[osg-users] Gstreamer within OSG

2011-11-10 Thread Brad Huber
Hello all, I am planning to write some code to allow blitting of gstreamer buffers into osg textures. Eg for playing a video file or a network stream on to OSG primitives. I did a preliminary search and did not see anyone having gone down this path before. I thought I would post a message

Re: [osg-users] General render debugging question

2011-08-31 Thread Brad Huber
scenegraph.org] On Behalf Of Robert Osfield Sent: Monday, June 06, 2011 11:51 PM To: OpenSceneGraph Users Subject: Re: [osg-users] General render debugging question Hi Brad, On Mon, Jun 6, 2011 at 11:27 PM, Brad Huber < <mailto:br...@procerus.com> br...@procerus.com> wrote: > I&#

[osg-users] General render debugging question

2011-06-06 Thread Brad Huber
Hello everyone, Simple general question. I searched the archives but didn't stumble on anything. I'm currently trying to track down a render-time application crash. What I'm wondering is how to trace from a crash in the rendergraph to the associated node(s) in the scene graph. Is there a

Re: [osg-users] CompositeViewer issues

2011-04-29 Thread Brad Huber
s, is there a "master" view per context? Thanks -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Monday, September 27, 2010 9:07 AM To: 'OpenSceneGraph Users'

Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Brad Huber
7;d need to use two viewers to decouple the frames, at least then you'd know whether it's good enough a solution or not. Robert. On Thu, Apr 28, 2011 at 5:52 PM, Brad Huber wrote: > Robert, Farshid, > > Thanks for the ideas. > > Given what you've said, would it make m

Re: [osg-users] Supporting multiple frame rates

2011-04-28 Thread Brad Huber
ou can get it. That's my best suggestions so far... Far from trivial to set up, very much on the bleeding edge! Robert. On Thu, Apr 28, 2011 at 4:39 PM, Brad Huber wrote: > Hello, > > > > We currently have an OSG based application which renders at 30-60+ fps > on

[osg-users] Supporting multiple frame rates

2011-04-28 Thread Brad Huber
Hello, We currently have an OSG based application which renders at 30-60+ fps on our development hardware with discrete gpus. Unfortunately we have to be able to deploy on a wide range of hardware including stuff that is significantly less capable (Intel GPUs, etc). On some of these slower p

Re: [osg-users] osgTerrain -- ON_DEMAND rendering broken?

2010-10-20 Thread Brad Huber
, October 20, 2010 12:37 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgTerrain -- ON_DEMAND rendering broken? Hi Brad, On Wed, Oct 20, 2010 at 6:02 PM, Brad Huber > In my working copy I've removed the setNumChildrenRequiringUpdateTraversal > call and ON_DEMAND rendering i

Re: [osg-users] osgTerrain -- ON_DEMAND rendering broken?

2010-10-20 Thread Brad Huber
e frameloop still runs as fast as it can. Jason On Wed, Oct 20, 2010 at 4:34 AM, Robert Osfield wrote: > HI Brad, > > What do you mean by ON_DEMAND rendering in osgTerrain?  Is this an > osgEarth feature, rather than an osgTerrain one? > > Robert. > > On Wed, Oct 20, 2

Re: [osg-users] How Camera Manipulators Work

2010-10-19 Thread Brad Huber
Matt, You might take a look at the osgEarth project. The osgEarthUtil::EarthManipulator (a CameraManipulator) that they are using allows remapping of inputs to actions. For example you can program what keys do and what mouse buttons and scrollwheels do. I'm not sure that it achieves a full deco

[osg-users] osgTerrain -- ON_DEMAND rendering broken?

2010-10-19 Thread Brad Huber
It appears that ON_DEMAND rendering is broken in osgTerrain as of rev 11307. The offend lines appear to be the manual setting of numchildrenrequiringupdatetraversal in the constructors for osgTerrain::Terrain. We are using osgEarth (using osgTerrain) and would really like to use ON_DEMAND to gr

Re: [osg-users] CompositeViewer issues

2010-09-27 Thread Brad Huber
Has anyone had a chance to try the sample program I posted to see if the bug is the same in Linux? Thanks -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Thursday, September 23

Re: [osg-users] CompositeViewer issues

2010-09-23 Thread Brad Huber
if you can reproduce this problem with the one of the OSG examples, or a small tweak of one to reproduce this problem. If I can reproduce it reliably then there is a much better chance of spotting the culprit and finding a solution. Cheers, Robert. On Tue, Sep 21, 2010 at 10:27 PM, Brad Huber wrote

[osg-users] CompositeViewer issues

2010-09-21 Thread Brad Huber
Hello, I recently converted our osg based application over to use Composite Viewer because we need multiple Views on the same scene graph. I'm running in to a little snag which appears to be a bug in CompositeViewer. Simple way of explaining the manifestation of the issue is that I have tw

Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Brad Huber
Brad, VS 8.0. Is that 2005? -Nick On Mon, Sep 20, 2010 at 11:52 PM, Brad Huber wrote: Nick, Thanks for the extra input. I’m using VC80. I’ve previously hooked up Spy++ and noticed that my window does not receive either WM_CHAR or WM_GETDLGCODE. In addition I tried something like

Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Brad Huber
eep(10); } return CDialog::PreTranslateMessage(pMsg); } -Nick On Mon, Sep 20, 2010 at 9:28 PM, Brad Huber wrote: Nick, According to my understanding and experience, CDialog::PreTranslateMessage(MSG *msg) does not receive WM_CHAR messages so I cannot do anything about that. In the

Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Brad Huber
that is why I cannot properly pass it on to the OSG window you could override CDialog::PreTranslateMessage( MSG* msg ) and do it the same way is CView from the osgviewerMFC example -Nick On Mon, Sep 20, 2010 at 5:29 PM, Brad Huber wrote: Gentlemen, I apologize for being inactive on

Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Brad Huber
Nick, I tried the change you proposed, thanks. It is not sufficient because keySymbol gets set to 0 in adaptKey. Therefore a key press of 0 is inserted into the event queue. Something along these lines would work… but I don’t know if we want to generate extra/indistinguishable keydowns in

Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Brad Huber
JS- Great. Sounds reasonable. -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Monday, September 20, 2010 9:51 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Keypre

Re: [osg-users] Keypress broken since rev 11749

2010-09-20 Thread Brad Huber
Gentlemen, I apologize for being inactive on the thread these last few days. I was on vacation at the Reno Air Races J. Trajce- to address your point about how to make MFC “work properly”. The example code IS NOT a dialog based MFC app. My app IS a dialog based MFC app. Dialogs in MF

Re: [osg-users] Keypress broken since rev 11749

2010-09-16 Thread Brad Huber
Vivien, JS, A couple of thoughts- My app is an MFC based concoction. As such the osg window is a dialog and not a control. Apparently dialogs do not (and cannot) receive WM_CHAR messages. One work around for me is to only use keyup and not to use keydown. However I think this doesn't addres

Re: [osg-users] Keypress broken since rev 11749

2010-09-16 Thread Brad Huber
JS, You're right. I believe osgviewer still works correctly. I didn't look if it uses keyup or keydown. It appears that the osg window in my app does not get the WM_CHAR messages and so the change mentioned below "broke it" for me. I'm looking at why this message isn't being propagated. A dif

[osg-users] Keypress broken since rev 11749

2010-09-15 Thread Brad Huber
It appears that with the changes to GraphicsWindowWin32.cpp at rev 11749 that keypress does not get called when one hits a "non special" key (eg one of the letter keys). If I understand correctly, non-special keys are no longer totally handled from WM_KEYDOWN and they are supposed to use WM_CHAR o

[osg-users] Granular LOD control

2010-09-01 Thread Brad Huber
Hello, I am interested in granularly controlling the LODScale for different parts of my scene graph. For example I have one part of the graph rendering a globe (osgEarth) and another part rendering items on the globe. I would like to be able to increase or decrease the LODScale for just the g

Re: [osg-users] Plugin to Node Kit?

2010-06-29 Thread Brad Huber
way round, too. Add the data you are interested in to the options-object, and use them afterwards. Just thinking loud, cheers, Stephan Am 29.06.10 17:57, schrieb Brad Huber: > Robert, > > Here is what I would like to do: > > We have an existing app that has a GUI whi

Re: [osg-users] Plugin to Node Kit?

2010-06-29 Thread Brad Huber
oach as it enables you to change you backend implementation easily - such as if you needed to support a new platform. Robert. On Tue, Jun 29, 2010 at 12:51 AM, Brad Huber wrote: > Hello, > > > > I am curious what the path is for a osg plugin to become a node kit (or > portions

[osg-users] Plugin to Node Kit?

2010-06-28 Thread Brad Huber
Hello, I am curious what the path is for a osg plugin to become a node kit (or portions of it). Does anyone have some information / insight? The reason that I ask is that I'm trying to use the Directshow texture class that is currently in the osg directshow plugin. I do not believe a plug

Re: [osg-users] osgText issue

2010-06-04 Thread Brad Huber
ed another better method (Billboard?). Thanks -Brad From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Thursday, June 03, 2010 5:06 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] osgText issue

Re: [osg-users] osgText issue

2010-06-03 Thread Brad Huber
it shows, then zoom back out and it still shows). Thoughts? Thanks -Brad From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Thursday, June 03, 2010 10:02 AM To: 'OpenSceneGraph Users' Subject:

[osg-users] osgText issue

2010-06-03 Thread Brad Huber
Cedric (or anyone else), I'm running in to a similar issue to what is described here: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg15610.html a long time ago by Cedric Pinson. I searched around in the forum archives and didn't see any resolution to this issue nor did I

Re: [osg-users] Debugging osg state issues

2010-05-27 Thread Brad Huber
egraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Wednesday, May 26, 2010 2:16 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Debugging osg state issues It seems that this issue is definitely texture related. The problem did not manifest

Re: [osg-users] Debugging osg state issues

2010-05-26 Thread Brad Huber
missing colour array, or normal array? Try outputting your scene graph to a .osg file and then inspect it. Robert. On Fri, May 21, 2010 at 10:06 PM, Brad Huber wrote: > I’m having an issue where some particular drawables aren’t rendering > correctly.  I’m pretty certain that the state at r

[osg-users] Interesting issue with OSG upgrade

2010-05-21 Thread Brad Huber
I'm seeing an interesting issue with an existing app upon upgrade from OSG 2.8 to the trunk (well 2.9.8). A simplified version of the situation is like this: I have two drawables both of which use texture unit 0. In the stateset for both objects I have: textureUnit 0 { GL_TEXTURE_2D PR

[osg-users] Debugging osg state issues

2010-05-21 Thread Brad Huber
I'm having an issue where some particular drawables aren't rendering correctly. I'm pretty certain that the state at render time is not what I'm actually wanting it to be. Does anyone know of a convenient way to inspect the actual state at render time? The problem is convoluted enough that I'

Re: [osg-users] OpenGL extension/feature blacklist for GPUs

2010-04-15 Thread Brad Huber
field Sent: Thursday, April 15, 2010 12:47 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OpenGL extension/feature blacklist for GPUs Hi Brad, On Thu, Apr 15, 2010 at 7:37 PM, Brad Huber wrote: > As I recall OSG designers (Robert) have pushed to keep GPU based blacklist > features o

[osg-users] OpenGL extension/feature blacklist for GPUs

2010-04-15 Thread Brad Huber
I am currently struggling with some issues where our OSG based app causes a crash in Intel driver DLLs on some customer computers equipped with Intel GPUs. As I recall OSG designers (Robert) have pushed to keep GPU based blacklist features out of OSG. So my question is, what other alternative

Re: [osg-users] GL_SCISSOR_TEST error

2009-09-10 Thread Brad Huber
EDIT - Wojciech, not sure where I got Wojtek from. Sorry about that. -Brad From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Thursday, September 10, 2009 10:52 AM To: 'OpenSceneGraph Users' Subject

Re: [osg-users] GL_SCISSOR_TEST error

2009-09-10 Thread Brad Huber
tek - Original Message - From: Brad Huber <mailto:br...@procerusuav.com> To: osg-users@lists.openscenegraph.org Sent: Wednesday, September 09, 2009 10:27 PM Subject: [osg-users] GL_SCISSOR_TEST error Hello, I seem to be getting the error "Warning: detected OpenGL er

[osg-users] GL_SCISSOR_TEST error

2009-09-09 Thread Brad Huber
Hello, I seem to be getting the error "Warning: detected OpenGL error 'invalid value' after applying GLMode" which has been mentioned in other threads. After setting the OSG_GL_ERROR_CHECKING environment variable to ONCE_PER_ATTRIBUTE I get the more descriptive string "Warning: detected OpenGL

Re: [osg-users] Runtime texture mod

2009-07-23 Thread Brad Huber
rs-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein Sent: Saturday, July 18, 2009 12:34 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Runtime texture mod On 17/7/09 6:14 PM, Brad Huber wrote: > Does anyone know of a good way to

Re: [osg-users] OSG Texture <-> CEGUI Texture

2009-07-13 Thread Brad Huber
coming in design and implementation to know that it wasn't worth investing more time into, there are far better ways to tackle this type of work. Robert. On Thu, Jul 9, 2009 at 4:15 PM, Brad Huber wrote: > Hello, > > > > I’m currently using an RTT Camera within OSG and I wou

[osg-users] OSG Texture <-> CEGUI Texture

2009-07-09 Thread Brad Huber
Hello, I'm currently using an RTT Camera within OSG and I would like to use the texture associated with it in CEGUI. This will give the ability to render a 3d scene within a CEGUI window. I'm coming up short finding out how to do this. Has anyone done this previously and might have a code

Re: [osg-users] TexGen texture coordinates

2009-05-05 Thread Brad Huber
in ways that I don't understand. The best I can do is recommend you do some background reading on projective textures. I can point you in the right direction, but it's not my role to teach you the basics of 3rd graphics. Robert. On Tue, May 5, 2009 at 4:57 PM, Brad Huber wrote: >

[osg-users] TexGen texture coordinates

2009-05-04 Thread Brad Huber
Hello, I've been playing with code very similar to the osgspotlight example. Basically I'm using a TexGen Node to project a texture on to some terrain. The issue I'm having is that the texture coordinates being generated map the look vector to the lower left pixel of the texture rather than the

[osg-users] Understanding message handling

2009-02-26 Thread Brad Huber
Can anyone give me the scoop on how gui event messages are handled with osgViewer? I'm trying to get the viewer running inside a GUI toolkit (in this case MFC). It's mostly working for me except for event propagation. Basically I've noticed that if you do osg::GraphicsContext::create

[osg-users] Weirdness with TerrainManipulator

2009-02-25 Thread Brad Huber
I've noticed some weirdness with the TerrainManipulator. I assume this is a bug but maybe not? The simplest way to produce this behavior is to run osgviewer and feed it something. I've been feeding it a globe of the blue marble data created using the osgdem tutorial page. This is the older v

Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem

2009-02-13 Thread Brad Huber
s > stopped and in which method? > > Regards. > > 2009/2/13 Brad Huber >> >> FYI, >> >> >> >> We spent some time debugging this and found the problem. >> >> >> >> I was making the unfortunate mistake of stopping the osg t

Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem

2009-02-13 Thread Brad Huber
til all threads have been stopped. >> >> Robert. >> >> On Fri, Feb 13, 2009 at 6:51 AM, Ümit Uzun wrote: >> > Hi Brad, >> > >> > Could you give more explanation please? How can you be sure the thread >> > was >> > stopped and in which method

Re: [osg-users] OSG Multithreaded Viewer and Windows/MFC problem

2009-02-12 Thread Brad Huber
or to run. I hope it will give you smooth and error-free closing :) Regards. 2009/2/12 Brad Huber Hello, I am currently struggling with a problem that is manifesting in our MFC based app when using MultiThreading model with osg viewer. First of all when setting up the viewer in my

[osg-users] OSG Multithreaded Viewer and Windows/MFC problem

2009-02-11 Thread Brad Huber
Hello, I am currently struggling with a problem that is manifesting in our MFC based app when using MultiThreading model with osg viewer. First of all when setting up the viewer in my class I used: mViewer->setThreadingModel(osgViewer::ViewerBase::ThreadingModel::AutomaticS election);

Re: [osg-users] OSG with existing application

2009-01-30 Thread Brad Huber
...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Friday, January 30, 2009 2:42 AM To: OpenSceneGraph Users Subject: Re: [osg-users] OSG with existing application Hi Brad, On Fri, Jan 30, 2009 at 12:32 AM, Brad Huber wrote: > I sho

Re: [osg-users] OSG with existing application

2009-01-29 Thread Brad Huber
ailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: Thursday, January 29, 2009 5:30 PM To: 'OpenSceneGraph Users' Subject: [osg-users] OSG with existing application Hello, I am currently working on merging OSG into and existing application that my company has. This applicati

[osg-users] OSG with existing application

2009-01-29 Thread Brad Huber
hout DirectInput and DirectShow. Thanks Brad Huber ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] osgwidgetscrolled example

2009-01-21 Thread Brad Huber
When I run the osgwidgetsrolled example, the window frame / theme is completely screwed up. I can still control the borders and corners with the mouse but they don't render properly. It seems to be finding the theme .pngs just fine but just doesn't display them properly. I have OSG 2.7.8.

[osg-users] AutoTransform and Draggers

2009-01-16 Thread Brad Huber
Hello all, I'm having a little trouble wrapping my head around getting AutoTransform and Draggers to play together so I thought I'd turn to the trusty mailing list. What I'm trying to do: 1) Populate a scene with many things. One of which is an object - let's assume it's a sphere for

[osg-users] Problem/bug with StatsHandler in OSG 2.7.8

2009-01-14 Thread Brad Huber
While using the unmodified stats handler in OSG I have notice a fairly consistent debug assertion on my Windows machine. The assertion has to do with stl vectors and occurs when I have the stat handler showing the number of vertices rendered. This is the assertion: Here is the call stack

Re: [osg-users] MFC SDI Example

2009-01-14 Thread Brad Huber
if you love this example we can push it in to OSG examples by the Robert's courtesy. Best Regards. 2009/1/13 Brad Huber I have noticed the following strange behaviors with MFC: 1. Using the MDI example included in the osg repository it general works but does report lots of (inaccurate?) m

Re: [osg-users] MFC SDI Example

2009-01-14 Thread Brad Huber
Hi Brad, I want to show you how to creating MFC SDI example, I developed simple SDI MFC example. It would be really help you. And if you love this example we can push it in to OSG examples by the Robert's courtesy. Best Regards. 2009/1/13 Brad Huber I have noticed the following st

Re: [osg-users] MFC SDI Example

2009-01-13 Thread Brad Huber
fixed and to get MFC in general working robustly with OSG. I would still love an example SDI app if anyone has one anywhere. Thanks -Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber Sent: F

Re: [osg-users] MFC SDI Example

2009-01-09 Thread Brad Huber
on Hammett Sent: Friday, January 09, 2009 2:21 AM To: OpenSceneGraph Users Subject: Re: [osg-users] MFC SDI Example The MDI mfc version has the same problems last time I tried it. Try calling setUpViewerAsEmbeddedInWindow on your viewer. If you problems go away you're hitting threading issues.

Re: [osg-users] MFC SDI Example

2009-01-09 Thread Brad Huber
rsion has the same problems last time I tried it. Try calling setUpViewerAsEmbeddedInWindow on your viewer. If you problems go away you're hitting threading issues. 2009/1/8 Brad Huber : > Umit, > > > > Thanks. The SDI application that I have created so far is very simple and

Re: [osg-users] MFC SDI Example

2009-01-08 Thread Brad Huber
o it may create assertion fault as you say. Hope this helps. Regards. 2009/1/8 Brad Huber Hello all, Does anyone know where one might find an example project of using MFC/OSG/SDI? If anyone has one sitting around on their machine I would be interested if you can email it to me as well. I&#

[osg-users] MFC SDI Example

2009-01-08 Thread Brad Huber
Hello all, Does anyone know where one might find an example project of using MFC/OSG/SDI? If anyone has one sitting around on their machine I would be interested if you can email it to me as well. I've already tried adapting the MFC MDI example to an SDI project but I seem to be hitting

[osg-users] VirtualPlanetBuilder: Adding to an existing database

2009-01-02 Thread Brad Huber
My coworker recently posted a similar question but I haven't seen any response yet. We are interested in whether you could have a whole planet database (perhaps earth.ive?) and "add" imagery to it. As in generate the scene graph for the whole world once. Then later come and add high resolutio