Re: [osg-users] Yaw pitch and roll or xyz conversion to and from Quaternion

2014-12-17 Thread Jason Anderssen
Hi Chris, Thank you for you reply. I had a look at those, maybe I can get it to work with them, but I really just want a simple 3 values for Yaw Pitch and Roll, from which I can re-create the exactly same Quat or Matrix. I will also clarify, I don’t care about translation or scale etc, and th

Re: [osg-users] Yaw pitch and roll or xyz conversion to and from Quaternion

2014-12-17 Thread Chris Hanson
> > Just wondering if in OSG there is anywhere I can extract either Yaw pitch > and roll / or XYZ eular angles, too and from either a matrix or a > quaternion? > The void get

[osg-users] where is the Dashboard ?

2014-12-17 Thread Mattias Helsing
Hi people, I was looking at some really awkward cmake code in out top-level CMakeLists.txt. It is awkward because will still support cmake-2.4 which (if I remember correctly) is mostly because this is the cmake version that comes with RHEL5. So I decided to have a look at the CDash to see how exis

[osg-users] Yaw pitch and roll or xyz conversion to and from Quaternion

2014-12-17 Thread Jason Anderssen
Hi all, Just wondering if in OSG there is anywhere I can extract either Yaw pitch and roll / or XYZ eular angles, too and from either a matrix or a quaternion? Thank you in advance. Cheers Jason Anderssen Internet Email Confidentiality Footer: This email and any files transmitted with it conta

Re: [osg-users] [forum] iOS: texture memory not released

2014-12-17 Thread Alessandro Terenzi
Thank you Robert, I will try to understand if I really need to use those methods or if I manage to let the viewer do all the cleanup as it is supposed to do. Cheers, Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62093#62093 __

Re: [osg-users] Problems with PBOs with gl3

2014-12-17 Thread Werner Modenbach
Hmmm... I need setUse...() because I need layout qualifiers in geometry shaders. This is supported in version > 1.40 but built in matrices are supported in version <= 1.40. Just for a first feedback about "First ...". Am 17.12.2014 um 16:19 schrieb Robert Osfield: On 17 December 2014 at 14:57,

Re: [osg-users] Problems with PBOs with gl3

2014-12-17 Thread Robert Osfield
On 17 December 2014 at 14:57, Werner Modenbach wrote: > Hi Robert, > > many thanks. I fully understand your "you are the only one". > > "First ...": OK, I'll try to modify my shader code to use the built in > uniforms. I'll let you know about the result. > "Secondly ..." : My intention is gettin

Re: [osg-users] Problems with PBOs with gl3

2014-12-17 Thread Werner Modenbach
Hi Robert, many thanks. I fully understand your "you are the only one". "First ...": OK, I'll try to modify my shader code to use the built in uniforms. I'll let you know about the result. "Secondly ..." : My intention is getting high resolution screen shots (> 400 DPI). glR

Re: [osg-users] Problems with PBOs with gl3

2014-12-17 Thread Robert Osfield
Hi Werner, I haven't got your code in front of me to know what might be amiss. As you are the only one with the actual code, the actual OS and hardware combination that is producing the particular problem you are seeing I'm afraid you're the only one who can do any direct debugging of the issue.

Re: [osg-users] Problems with PBOs with gl3

2014-12-17 Thread Werner Modenbach
Hi all, unfortunately I can't manage to solve my problem. Maybe I wasn't clear enough. Doing an offscreen rendering of my scene including my own vertex and fragment shaders to a PBO via a slave camera worked fine until I started using a geometry shader. For this one to work I had to set setUseM

Re: [osg-users] [forum] iOS: texture memory not released

2014-12-17 Thread Robert Osfield
HI Alessandro, On 17 December 2014 at 09:34, Alessandro Terenzi wrote: > > Provided that I will free all resources in the right thread, is there a > way (API) to force the viewer to delete that orphaned OpenGL texture object > or this can happen only automatically? > In the include/osg/GLObjects

Re: [osg-users] [forum] iOS: texture memory not released

2014-12-17 Thread Alessandro Terenzi
Hi Robert, thank you for your answer, I guess that what you have talked about is exactly what is happening in my case. Indeed, I tried to 'manually' release the textured objects while the rendering loop is still active and I assured that this happened in the same thread that created the OpenG