 03:03 AM, Christoph Heindl wrote: Ah, yes. If you want to end up exporting the mesh, then a real-time shader might be a problem. It's not impossible, as there are formats like COLLADA that allow you to embed

Re: [osg-users] Projective Multi-Texturing

2012-10-25 Thread Robert Osfield
HI Chirstoph, On 25 October 2012 17:13, Christoph Heindl christoph.hei...@gmail.com wrote: Ok, so the fixed function pipeline does already contain an implementation for multitexturing, in contrast to the programmable pipeline via shaders, right? Both fixed function and shaders support

Re: [osg-users] Projective Multi-Texturing

2012-10-25 Thread Christoph Heindl
Hi Robert, On Thu, Oct 25, 2012 at 6:26 PM, Robert Osfield This might well push you over the limit supported by fixed function pipeline on your hardware so it's likely you'll need to look at using GLSL shaders. As you have a pretty straight forward usage case this won't require anything too

Re: [osg-users] Projective Multi-Texturing

2012-10-25 Thread Jason Daly
On 10/25/2012 12:17 PM, Christoph Heindl wrote: I think you'd need to do an initial pass to see which photos cover which vertices, then divide up the mesh accordingly. Only one (maybe two or three) textures will need to be active for each patch, which means you'd only need at

Re: [osg-users] Projective Multi-Texturing

2012-10-25 Thread Glenn Waldron
I would try multipass rendering first. It is likely to be the slowest, but also probably the easiest to implement and you don't have to worry about exceeding your hardware limits. This falls into the category of just get it working and then worry about optimizing it later if necessary. Who knows

Re: [osg-users] Uniform arrays not working for me using Visual Studio 2010

2012-10-25 Thread Ulrich Hertlein
Hi David, On 25/10/12 2:17, David Sellin wrote: I ported my program from mingw and Code Blocks to Visual Studio 2010 Express and found that I couldn't get uniform arrays to work. Has anyone experienced this? I'm new to Visual Studio so I might have missed something. ... Old system: OSG