Re: [osg-users] perhaps a bug in osg::impostor

2014-05-07 Thread ttaw
On 4 March 2014 12:17, ttaw wattha...@qq.com wrote: hello, everyone. I am an osg learner in China.Recently, when I read the source code of osg::Impostor class, something about multi-threading confused me a lot.That is, in the case of CULL_VISITOR of osg::Impostor::traverse, no mutex

Re: [osg-users] OpenSceneGraph BOF at SIGGRAPH 2014

2014-05-07 Thread Jordi Torres
Hi John, Is there a chance to get the presentations/slides/picks/whatever from past year? It would be nice to have it in the osg website. BTW I'm going to post your mail as a community new in the website. Thanks! 2014-05-07 0:47 GMT+02:00 John Richardson richa...@spawar.navy.mil: Greetings

Re: [osg-users] Android osgPlugins

2014-05-07 Thread Nathan Collins
Hi strean, I didn't resolve this, but I'm back looking at building OSG for Android, so I'll let you know how I get on. Cheers, Nathan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=59309#59309 ___

[osg-users] Creating working omnidirectional shadow

2014-05-07 Thread Mickael Fleurus
Hi, I'm currently working with osgShadow, and it's driving me crazy! I'm really not an expert with shader and so on, but I try to make an omnidirectionnal shadow on my scenes, and I really don't know how to proceed. Every already implement way of making shadow in OSG aren't producing good

Re: [osg-users] Creating working omnidirectional shadow

2014-05-07 Thread Jan Ciger
Hi, On Wed, May 7, 2014 at 5:07 PM, Mickael Fleurus mickaelfleu...@ymail.comwrote: Hi, I'm currently working with osgShadow, and it's driving me crazy! I'm really not an expert with shader and so on, but I try to make an omnidirectionnal shadow on my scenes, and I really don't know how to

[osg-users] Cull callbacks and Geodes

2014-05-07 Thread Farshid Lashkari
Hi Robert, all, I have an application that will load a model from file and attach a custom cull callback to the node. I recently discovered that my cull callback does not work properly if the root node of the model is a Geode. When encountering a Geode, the CullVisitor will handle the cull

Re: [osg-users] Creating working omnidirectional shadow

2014-05-07 Thread Trajce Nikolov NICK
Hi Mickael, this is not that that simple as you already found out, but it is achievable with proper use of some of the shadowmaps available. I am using osgShadow::LightSpacePerspectiveShadowMapDB for large paged scenes (this one worked best for me) and it is also based on one light 0 as Jan

Re: [osg-users] Cull callbacks and Geodes

2014-05-07 Thread Robert Osfield
Hi Farshid, On 7 May 2014 17:26, Farshid Lashkari fla...@gmail.com wrote: I have an application that will load a model from file and attach a custom cull callback to the node. I recently discovered that my cull callback does not work properly if the root node of the model is a Geode. When

Re: [osg-users] Android osgPlugins

2014-05-07 Thread Jaime
nathan wrote: Hi strean, I didn't resolve this, but I'm back looking at building OSG for Android, so I'll let you know how I get on. Cheers, Nathan Please, tell us how it is going. I am interested too in compile osg for Android. It would be great if you could give us some tips.

Re: [osg-users] RTT Magnifying Glass with multiple zooms

2014-05-07 Thread Nick Modly
I ended up solving 1 and 2 by using a single texture for the RTT to render the whole window, then setting the drawable's tex coords such that each quad zoomed in on the appropriate area. I haven't decided what to do about the resizing, but it doesn't seem to be stretching the texture (which I

Re: [osg-users] Cull callbacks and Geodes

2014-05-07 Thread Farshid Lashkari
Hi Robert, On Wed, May 7, 2014 at 10:52 AM, Robert Osfield robert.osfi...@gmail.comwrote: Feel free to have bash implementing it, see what happens when you try to make the changes. Unfortunately I'm just too hazy on the whole issue to know of the potential issues that might need resolving

[osg-users] OSG Pick Tex Coords

2014-05-07 Thread Nick Modly
Is there a quick/convenient way to get the tex-coord for the vertex/drawable returned from an intersection (i.e. the way that osgpick example returns the vertex world and local coordinates)? Or do you have to compute the tex coord yourself? Cheers, Nick -- Read this topic

Re: [osg-users] Android osgPlugins

2014-05-07 Thread Wouter Roos
nathan wrote: Hi Jordi, thanks for getting back to me. I did compile with OSG in static mode. Here are the flags I'm using: OSG_GLES2_VARS=-DOSG_GL1_AVAILABLE=OFF -DOSG_GL2_AVAILABLE=OFF -DOSG_GL3_AVAILABLE=OFF -DOSG_GLES1_AVAILABLE=OFF -DOSG_GLES2_AVAILABLE=ON