[osg-users] LOD with ProxyNode vs. PagedLOD

2008-02-19 Thread Bradford, Chase
Hey Everyone, Can anyone explain the significant differences between using an LOD that has many ProxyNode children for paging vs. a full PagedLOD node? Right now, the biggest benefit that I see for PagedLOD nodes is that they'll continue to shower lower quality children until the next higher

[osg-users] Controlling render order in subgraph

2007-08-01 Thread Bradford, Chase
Hey Everyone, I saw a recent post on these boards asking how to control render order for huds using render bins, and I was curious if the same can be done for general subgraphs in a larger scene. I'm placing a sign into my scene using a Billboard with some drawables. The sign should beha

Re: [osg-users] Controlling render order in subgraph

2007-08-01 Thread Bradford, Chase
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bradford, Chase Sent: Wednesday, August 01, 2007 7:49 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Controlling render order in subgraph Hey Everyone, I saw a recent post on these boards asking how to cont

[osg-users] Emulate Fog with TexGen

2007-08-03 Thread Bradford, Chase
Hey Everyone, I've been trying to emulate a fade to transparent effect (think of a linear fog that works on alpha, not color) using a 1D texture with 2 texels, 0 = opaque, 1 = transparent. My problem is with generating the texture coordinates I thought I could use a texgen with EYE_LINEAR

[osg-users] texture1D example

2007-08-03 Thread Bradford, Chase
In trying to solve my texgen issue, I decided to play with the texture1D example. I noticed that it defines an AnimateStateCallback which is supposed to toggle the texgen mode between OBJECT_LINEAR to EYE_LINEAR every second. Whenever I run the example on cow.osg, the texture seems fixed regardle

Re: [osg-users] texture1D example

2007-08-05 Thread Bradford, Chase
See the OpenGL docs for glTexGen. Robert. On 8/3/07, Bradford, Chase <[EMAIL PROTECTED]> wrote: > > > > > In trying to solve my texgen issue, I decided to play with the texture1D > example. I noticed that it defines an AnimateStateCallback which is > supposed t

[osg-users] Texture units and TexGen

2007-08-07 Thread Bradford, Chase
Can TexGens and TexGenNodes reuse texture units? My scene graph is setup with many distinct elements that need individual texture coordinate generation, but if I try to reuse a texture unit, texgen fails. My setup is as follows: root->{ cube_group->{texgennode, geode}, sphere_group

Re: [osg-users] Texture units and TexGen

2007-08-07 Thread Bradford, Chase
essage- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Robert Osfield > Sent: Tuesday, August 07, 2007 12:13 PM > To: osg-users@lists.openscenegraph.org > Subject: Re: [osg-users] Texture units and TexGen > > Hi Chase, > > On 8/7/07, Bradf

Re: [osg-users] Texture units and TexGen

2007-08-07 Thread Bradford, Chase
Chase > -Original Message- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Robert Osfield > Sent: Tuesday, August 07, 2007 12:13 PM > To: osg-users@lists.openscenegraph.org > Subject: Re: [osg-users] Texture units and TexGen > > Hi Chase, &g

Re: [osg-users] Texture units and TexGen

2007-08-07 Thread Bradford, Chase
@lists.openscenegraph.org > Subject: Re: [osg-users] Texture units and TexGen > > Hi Chase, > > On 8/7/07, Bradford, Chase <[EMAIL PROTECTED]> wrote: > > Hi Robert, > > > > How would you feel if the TexGen class was responsible for setting its > > ow

[osg-users] Vec3d vertex array in Geometry

2007-08-13 Thread Bradford, Chase
Is there a way to use double precision vertex arrays with an osg::Geometry? I didn't see an enum for Vec3d entries, but I wouldn't doubt that the TemplateIndexArray provides some support. Thanks for any info, Chase ___ osg-users mailing list osg-us

Re: [osg-users] Vec3d vertex array in Geometry

2007-08-13 Thread Bradford, Chase
ordinate position. The is how > osgdem creates its whole earth databases. > > Robert. > > On 8/13/07, Bradford, Chase <[EMAIL PROTECTED]> wrote: > > > > > > > > > > Is there a way to use double precision vertex arrays with an > osg::Geometry?

[osg-users] Possible with BlendFunc?

2007-09-06 Thread Bradford, Chase
Hi Everyone, I'm trying to control transparency of a subgraph from a high level, and I though BlendFunc with BlendColor would be a good way to go. Setting up the two with constant color = (1, 1, 1, opacity_scale) and BlendFunc = (GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA) allows me to

Re: [osg-users] How do PagedLOD children expire?

2007-09-10 Thread Bradford, Chase
Paul, PagedLODs are registered as inactive when their frame count gets out of synch with the overall viewer. Once they become inactive, their children are released. In other words, if each child has an identical bounding sphere, none of them will get freed until the lowest child is culled.

Re: [osg-users] Please test SVN version of OpenSceneGraph

2007-09-11 Thread Bradford, Chase
> -Original Message- > From: [EMAIL PROTECTED] [mailto:osg-users > [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay > Sent: Tuesday, September 11, 2007 12:05 PM > To: osg-users@lists.openscenegraph.org > Cc: [EMAIL PROTECTED] > Subject: Re: [osg-users] Please test SVN version of OpenScen

Re: [osg-users] Really Big Scenes and clipping

2007-12-17 Thread Bradford, Chase
> -Original Message- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay > Sent: Monday, December 17, 2007 6:18 PM > To: osg-users@lists.openscenegraph.org > Subject: Re: [osg-users] Really Big Scenes and clipping > > Hello Richard, > > > Be

Re: [osg-users] How to visit a custom node ?

2007-12-19 Thread Bradford, Chase
Unfortunately, that's just a limitation of the visitor pattern and double dispatch in general. In order to accomplish what you want, you'd have to overload apply(osg::Group) forward the call explicitly. Something like: MyVisitor::apply(osg::Group& grp) { if( dynamic_cast(&grp) ) apply( stat

Re: [osg-users] Text rendering

2008-01-04 Thread Bradford, Chase
You might be able to accomplish what you want by setting text->setCharacterSizeMode( osgText::Text::SCREEN_COORDS ). That applies a scale that warps the text into pixel coordinates, instead of object coordinates. Chase -Original Message- From: [EMAIL PROTECTED] on behalf of Michele B

Re: [osg-users] osgHUD / osgText / RFC

2008-01-17 Thread Bradford, Chase
This doesn't really answer your question, but the bad sheering effect you're getting might be solvable by apply the GL_POLYGON_SMOOTH attribute to the text object. Chase > -Original Message- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Jeremy Moles > Sent:

Re: [osg-users] trouble with flattening static transforms

2008-01-29 Thread Bradford, Chase
If you have a transform tree, with the following: A: translate (0, 10, 0) | ---B: translate( 0, 5, 0 ) | | | --- Model 1 | ---C: translate( 0, 20, 0 ) | --- Model 2 Then A cannot be flatten with B and C, because B != C. If A, B, and C were flattened into a single transform, then Model 1

Re: [osg-users] OSG Design pattern

2008-01-29 Thread Bradford, Chase
This might be what you're looking for: www.openscenegraph.org/osgwiki/pmwiki.php/ProgrammingGuides/DesignPatter ns > -Original Message- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Paul Pocock > Sent: Tuesday, January 29, 2008 6:14 PM > To: OpenSceneGraph

Re: [osg-users] OSG Design pattern

2008-01-29 Thread Bradford, Chase
Will do. Sorry for adding to the confusion :) > -Original Message- > From: [EMAIL PROTECTED] [mailto:osg-users- > [EMAIL PROTECTED] On Behalf Of Jean-Sebastien Guay > Sent: Tuesday, January 29, 2008 6:40 PM > To: OpenSceneGraph Users > Subject: Re: [osg-users] OSG Design pattern > > Hell

Re: [osg-users] X11 keyboard bug (+ ugly fix)

2008-02-05 Thread Bradford, Chase
I ran into this problem very recently too on a Win32 system. The solution I had to adopt was checking the modifier keys using the Win32 API's GetKeyState function when processing a key that's affected by modifiers. I agree that it probably shouldn't be OSG's responsibility to account for this