[osg-users] 2.8 OpenThreads linker errors on Mac 10.5

2009-02-16 Thread Christian Noon
Hello, I just built a development build of osg 2.8 successfully with the 10.5 sdk. However, when trying to compile my app against the 2.8 frameworks, I keep getting the following linker errors: "OpenThreads::Atomic::operator--()", referenced from: osg::R

Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5

2009-02-17 Thread Christian Noon
Hi Stephan, I did use the xcode-projects to build osg. I used the 10.5 sdk and development build. I can run the examples no problem. I have cleaned my project several times also. I didn't check out the src code from svn, I just grabbed the zipped src from the osg homepage. Hope some of this

Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5

2009-02-17 Thread Christian Noon
I have added the OpenThreads Framework to the project settings. I have also built OpenThreads Frameworks two different ways: - The first was with the OpenSceneGraph.xcodproj. - Then I read some of the notes and it said sometimes there are problems with the OpenThreads Framework, so I built it aga

Re: [osg-users] 2.8 OpenThreads linker errors on Mac 10.5

2009-03-09 Thread Christian Noon
Stephan, Sorry this took me so long to get posted, I've been out of the country for the last couple weeks. Anyways, here's a shortened version of my build log, I removed a bunch of the warnings coming from wx. If you want to see the full log, I'll repost. Building target “ASDS-v2.0” of projec

[osg-users] Moving an object under the mouse move in a GUIEventHandler

2010-11-11 Thread Christian Noon
Hi everyone, I am working on a system to drag and drop shapes into the scenegraph in a Qt application. I have the ability to drag shapes from a list widget into the QOSGWidget and then render the shape at (0, 0, 0). What I would like to do is modify this to attach the shape to the mouse so the

[osg-users] Incremental renderingTraversal between swapBuffers on iOS

2011-10-03 Thread Christian Noon
try to utilize a library for an app that requires overriding a major portion of the rendering logic. In summary, is there any possible way to make the current renderingTraversal design of OSG accomplish what I'm looking for...which is a incremental renderingTraversal? Thanks for your h

Re: [osg-users] Incremental renderingTraversal between swapBuffers on iOS

2011-10-04 Thread Christian Noon
Wow I feel like today is my birthday! Thanks for the pointers Robert. I think options 1 and 2 both sound like they have the potential to do exactly what I need. OSG for the win! I'll try them out and post back with my results. Thanks again, -- Christian -- Read this topic onlin

Re: [osg-users] Incremental renderingTraversal between swapBuffers on iOS

2011-10-18 Thread Christian Noon
I wanted to post my solution up just incase someone ever runs into anything similar. I was able to take Robert's solution 2 and run with it. I split up the scenegraph under a switch node that renders different subgraphs on different frame calls. I have also created my own implementation of an in

[osg-users] Finding whether a geode was culled

2011-11-12 Thread Christian Noon
Hi everyone, I'm trying to figure out whether back face culling is culling my geode or not. I only have a single geometry drawable in the geode. The geode is getting culled out properly when it is not facing the camera, but I can't figure out how to tell that it was culled using the following c

Re: [osg-users] Finding whether a geode was culled

2011-11-13 Thread Christian Noon
Hi Aurelien, Gave it a try and still no luck. Just always comes back as false. Thanks though! -- Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43846#43846 ___ osg-users mailing list osg-

Re: [osg-users] Finding whether a geode was culled

2011-11-13 Thread Christian Noon
Well what I actually need is whether it is being culled in the current frame. Doesn't do me any good to know if it was culled on the last frame because my program uses lazy rendering. Let's try switching gears, I also know you can use a DrawableCullCallback as well, but I can't seems to figure

Re: [osg-users] Finding whether a geode was culled

2011-11-13 Thread Christian Noon
I have found a solution for now. What I am doing is just manually calculating if the polygon is facing the camera or not. Here's some pseudo code: Code: osg::Vec3d camPos = something; osg::Vec3d camDir = pointOnPolygon - camPos; double dotProduct = camDir * polyNormal; if (dotProduct > 0.0f)

Re: [osg-users] Finding whether a geode was culled

2011-11-13 Thread Christian Noon
Great question! I should have given more clarification in my previous post. The normal vector of the polygon I'm using is not the regular normal vector, but instead the vector produced by the CCW cross-product of the border vertices in the polygon. This ensures that I don't have that problem si

[osg-users] Scaling a quad about different anchor points

2013-09-09 Thread Christian Noon
Hello, I'm feeling pretty defeated at this point and figured I need to ask for some help. I feel like what I'm trying to do should be very easy and that I'm just making it too difficult. What I'm trying to do is translate and scale a quad about an anchor point. I've managed to get the initial l

Re: [osg-users] Scaling a quad about different anchor points

2013-09-10 Thread Christian Noon
Okay so I was able to figure out my issue. Amazing what some sleep does for the mind. Anyways, the problem was that I was trying to put the anchor point back then add an additional translation to try to get it in the correct place. The solution is much easier. Code: osg::Matrix matrix; // 1

[osg-users] HowTo use UPDATE_TO_VERSION for custom osg::Object separate from osgVersion()

2013-02-25 Thread Christian Noon
Hello, I've dug through the forums as much as possible and I can't seem to figure out if there's a way to actually do this. I've written my own wrapper for a custom osg::Node that sits in my own library. I need to have the ability to create different versions of my serialization to accommodate

Re: [osg-users] HowTo use UPDATE_TO_VERSION for custom osg::Object separate from osgVersion()

2013-02-27 Thread Christian Noon
Hi Wang Rui, That would be greatly appreciated. Do you have any kind of a rough estimate on when you may have some time to get to this work? I would be glad to help you test the solution once you have some patches available. I don't need an immediate solution, but in the next couple of months w

Re: [osg-users] HowTo use UPDATE_TO_VERSION for custom osg::Object separate from osgVersion()

2013-03-18 Thread Christian Noon
Hi Wang Rui, Just wanted to ping this ticket to see if you've had a chance to make any progress. Thanks! -- Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53145#53145 ___ osg-users maili

[osg-users] Using zlib compressor on iOS

2013-03-18 Thread Christian Noon
Hi everyone, Got a quick question which I'm hoping is easy. I've compressed some osg files using the osg plugin with a custom "vipre" extension using the zlib compressor with a simple app I built on Mac OS X and now I'm trying to read that file back in on iOS. I'm able to read the files in no p

Re: [osg-users] Using zlib compressor on iOS

2013-03-18 Thread Christian Noon
Well now I can see why I was having problems. Looks like we've got a copy/paste error in the osgDB::Registry USE_COMPRESSOR_WRAPPER macro. It is currently this: Code: #define USE_COMPRESSOR_WRAPPER(classname) \ extern "C" void wrapper_serializer_##classname(void); \ static osgDB::PluginFunction

Re: [osg-users] HowTo use UPDATE_TO_VERSION for custom osg::Object separate from osgVersion()

2013-05-30 Thread Christian Noon
Hi Wang, Just wanted to ping this ticket again to see if there's any update. Thanks! -- Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=54326#54326 ___ osg-users mailing list osg-users@lis