[osg-users] Will OpenSceneGraph 3.2 binaries be supplied?

2013-08-20 Thread Yili Zhao
Hi, When using OpenSceneGraph 3.0, one can use the binaries kindly provided by AlphaPixel. And its convenient for users who want to create applications especially on Visual Studio and Windows. Since OpenSceneGraph 3.2 has been released officially, I want to know will its binaries be supplied?

Re: [osg-users] Model Load Crash

2013-08-20 Thread John Farrier
Hi, SOLVED So the problem was that I was corrupting "something" by doing two things in my application: 1.) I was initializing my osg::GraphicContext::Traits on a different thread than I was running and 2.) I was initializing the osg::GraphicContext itself on a different thread than I was runn

Re: [osg-users] "Pseydo-cylindrical" projection

2013-08-20 Thread Robert Osfield
HI Alexandre, On 20 August 2013 17:03, Alexandre Vaillancourt < alexandre.vaillancourt.l...@gmail.com> wrote: > May I ask why the way I'm going is not a good approach? > It was far more complicated than it needed to be and you weren't getting the result you wanted... > (Please note that my O

Re: [osg-users] VPB broken with OSG 3.2

2013-08-20 Thread Robert Osfield
Hi Massimo, I can't think of any changes between 3.1.7 and 3.2.0 that are likely to cause a problem. Could you post the a.tif file so I can test against it. Thanks, Robert. On 20 August 2013 16:23, Massimo Tarantini wrote: > Hello, > it seems vpb is broken with OSG 3.2 > (it work with OSG 3.

[osg-users] VPB broken with OSG 3.2

2013-08-20 Thread Massimo Tarantini
Hello, it seems vpb is broken with OSG 3.2 (it work with OSG 3.1.7) This is the simple command: Code: osgdem -t a.tif -l 3 -o furlo.osgt the image a.tif is [Image: http://img16.imageshack.us/img16/6614/nbon.jpg ] The result in osgviewer is [Image: http://img96.imageshack.us/img96/7932/5d

Re: [osg-users] "Pseydo-cylindrical" projection

2013-08-20 Thread Robert Osfield
Hi Alexandre, My advice is NOT to do what you are doing, and NOT to follow osgdistotion. I'm not going to try and debug your approach as it's just wrong to start with. If you want to keep following go for it but I won't be spending my time help you bark up the wrong tree. Robert. On 20 August

Re: [osg-users] Make object totally transparent, but not hide :D

2013-08-20 Thread Robert Osfield
HI Dario, I would typically use a NodeMask combined with a TraversalMask on the CullVisitor (controlled via osg::Camera's CullSettings interface) that switches off traversal during the cull traversal. Robert. On 20 August 2013 13:36, Dario Minieri wrote: > Hi, > > Sorry for noob question, but

Re: [osg-users] "Pseydo-cylindrical" projection

2013-08-20 Thread Alexandre Vaillancourt
Hi Robert, Thanks for your answer. I have implemented something like what's in osgdistortion (--faces), with the 3 slave cameras, FoV of 60 degrees and the rotation of the left and right slave cameras by 60 degrees. It gives much better results than my first implementation of using a single camer

Re: [osg-users] Make object totally transparent, but not hide :D

2013-08-20 Thread Alistair Baxter
I've been doing that by adding a cull callback to the node I want invisible like so: Struct AlwaysCullDrawable : public osg::Drawable::CullCallback { /** do customized cull code.*/ virtual bool cull(osg::NodeVisitor*, osg::Drawable* drawable, osg::State* /*state*/) const

[osg-users] Make object totally transparent, but not hide :D

2013-08-20 Thread Dario Minieri
Hi, Sorry for noob question, but I need to make an object totally transparent (as invisible) but I have to maintain your "presence" in the world (the object can't be masked). This means that the object isn't visible but all collisions and others interactions in the world have to work. I can ma

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Trajce Nikolov NICK
Thanks Robert, I was thinking to do something like this (but will look in your pointed direction as well). osg::State & state = *renderInfo.getState(); osg::ref_ptr< osg::StateSet > stateSet = new osg::StateSet(); state.captureCurrentState( *stateSet ); state.disableAllVertexArrays(); st

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Robert Osfield
On 20 August 2013 13:05, Trajce Nikolov NICK wrote: > lol ;-) ... Come on. I am trying to wrap it with osg code instead of > OpenGL calls (and forgot many things in between the ages) > There isn't a straight single line call, or answer to your question about resetting state. osg::State has a lis

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Trajce Nikolov NICK
lol ;-) ... Come on. I am trying to wrap it with osg code instead of OpenGL calls (and forgot many things in between the ages) Nick On Tue, Aug 20, 2013 at 3:00 PM, Robert Osfield wrote: > > On 20 August 2013 12:54, Trajce Nikolov NICK < > trajce.nikolov.n...@gmail.com> wrote: > >> So Robert, w

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Robert Osfield
On 20 August 2013 12:54, Trajce Nikolov NICK wrote: > So Robert, what is the answer? > 42 ;-) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Sebastian Messerschmidt
Hi Robert, I'm aware of the empty state set. In my case I of course change the state set. Will this achieve the desired effect? Hi Sebartian, A default constructed StateSet is empty, so pushing it on the osg::State won't do anything at all. Also StateSet::pushStateSet() never applies any S

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Trajce Nikolov NICK
So Robert, what is the answer? Nick On Tue, Aug 20, 2013 at 2:52 PM, Robert Osfield wrote: > Hi Sebartian, > > A default constructed StateSet is empty, so pushing it on the osg::State > won't do anything at all. Also StateSet::pushStateSet() never applies any > State, it just pushes a StateSet

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Robert Osfield
Hi Sebartian, A default constructed StateSet is empty, so pushing it on the osg::State won't do anything at all. Also StateSet::pushStateSet() never applies any State, it just pushes a StateSet on the osg::State stack, the overall current state will applied once State::apply() is called. Robert.

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Trajce Nikolov NICK
Hi Sebastian, you are right.I can get renderInfo.getState() for the current state, was wondering about the usage though. Let me try your suggestion and thanks! Nick On Tue, Aug 20, 2013 at 2:06 PM, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > Hi Nick, > > > void Drawable

Re: [osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Sebastian Messerschmidt
Hi Nick, void Drawable::drawImplementation(osg::RenderInfo& renderInfo) const { osg::ref_ptr standard_state(new osg::StateSet); renderInfo.getState()->pushStateSet(standard_state); perform CustomRendering(); renderInfo.getState()->popStateSet(standard_state); } This will replace

[osg-users] Drawable::drawImplementation (push StateSet)

2013-08-20 Thread Trajce Nikolov NICK
Hi Community, I have a custom rendering with GL calls and I want to wrap them in push/pop StateSet (and everything). I see in osg::State all the push/pop (like pushUniformList) methods are not accessible. Any hint how to do this? Here is what is something like I need: void Drawable::drawImplement

Re: [osg-users] Textured quad displaying problem

2013-08-20 Thread Mike Fournigault
Hi, Ohoh I solved the problem, the quad was not directed along the good plane ... Thanks to those who spent time to search a solution. Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55890#55890 __

Re: [osg-users] LineSegmentIntersector numerical imprecisions

2013-08-20 Thread Robert Osfield
Hi John, I'm a bit confused as what to further explain. For precision purposes it's the math operations done to clamp the line segment to the bounding box that is important. The maths operations bascially use the length of the line segment in each axis and the distance from each face to the star

Re: [osg-users] [osgPlugins] FLT plugin rescale some textures with dimensions non power of two

2013-08-20 Thread Mike Fournigault
Hi Robert, Thanks for your precise answer. I will follow your board. Cheers, Mike -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=55889#55889 ___ osg-users mailing list osg-users@lists.openscenegraph

Re: [osg-users] LineSegmentIntersector numerical imprecisions

2013-08-20 Thread PCJohn
Hi Robert, I have lost in your reasoning. Let me go back to be sure we understand each other. > The bounding box based epsilon will likely fail when the size of the box is > very small compared to the length of the line segment. I came to conclusion that size of bounding box does not matter.

Re: [osg-users] [osgPlugins] FBX animations corrupted when using osg 3.2.0 with newer fbx plugin

2013-08-20 Thread Laurens Voerman
Hi Björn, simple things first, did you try with SET OSG_OPTIMIZER=OFF Regards, Laurens. On 8/15/2013 10:14 AM, Björn Blissing wrote: To clarify the problem further. Loading and playing single FBX files seems to work fine. My problems begins when I try to copy animations from several FBX files