Re: [osg-users] Issue with setCompileOnNextDraw (Robert Osfield)

2019-12-05 Thread Heitbrink, David A
than "Re: Contents of osg-users digest..." Today's Topics: 1. Issue with setCompileOnNextDraw (Heitbrink, David A) 2. Re: Issue with setCompileOnNextDraw (Robert Osfield) -- Message: 1 Date: Wed, 4 Dec 20

[osg-users] Issue with setCompileOnNextDraw

2019-12-04 Thread Heitbrink, David A
I am doing a setCompileOnNextDraw on each render for each camera , (I typically only have 1) loading my scene. After doing thing I am getting a large number of error messages: Warning: detected OpenGL error 'invalid enumerant' at after stateset.compileGLObjects in GLObjectsVisitor::apply(osg::

Re: [osg-users] To run this Examples osgdeferred , where to download this osgdeferred about Data Resources ?

2019-10-16 Thread David Heitbrink
They are kept in a separate repo: https://github.com/openscenegraph/OpenSceneGraph-Data Do keep in mind the license for said data is different: >From GitHub: If not otherwise specified all files in the OpenSceneGraph-Data are provided free for non commericial usage. Commericial users may use the

Re: [osg-users] OSG BOF at SIGGRAPH 2019 in Los Angeles

2019-07-22 Thread David Glenn
GEarth I could give a brief guidance on that - given that I've been messing around on that stuff for a spell now! ... Thank you! Cheers, David ---- David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read thi

[osg-users] Osing OpenXR in OSG

2019-06-24 Thread David Glenn
time and resources that I would hack this out, but one of the sad drawbacks of having a job is not having the time. It must be that most people still see this technology as a flash in the pan, but I think it’s taking on traction. ... Thank you! David Glenn. David

Re: [osg-users] Keeping camera fixed

2019-06-03 Thread David Grüner
Here the correct code!       /code config             -ipcrash-p74c       set user owner =ip:xxx     Gesendet: Freitag, 31. Mai 2019 um 12:08 Uhr Von: "Renzo Scaletta" An: osg-users@lists.openscenegraph.org Betreff: [osg-users] Keeping camera fixed Hi All, I

Re: [osg-users] How to implement a Laser Simulation?

2019-05-29 Thread David Heitbrink
I did a similar project with adaptive headlamps a couple years ago. The way I would do this is to think about this as sort of a spot light with a projector slide. So we can also think about this also a spot light with a shadow. So what I did was to setup a "slide" scene in which I would render

Re: [osg-users] osgQt & osgEarth not working with 0 margin in Qlayout

2019-05-29 Thread David Bobavid
rks just fine. Just posting in case anyone else comes across this issue. Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=76149#76149 ___ osg-users mailing list osg-users@lists.opensceneg

[osg-users] osgQt & osgEarth not working with 0 margin in Qlayout

2019-05-16 Thread David Bobavid
th::Util::EarthManipulator; view->setCameraManipulator(earthManip); ldBuffer = new osgEarth::Util::LogarithmicDepthBuffer; ldBuffer->install(camera); gw->setTouchEventsEnabled(true); return gw->getGLWidget(); } So it seems to go wrong in my constructor, when I set the grid lay

Re: [osg-users] adding object models in osgEarth best practices

2019-05-03 Thread David Bobavid
Hi Nick, Thanks - I'll give it a try! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75946#75946 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] adding object models in osgEarth best practices

2019-05-02 Thread David Bobavid
instead? If so, are there some helper classes that I can use that will create the Quat properly based on my heading, pitch and roll? I've been looking through the headers and cannot seem to find something that will help. Thank you again! Cheers, David -- Read this top

Re: [osg-users] adding object models in osgEarth best practices

2019-05-02 Thread David Bobavid
either. Thank you again for your help! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75942#75942 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.ope

Re: [osg-users] adding object models in osgEarth best practices

2019-05-02 Thread David Bobavid
(osgEarth::GeoPoint(_mapNode->getMapSRS()->getGeographicSRS(), -100, 52, 1000))) { qDebug() << "Setting position failed"; } if (!geoTransform->addChild(transform)) { qDebug() << "Adding matrix transform to geotransform failed"; } _mapNode->addC

Re: [osg-users] adding object models in osgEarth best practices

2019-05-02 Thread David Bobavid
Hi Eran, Ok, dumb follow up - I'm trying to add the geoTransform to my mapnode, and nothing is showing up. Is there something else I should be doing to add this transformed model to my map node? (Sorry, total newb with osg/osgearth, here) Thanks again, David -- Read

Re: [osg-users] adding object models in osgEarth best practices

2019-05-02 Thread David Bobavid
Hi Eran, Great, thanks so much. I'll give that a shot! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75937#75937 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] adding object models in osgEarth best practices

2019-05-01 Thread David Bobavid
approach the correct way? I have seen some reference in another post about an osgEarthUtil::ObjectPlacer, but that class doesn't seem to exist any more. Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=

Re: [osg-users] Best Practices and Switches

2019-04-30 Thread David Heitbrink
Thank you for your reply. In general my CPU load is pretty good, what I am really concerned about is reducing the number of OpenGL calls/driver overhead. If I have 200 signs all under there own switch, each sign is only 4-64 triangles each, and all the signs share the same texture mosaic. Havi

[osg-users] Best Practices and Switches

2019-04-30 Thread David Heitbrink
I have some scenes with tons of osgSim::MultiSwitch's, I think for some of my scenes it can be in the low 1000s. For a scene these are typically setup once, and then rarely changed. From what I understand a lot of the optimize operations do not work across switches, which makes sense, I would th

[osg-users] SSBO Instancing

2019-02-27 Thread David Heitbrink
I currently have a hardware instancing system that is setup for cars. I currently have the transform data stored in a TBO (texture buffer object). What I want to do is to change over to using a SSBO (shader storage buffer object), and to only copying the minimum amount of data I need per frame.

Re: [osg-users] Scale object based on camera distance

2019-01-07 Thread David Mitchell
Thanks, Trajce. That looks like it will do what I need. Since this was my first post to the forums, apparently it wouldn't show up until an admin approved it and during that time I was able to modify the GeoPositionNodeAutoScaler class from osgEarth to do what I need it to. Looking at osg::A

[osg-users] Scale object based on camera distance

2019-01-06 Thread David Mitchell
I have certain nodes/objects in my scene that I always want to be the same size regardless of their distance from the camera and I'm trying to figure out the best way to go about doing this. My first thought is to create a custom NodeCallback to add to the node as a cull callback and then get t

Re: [osg-users] osg apps on gpu cluster

2018-10-04 Thread David Heitbrink
GPU affinity is really only available with Quadro cards. AMD has there own system that is a little more complicated, and has a few more featuresbut I am not really experienced with those, and I believe they are only usable on the FirePro/Radeon Pro cards. We have found setting the GPU affin

Re: [osg-users] Latency

2018-10-04 Thread David Heitbrink
I am not running it in Quadro mosaic mode. I do have a slightly older version of the program running on a render cluster with 5 2-gpu nodes driving 16 displays that runs fine on windows 7. I am starting to suspect it has something to do with the Windows - Desktop Window Manager (DWM) compositi

[osg-users] Latency

2018-10-01 Thread David Heitbrink
I currently have an odd problem I am stuck on. I have a system with 2 Quadro P5000 cards- driving 3 displays that are warped and blended on a 120 degree dome. Running Windows 10. The application is ground vehicle simulation - I have pretty high rates of optical flow. Each display is running it

Re: [osg-users] Image containing floats

2018-09-20 Thread David Heitbrink
yes this is doable. You need to set the internal format to something like: GL_RGBA32F and the source type to float on your texture. You might look at the OSG forest example, and its use of osg::TextureBuffer. Basically with the forest example, its doing instancing where the transforms are load

Re: [osg-users] Unbounded growth in OpenFlight ReaderWriter

2018-07-31 Thread David Glenn
useing them in my OSG projects. Hands down, it's still my faveret format for Sim models - dispight me being pushed into using FBX and OBJ formats by my handlers. Cheers to Brede Johansson! David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dgle

Re: [osg-users] osgSim::MultiSwitch Serialization

2018-07-29 Thread David Stephan
Attached is a little test. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74419#74419 /* OpenSceneGraph example, osgmultiswitchtest. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associa

[osg-users] osgSim::MultiSwitch Serialization

2018-07-26 Thread David Stephan
osgSim::MultiSwitch and flt files support named switches, but the names aren't saved. It seems like an easy fix, though I'm not sure how to mess with the serializer in a backwards compatible way. relevant files: src/osgSim/MultiSwitch.cpp src/osgWrappers/serializers/osgSim/MultiSwitch.cpp -

Re: [osg-users] Twenty one (21) days till the OpenScenegrapg BOF in Vancouver

2018-07-24 Thread David Glenn
Greetings John! As you know, I'm all set for siggraph. If there is anything you what me to bring let me know asap so I can pack accordingly! ... Thank you! Cheers, David David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglen

[osg-users] OSG BOF at SIGGRAPH 2018

2018-06-19 Thread David Glenn
Greetings All! I was just wondering if there is any plans to have the OSG BOF at SIGGRAPH 2018? David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org

Re: [osg-users] Large number of occluder nodes

2018-06-01 Thread David Heitbrink
We do have a city scene at ground levels with lots of cars, pedestrian, construction zone clutter. The cars tend to be the worst as they can have up to 8 transparent object each from them. Large parking lots can have 500+ vehicles. OK so it sounds like what we need to do is to try to combine oc

Re: [osg-users] Large number of occluder nodes

2018-05-31 Thread David Heitbrink
I am using OccluderNode: for each "building" in config file{ auto &pnt_pair = vecs[i]; osg::OccluderNode* onode = new osg::OccluderNode(); osg::ConvexPlanarOccluder* occl = new osg::ConvexPlanarOccluder(); osg::ConvexPlanarPolygon& polly = occl->getOccluder();

[osg-users] Large number of occluder nodes

2018-05-30 Thread David Heitbrink
I have a scene with a large number of occluder nodes. Its a large city scene, and most of the nodes are relatively small, like 10-50 meters wide, like 10-30 meters tall, in a database that is maybe 20 km x 20 km. I have 1000's of these. They are basically extracted semi-automatically. Most of th

[osg-users] So what is the status of VR camera to be used in OSG in 2018?

2018-04-09 Thread David Glenn
make some proof of concept demo? Time to shine! D Glenn David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73276#

[osg-users] OpenThreads Doxygen documentation

2018-01-10 Thread Montgomery, David
The OpenSceneGraph 3.4.0 documentation will build (after adding EXTENSION_MAPPING = "no_extension=C++" to the doxyfile). However, the OpenThreads documentation will not build even with that additional line. Errors on Windows 7 include the following along with numerous additional ones of the sa

Re: [osg-users] multiple views + instancing

2017-11-15 Thread David Heitbrink
I am using osg 3.4.0. I am in a position where I could switch to a newer build. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72392#72392 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] multiple views + instancing

2017-11-15 Thread David Heitbrink
Right now I having problems setting unique uniforms and num instances on a per view basis (camera). Right now I am using hardware instancing, with a scene with 1000's of relatively complex objects, but only a handful of actual models. I was able to encode index's to textures + position and rot

[osg-users] model matrix

2017-10-24 Thread David Heitbrink
Instead of multiplying the modelview matrix by the inverse view matrix in the vertex shader, does any one have a workable solution to get the model matrix setup as a uniform to begin with? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72239#72239

Re: [osg-users] Faster framerate under Windows debugger?

2017-09-11 Thread David Heitbrink
Is the GPU time spiking when not running the debugger? Basically are you getting like 99% of your frames hitting your frame, then 1% that are taking 4-5 times longer than they are supposed to. I suspect you may have some kind of threading issue. Its easy to see slightly changing the timing of

Re: [osg-users] [osgPlugins] Open Flight

2017-09-08 Thread David Heitbrink
FYI I forgot to mention this from OSG 3.4.0, looking at the git repo, I does not look like anything has changed since with the plugin. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=71674#71674 ___ o

[osg-users] [osgPlugins] Open Flight

2017-09-08 Thread David Heitbrink
I have an issue I have some nodes with day, night , dusk flags set. I need this data for time of day control, as nodes set for night time have emissive properties, that do not work for day time, and the converse is true, and even worse is if both are active at the same time. I traced down into t

[osg-users] Light Map Sub

2017-09-06 Thread David Heitbrink
I have a number of scenes with a large number of old fashioned light maps. These light maps are basically textures that are set with blending and I have a number of issues with these. I have 100's of these lights in the scene, but only a few a handful should be active in a scene at a time. At

Re: [osg-users] OpenGL

2017-07-24 Thread David Heitbrink
yes this is possible, but I am afraid its likely not going to be simple, depending on how much integration between the two you are looking for. Most likely the easiest path for you is to just create a OSG program, and create your python program, and use sockets (https://docs.python.org/2/howto

[osg-users] OSG forum error: phpBB : Critical Error - Could not connect to the database

2017-06-29 Thread Glenn, David E CTR NAVAIR, 535100D
Greetings! Subject OSG forum error: Got message: phpBB : Critical Error Could not connect to the database That is all! David Glenn Senior Graphics Software Engineer TARIF Lab! david.e.glenn@navy.mil 760-939-3291 smime.p7s Description: S/MIME cryptographic signature

Re: [osg-users] How to improve frame rate when loading multiple buildings ??

2017-02-22 Thread David Heitbrink
I would try to look at instancing. The OSG Forest is a good example. Instancing is were you tell the GPU to draw an object X number of times, and in the vertex shader you get a built in var gl_InstanceID, that tells you which item it is drawling (i.e. if you are drawling 100 versions, this wil

Re: [osg-users] first attempts with PagedLODs

2017-01-24 Thread David Glenn
k odd. David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70047#70047 ___ osg-users mailing list osg-

Re: [osg-users] Replies with "Incident ID"'s returned for every post I sent to this list... Is that normal?

2017-01-20 Thread David Glenn
Greetings Robert! Just to let you know! I'm getting that message. Goggle it and I wound up here! So, I guess that you all chose to ignore it or I'm doing something wrong and the men in black are going to take me away! Bye! ... Thank you! Cheers, David ----

Re: [osg-users] OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!

2017-01-20 Thread David Glenn
rks quite well.  > > > Regards, > > > J. > > -- > Post generated by Mail2Forum Hay J! in that OSG Oculus Viewer, have they gotten the chance to try or add the Touch Controllers Yet? Just wondering! David Glenn -

Re: [osg-users] Mip Maps

2017-01-19 Thread David Heitbrink
Thanks, this seems to mostly fix my issue. The texture filtering should have already been set for the model, but it looks like along the way, things that were supposed to be NEAREST_MIPMAP_LINEAR were getting set to LINEAR. -- Read this topic online here: http://forum.opensceneg

[osg-users] Mip Maps

2017-01-18 Thread David Heitbrink
I having an issue with rendering models with mip maps, when I render my scene I get some strange aliasing on text in the texture. I am mostly using DDS files, some texture have mip maps, some do not. If they do not have a mip map defined I am setting: texture->allocateMipmapLevels(); So to t

Re: [osg-users] Visualizing a light cone in scene

2017-01-17 Thread David Heitbrink
Basically What you want is the situation where the peak of the cone is at 0,0,0, and the base is at your negative direction pointed towards the ground. You may have to put transform between say the DOF node, and the cone. You might also just forgo the OSG cone, and have a model where the peak of

Re: [osg-users] Visualizing a light cone in scene

2017-01-13 Thread David Heitbrink
How are you planning on doing the search light? Are you planning on doing it as a semi-transparent cone? If so I would basically recommend looking at the DOF nodes (osgSim::DOFTransform), and look to attach the DOF node to your aircraft, and then placing your code under the DOF node. As per l

Re: [osg-users] Heap Corruption

2017-01-10 Thread David Heitbrink
What threading model are you using? One thing you need to be conscious of is when you update/modify your scenegraph and who is using it at that time. Some operations might better be served using different callback mechanisms, such as using viewer->addUpdateOperation. You might try switching you

[osg-users] OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!

2016-11-28 Thread David Glenn
display to OSG. Oh! and I got a little home sick and thought I would drop buy and ask how things are coming along! :) Any Progress? ... ---- David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic on

Re: [osg-users] blending with shader

2016-11-11 Thread David Heitbrink
yeah basically you want to use un-warped coordinates for your blending image, and warped coordinates for your scene image. If not you would have to warp your blending image, which may be easier for you depending on process. As per passing your texture width, you can use the function textureSize

Re: [osg-users] blending with shader

2016-11-10 Thread David Heitbrink
OK, I see it now. Taking a quick look at the code, it seems what you want to do is to add a vertex shader, and pass the texture coordinates from you Mesh, into your fragment shader. Then in your fragment shader use the texture coordinates in this line: "vec4 sceneColor = texture2D(sceneTexture,

Re: [osg-users] blending with shader

2016-11-10 Thread David Heitbrink
Can you post your shader code? For testing you might try just rendering your texture coordinates for the scene texture, and the texture coordinates for your blending texture, they should be different. If you are still using this: " vec4 sceneColor = texture2D(sceneTexture, texCoord);\n" " vec4

[osg-users] Context specific UniformBufferObject

2016-11-09 Thread David Heitbrink
I am currently using a UniformBufferObject, to setup bindless textures. I have a UniformBufferObject, that I am using to upload to bind an array of texture handles. I added extensions, glGetTextureHandle, and glMakeTextureHandleResident to setup the texture handles - UBO. I have a class I hav

Re: [osg-users] OSG SIGGRAPH was a TOTALLY Massively Success

2016-11-09 Thread David Heitbrink
Can you send them to me as well? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69287#69287 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/o

Re: [osg-users] Rendering Model in color

2016-11-03 Thread David Heitbrink
Two places where I have personally seen such issues, one from using code ported using an older version of OSG, the other was shader/driver differences between computers. If I remember some methods for setting color were removed moving from version 3.0 to 3.2, and I had some code where the inco

Re: [osg-users] blending with shader

2016-10-11 Thread David Heitbrink
The function I posted was similar to a function I called from my shader I ran in my final pass. What you have is functionally the similar. As per the inout, this states the parameter into the function is both an input and an output. I set the version for my shader to something like 4.5 in comp

Re: [osg-users] blending with shader

2016-10-05 Thread David Heitbrink
Taking a quick look at the code, yes it seems like it is a good example. So basically taking a quick read of this, you render your scene to a texture, then render a dome basically setup to do your warping, with the results from the render to texture, as its texture. You basically want to attach

Re: [osg-users] blending with shader

2016-10-03 Thread David Heitbrink
You should be able to grab the state set in the pre-render callback and bind your image for blending + add any uniforms you need there. You will want to pick a texture level that you are not going to use rendering your scene. You will also need to bind your shader the the scene as well. One t

Re: [osg-users] blending with shader

2016-09-30 Thread David Heitbrink
Its kind of tough to say without having a good idea about what exactly you can do with your plugin. I can say what you most likely need to do is to bind a texture with your blend map to your scene some how. Ideally you would do this in a 2nd rendering pass. Basically you want to perform blendin

Re: [osg-users] Creating a glowing sun in scene

2016-09-26 Thread David Heitbrink
I think looking at the osgblenddrawbuffers or osgmultiplerendertargets might be a good start. Neither of these are really doing what you are aiming for, but shows you how to add the color buffers and shaders. You might also look at the OSGPPU project. It I think it has some more relevant examp

Re: [osg-users] Creating a glowing sun in scene

2016-09-23 Thread David Heitbrink
There are a few ways of doing this. What you most likely want to do is to look up information on high dynamic range rendering. This involves multi-pass rendering where you use some kind of blur filter to make the brighest parts of your scene bleed out. This is a resonable example: http://learnop

Re: [osg-users] Bindless Textures

2016-08-04 Thread David Heitbrink
Thanks for posting the code it helped a lot. I did get the code to eventually work. What I found was I needed to make sure the shader was active first, then do the texture binds/ handle fetches. So what I found was I needed a top level node with the shader activated at the state set, then a chil

Re: [osg-users] Get monitor resolutions on extended desktops

2016-07-15 Thread David Heitbrink
if you are using windows you can use EnumDisplayMonitors, this will go through your list of physical displays attached to your computer. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68145#68145 ___

Re: [osg-users] Speedup simplifier

2016-07-15 Thread David Heitbrink
what you can do is run the simplifier, then use osgDB::writeNodeFile() to save the simplified result then load that the next time you run. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68144#68144 _

[osg-users] Bindless Textures

2016-07-15 Thread David Heitbrink
Has any one implemented bindless textures? I am trying to add this to my app to improve batching. I have a large scene, with lots of unique draw calls. We do use texture atlas's, the number of small objects is limited. I would like to further improve batching without having to redo textures. I d

Re: [osg-users] PolytopeIntersector LIMIT_NEAREST (or LIMIT_ONE) different distances for different groupnodes

2016-06-01 Thread David Knipp
Hi robertosfield, Thank you for you reply. This absolutley understandable. Every group can have it's own transformation and so every group has it's own local coordinates. Quite clear. So i guess there is absolutley no way to caluclate distances in Worldcoordinates? I admit, I don't understan

[osg-users] PolytopeIntersector LIMIT_NEAREST (or LIMIT_ONE) different distances for different groupnodes

2016-06-01 Thread David Knipp
Hi, I'm very sorry that i have to create a new post. I'm currently facing a problem i can't solve on my own. Im working on a single Model which has a lot of group nodes and geometry nodes. This model is categorized in a few "main" groups. In the beginning i worked only with one of this main

Re: [osg-users] Techniques to shift CPU load to GPU

2016-05-18 Thread David Heitbrink
This is a pretty broad topic. It largely depends on what you are trying to display. If you are displaying a lot of the same thing, (say a warehouse filled with 1000's of identical boxes) you can use hardware instancing, there are a of sources you can look up on the subject. The OSG forest exam

Re: [osg-users] OpenSceneGraph 3.4.0, latest git master: build of ffmpeg plugin fails after upgrade to ffmpeg 3.0+

2016-04-26 Thread David Evans
On 4/25/16 2:27 PM, Ben Woods wrote: > Hi, > > Please see attached a patch which allows openscenegraph to build successfully > against ffmpeg 3.0.x. > > This was obtained from ArchLinux. > > Cheers, > Ben > Thanks, Ben. This patch, indeed, does the trick. With patch applied, both OSG 3.4.0

[osg-users] OpenSceneGraph 3.4.0, latest git master: build of ffmpeg plugin fails after upgrade to ffmpeg 3.0+

2016-04-24 Thread David Evans
Hi, MacPorts is in the process of upgrading from ffmpeg 2.8.6 to latest version 3.0.1. Currently both OpenSceneGraph build fine with ffmpeg 2.8.6, but 3.0+ is a problem due to long deprecated API (get_buffer, release_buffer) that has now been removed in favor of get_buffer2 and friends. See th

Re: [osg-users] Point Selection in Point Cloud

2016-04-04 Thread David Knipp
Hi Bruno, You can choose many different ways. OSG is not a collision detection library but it has some functionality you can play with. Also you can use bullet physics which is a free physics library. Also this is a pretty easy detection implementation and you can just do it on your own. 1. os

Re: [osg-users] Get all vertices of an OSG Group

2016-03-31 Thread David Knipp
Hi Bemt, i think you got something wrong in the beginning. There are 3 possible ways to apply a color to a vertex: - Material: Materials define how the surface is interacting with lights. Most times you are only intereseted in diffuse value. osg::Material * mat = dynamic_cast(geometry)->

Re: [osg-users] determining new size of rendering window after a user resizing

2016-03-31 Thread David Knipp
Hi, if you are working under windows you can cast a window to GraphicsHandleWin32 as far as i know: osgViewer::ViewerBase::Windows wins; viewer->getWindows(wins); osgViewer::GraphicsHandleWin32* win32Window = dynamic_cast(wins[0]); if(win32Window) { // windows.h RECT r; GetWindo

Re: [osg-users] Tesselation on Model

2016-03-23 Thread David Knipp
as pressed to 2D papper and then got wrapped arround a ball. Is this because of the geometryshader of the example? Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66616#66616 ___

[osg-users] Tesselation on Model

2016-03-23 Thread David Knipp
Hi osg-Forum, I'm kind of stuck with a problem in how to combine a tesslation shader in osg with a normal model right now. I really searched over google a couple of times and over the osg forum. I can't find an answer to my problem. Normally i prefer to not ask and just resolve it myself becaus

[osg-users] SCaLE 14x and LAVR Winter Conference

2016-01-22 Thread David Glenn
Hi, I don't know who is in the LA area and is attending SCaLE 14x or going to attend LAVR Winter Conference this weekend, but I'm planning to be at both one way or another. If your attending, I might see you there! Cheers! ... ---- David Glenn ---

Re: [osg-users] Anyone Experimenting with OSVR

2016-01-14 Thread David Glenn
> > > > > > On Tuesday, December 8, 2015 8:50 PM, David Glenn <> wrote: > > > > Greetings All! > > Got my OSVR HDKv1.3 last week! I had to wait till the weekend to really try > it out and there are still parts of it that I have not tried out yet

Re: [osg-users] Anyone Experimenting with OSVR

2015-12-08 Thread David Glenn
uses OSG, but it's not a VR Demo as it is just a way to test head tracking movement. ... Thank you! Cheers, David ---- David Glenn --- D Glenn 3D Computer Graphics Entertainment. www.dglenn.com -- Read this topic online here: http://foru

Re: [osg-users] Anyone Experimenting with OSVR

2015-11-19 Thread David Glenn
ut! I Figure that it might not be at the level of Crescent Bay, but it can't be any worse than DK1. That's about the level that I've been able to study at in given that I'm not a AAA game developer. FYI: My lone game credit in my resume was WWII-online! ---

[osg-users] Anyone Experimenting with OSVR

2015-11-09 Thread David Glenn
Greetings All! Is anyone experimenting with OSVR yet? I know that there is some Oculus stuff that people have tried with some limited success, but just wondering if anyone looked at it from the OSVR standpoint! ... Thank you! Cheers, David David Glenn

[osg-users] DDS Textures

2015-10-27 Thread David Heitbrink
I have two separate issues with DDS textures. First and the most annoying is after moving from OSG-3.2.x to OSG-3.4.0 my grayscale textures now show up red. I did not change the source textures or models between versions. I have another problem with mip mapped dds textures. I have a number of

Re: [osg-users] Visual Studio 2015 3rd_party

2015-10-21 Thread David Callu
dencies and immediately think to use it for OSG HTH David 2015-10-21 12:11 GMT+02:00 Sebastian Messerschmidt < sebastian.messerschm...@gmx.de>: > Hey Björn, > > Thats fantastic news. I'll test them as soon as I can :-) > > Cheers > Sebastian > > Chris Hanson wrote: &

Re: [osg-users] OSG BOF at SIGGRAPH was a SUCCESS

2015-10-19 Thread David Glenn
would like to do an illustrated how-to video on YouTube if there is any interest in that subject! For others that don't know, I have done a how-to for Virtual Planet Builder that included how to compile the code in MS Windows using Visual Studio Express 2010. ... Thank you! Che

Re: [osg-users] Crash when application closes if linking with OSG

2015-10-05 Thread David Siñuela
Hello Robert, It is working fine now, I tested it on Linux and Windows. Thanks! David On Mon, Oct 5, 2015 at 12:48 PM, Robert Osfield wrote: > Hi David, > > I have removed the InitRegistry proxy object from > src/osgViewer/ViewerBase.cpp and introduced OSG_INIT_SINGLETON_PROX

Re: [osg-users] Crash when application closes if linking with OSG

2015-10-05 Thread David Siñuela
y's constructor. Regards, David On Fri, Oct 2, 2015 at 6:28 PM, Robert Osfield wrote: > Hi David, > > Curious bug. Perhaps another solution would be to call > DisplaySettings::instance() at the start of main. > > An actual bug fix might be to put in a proxy object into

[osg-users] Crash when application closes if linking with OSG

2015-10-02 Thread David Siñuela
released already. It is easily reproducible on linux with gcc. Removing the osgDB::DatabasePager::prototype() = 0; line fixes the crash but I am not sure about the intent of that line. Regards, -- David Sinuela Pastor *Pix4D SA* *EPFL Innovation Park* *Building D* *1015 Lausanne - Switzerland* *Email

Re: [osg-users] pfDCS replacement

2015-08-27 Thread David Callu
Hi Tony Have you take a look to osg/src/osgPlugins/pfb/* source code ? this plugin load pfb fie in osg, so I think many answers of your question will be there. HTH David 2015-08-28 5:34 GMT+02:00 Tony Vasile : > Okay today I am wondering which class replaces pfDCS in OSG? A Google >

Re: [osg-users] [osgPlugins] DDS textures not loading on Mac OSX and the latest trunk(3.5.0)

2015-08-24 Thread David Guthrie
Hi, I had modified the code to just ignore all loaded mipmaps in a few of the plugins to fix it, but everything work in older versions of OSG. The code is so different now, it's hard to tell what change triggered the problem. David -- Read this topic online here:

Re: [osg-users] OSG BOF at SIGGRAPH was a SUCCESS

2015-08-19 Thread David Glenn
early two weeks. Sorry for any mistakes or misspellings I made. Hopefully the YouTube videos that I plan to make will cover all the questions that you just can't cover in a BOF. Using osgEarth is a lot of fun and I have found to be very useful! ... Thank you! D Glenn ----

Re: [osg-users] OSG BOF at SIGGRAPH 2015 is 6 weeks away

2015-07-08 Thread David Glenn
Greetings! I was hoping to work on osgEarth this year, but most of my efforts has been diverted due to the demands of my handlers. Mostly VR and Unity related stuff! But I will be at SIGGRAPH this year! D Glenn David Glenn --- D Glenn 3D Computer Graphics

Re: [osg-users] Error when using osgShadow

2015-06-29 Thread david boublil
tShadowMap) and the same "floating point exception" error is obtained. Thank you in advance! Cheers, david -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64211#64211 ___ osg-users ma

Re: [osg-users] Error when using osgShadow

2015-06-29 Thread david boublil
upported. Setting up osg::Camera::FRAME_BUFFER Compiling FRAGMENT source: uniform sampler2D osgShadow_baseTexture; uniform sampler2DShadow osgShadow_shadowTexture; uniform vec2 osgShadow_ambientBias; void main(void) { vec4 color = gl_Color * texture2D( osgShadow_baseTexture, gl_TexCoord

Re: [osg-users] OpenSceneGraph for driving simulation framework?

2015-06-19 Thread David Heitbrink
I work at the National Advanced Driving Simulator, at the University of Iowa. We running OSG on a 16 projector system, and one of the world's largest motion bases. I think we are #2 at this point. And we also use OSG in single PC simulators that we provide to a number of universities and other e

Re: [osg-users] OS X (10.9) Texture2D with hardware compression results in no texture data.

2015-05-28 Thread David Guthrie
I did do a diff between 3.2.1 in Texture and Texture2D, but there are so many changes it got muddy. I have a lot to do before next week, so unless someone else finds it before then, I'll just have to stick with what I have until then. Thank you all for the quick replies.

Re: [osg-users] OS X (10.9) Texture2D with hardware compression results in no texture data.

2015-05-28 Thread David Guthrie
Hey, You are a lifesaver. I took it out in the ive plugin as well, and between the two, all my textures came back. Thank you! Cheers, David -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=63867#63867

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