Re: [osg-users] [3rdparty] Graph/Tree visualization

2014-10-03 Thread Andrés Barrionuevo
Hi, is this advice from last year still active? I tried to write a Dot file for the scene, using the Dot writer. It created a simple graph, but only for the main camera. In order to also show in the graph the geodes that are attached to the slave camera (I use masks), do I have to

Re: [osg-users] [3rdparty] Graph/Tree visualization

2014-10-03 Thread Robert Osfield
Hi Andres, On 3 October 2014 14:28, Andrés Barrionuevo abarrionu...@gmx.com wrote: is this advice from last year still active? What do you mean by active? The dot plugin/graphic viz can still be used, it's still part of the code base and works as before. I tried to write a Dot file for

Re: [osg-users] [3rdparty] Graph/Tree visualization

2014-10-03 Thread Chris Hanson
Last time I used it I think it wrote everything, regardless of mask. osgWorks ( https://code.google.com/p/osgworks/ ) separately implemented its own dot writer around the same time. It is pretty similar, but has somewhat different info and representation. I both both helpful at different times.

[osg-users] two cameras(master and render to depth image)

2014-10-03 Thread Manos Mastorakis
Hi, I am new at OSG but i find it really interesting!! Currently i am trying to use two cameras... one master camera for my visualization maybe with a fixed manipulator and a second camera placed at my truck (my scene is a truck and a plane) rendering on the depth image of the driver's view..

[osg-users] How do I adapt the osgViewer::Viewer in order to have my model in fullscreen mode?

2014-10-03 Thread Filipe P
Hi All, I'm new to the OSG and just starting out with osgWindow examples. Imagine that we have an green rectangle model of 1280x1024px size (an .osg or .flt format). Changing the code example to 1280px width and 1024px height (in order to respect the actual screen resolution) and adding the

[osg-users] OpenGL ES 2.0 can not load texture of model, OpenGL ES 1.0 can load smoothly

2014-10-03 Thread Xia Qingran
Hi, I have built the osgAndroidExampleGLES2 of examples and installed the apk on my Android phone. It can not load the model's texutre. But the osgAndroidExampleGLES1 can load the texture smoothly. I built the osg from the stable release 3.2.1 on windows7 x64 box with cygwin and Android

Re: [osg-users] osgAndroidExampleGLES2 can not drag and zoom the model cow.osg.

2014-10-03 Thread Xia Qingran
And there is another problem, the texture of cow.osg can not be loaded. I have copied the Images directory to my phone. ... Thank you! Cheers, Xia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61191#61191

Re: [osg-users] osgAndroidExampleGLES2 can not drag and zoom the model cow.osg.

2014-10-03 Thread Sergey Kurdakov
Hi Xia, for loading cow.osg there was answer - there is need to write your own loader, which will pass textures to respective shaders to save osg models in OpenGL ES 2.0 friendly format there is a write plugin https://github.com/cedricpinson/osg/tree/master/src/osgPlugins/osgjs but you would

Re: [osg-users] two cameras(master and render to depth image)

2014-10-03 Thread Robert Osfield
Hi Manos, It is possible to use Viewer with the main view controlled by the master Camera and associated CameraManipulator or youw own scheme for setting it's view matrix, and then have a slave Camera that has it's ReferenceFrame to ABSOLUTE_RF, and then have your main loop or callback set the

Re: [osg-users] How do I adapt the osgViewer::Viewer in order to have my model in fullscreen mode?

2014-10-03 Thread Robert Osfield
Hi Filipe, I could tell how but you'll be better served just learning how to answer simple questions yourself but look at the examples and code. One trick is go and search the code base, in include osgViewer you'll find the following references to setUpView*()... View:void

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-03 Thread joey pedroza
Hi, Progress! This is where I'm at, I don't see any errors (log is attached) but my terrain is only blue(image attached). Since I don't see errors I don't know what to do next. Any help would be appreciated. I haven't commented out or altered the OSG code other than removing windows32 and

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-03 Thread Chris Hanson
Did the code come with GLES2 shaders already set up? What does the program look like when run on a genuine GLES2 device? What is the source of the terrain? VPB? OSGEarth? Some random OpenFlight file? On Fri, Oct 3, 2014 at 12:10 PM, joey pedroza jpedr...@thex1.com wrote: Hi, Progress! This

Re: [osg-users] [build] Building OSG with OpenGL ES 2

2014-10-03 Thread joey pedroza
Hi, not sure on the GLES2 shaders. I will check. Also I have not ran this on our GLES2 device yet. They don't want me to bother unless I can get it to work on Windows 7 with an emulator. As we believe it will run on our target even though with my experience so far I'm going to be in a world