Re: [osg-users] 2.8 planned date?

2008-12-13 Thread Dusten Sobotta
Is there a page that depicts specific changes and/or enhancements with 2.8 over 2.4? On Sat, Dec 13, 2008 at 11:45 AM, Frederic Bouvier wrote: > Robert Osfield a écrit : > > Hi FlightGear-er's, > > > > On Fri, Dec 12, 2008 at 6:46 PM, Robert Osfield > > wrote: > > > >> What time frame are you wo

Re: [osg-users] Text at fixed position on screen

2008-12-08 Thread Dusten Sobotta
Check out the osg hud or osg pick example gl On Mon, Dec 8, 2008 at 8:44 PM, Renan Mendes <[EMAIL PROTECTED]>wrote: > Hi, everyone. > > I'm using the osgText::Text class to create texts that are always > parallel to the screen. In addition to that, I would like to fix them at a > certain p

Re: [osg-users] The osgNV project comes back!

2008-12-08 Thread Dusten Sobotta
Very interesting. What level of integration between osg and physx is your goal? Do you have a set of potential features or key enhancements you could share with us? Thanks for your contributions, I look forward to seeing this :) -Dusten On Sun, Dec 7, 2008 at 6:27 AM, Wang Rui <[EMAIL PROTECT

[osg-users] Picking without using osg::Viewer

2008-12-08 Thread Dusten Sobotta
Has anyone implemented a picking solution that uses OSG's selection algorithm -without- utilizing viewer? I use sdl to handle window management and input, and bullet for physics (which could be fine for selecting objects in-scene later, but this it would be quite a hack to use bullet for gui eleme

Re: [osg-users] Removing all identical children from a node

2008-12-06 Thread Dusten Sobotta
Sweet, thanks a lot :3 On Fri, Dec 5, 2008 at 7:55 AM, Jean-Sébastien Guay < [EMAIL PROTECTED]> wrote: > Hi Dusten, > > is there some way to remove -all- children that share the same reference >> pointer? By executing "removeChild( ptr )", it only removes the most recent >> addition. >> > > Wel

Re: [osg-users] Very simple Firefox-Plugin to display osg-files

2008-12-04 Thread Dusten Sobotta
Thanks for your contributions! I'm really eager to see what projects will use this plugin of yours. It would be a great way of attracting new developers to OSG if they could check out demos online :) On Thu, Dec 4, 2008 at 4:08 PM, Andreas Goebel <[EMAIL PROTECTED]> wrote: > Hi, > > I have re

[osg-users] Removing all identical children from a node

2008-12-04 Thread Dusten Sobotta
Hello, I implemented a dynamic hud manager in c++ whose public member functions are bound to lua. From a lua interface, the user is able to create hud elements, and hud element groups; in addition controls are given to disable both groups and individual hud elements. This logic works fine, howev

Re: [osg-users] Performing parent/child occlusion culling

2008-12-01 Thread Dusten Sobotta
This has been an incredibly helpful response. Thanks a ton :) On Mon, Dec 1, 2008 at 8:12 AM, Jean-Sébastien Guay < [EMAIL PROTECTED]> wrote: > Hello Dusten, > > I understand how this can be accomplished if a user is given a lot of >> control over the scene graph during map/level creation, but

Re: [osg-users] Performing parent/child occlusion culling

2008-11-28 Thread Dusten Sobotta
Hello, I understand how this can be accomplished if a user is given a lot of control over the scene graph during map/level creation, but what I'm aiming for is the ability to load in a .3ds model (or otherwise) for level geometry and let the user place various prefabs such as crates, trees, cars,

[osg-users] Performing parent/child occlusion culling

2008-11-28 Thread Dusten Sobotta
Hello, How might I enable parent/child culling, such that the world geometry of a primary (parent) object determines which small objects (children) are culled out of the scene? For example, there may be hundereds or thousands of small objects in my scene, that wouldn't occlude much of anything.

Re: [osg-users] Calculating the volume of a model through OSG

2008-11-28 Thread Dusten Sobotta
; > > > > You might find these two helpful: > > > > > > accurate: http://tetgen.berlios.de/ > > > approximate & simple: > > > http://www.gamedev.net/reference/articles/article2247.asp > > > > > > The second one could be

[osg-users] Calculating the volume of a model through OSG

2008-11-26 Thread Dusten Sobotta
Hello, Manually modifying various attributes of models is quite tedious, and tends to set back the development of games. To work around this issue, I'd like to implement a feature to calculate the volume of an in-game model, so that given a surface attribute such as 'wood' or 'metal', (which have

Re: [osg-users] 2Dimensional array

2008-11-20 Thread Dusten Sobotta
Why not use vectors? std::vector< std::vector< osg::Vec3f > > vec3array; or ideally, for instantiation/allocation efficiency, std::vector< std::vector< *osg::Vec3f > > Dusten On Thu, Nov 20, 2008 at 12:46 PM, Ed <[EMAIL PROTECTED]> wrote: > I need to create a 2Dimensional array of Vec3f. I c

[osg-users] Networking with OSG + Bullet

2008-11-19 Thread Dusten Sobotta
Hello, Although I've thrown together a few small client/server programs, I haven't really developed a large-scale project involving networking. My current project is an MMO/FPS hybrid with a fast movement system similar to Quake 3, Warsow, HL2:CTF, etc. Bullet Physics have already been implement

Re: [osg-users] Coupling luabind with OSG + Bullet

2008-11-12 Thread Dusten Sobotta
s an > argument in your call.: > myvec= Vec3f(2,0,0) > entMan:createStaticEntity( "ball", myvec, false ) > Or, in this function, try and make a copy of the parameter values before > returning. > > regards, > Gerwin > > > On Wed, Nov 12, 2008 at 8:14 AM,

Re: [osg-users] Dynamically changing all textures in a scene

2008-11-12 Thread Dusten Sobotta
The proper way to go about this would be using an alternate shader for the infrared view. That way you can pull in any source texture (one that is already mapped on an object), and generate the infrared composite image on the fly. For example, if you want all of the walls (and other cold material

[osg-users] Coupling luabind with OSG + Bullet

2008-11-11 Thread Dusten Sobotta
Hello, I've been working on an engine that combines sdl, osg, bullet, open al, and now lua for roughly 6 weeks. Static and dynamic entity creation works well on the fly if handled with C++ code, however if I attempt to off-load this logic to lua, I run into problems. Below is an example of code

Re: [osg-users] Help with Positiong a Camera

2008-11-05 Thread Dusten Sobotta
http://stderr.org/doc/openscenegraph-doc/openscenegraph/classosg_1_1Camera.htmlprovides the method for doing just that void setViewMatrixAsLookAt(const osg::Vec3

[osg-users] Character animation in OSG

2008-11-04 Thread Dusten Sobotta
Hello, >From what I understand, in addition to OSG/Cal, OSG has some animation features built in. Which animation libraries or extensions are ideal for handling .3ds models with skeletal animation? Thanks in advance~ ___ osg-users mailing list osg-use

Re: [osg-users] Computing bullet collision models from .3ds files

2008-11-04 Thread Dusten Sobotta
The integration of PAL with OSG would in my opinion, be a waste of resources. PAL isn't maintained well, and doesn't support all of the features of the engines that it contains. In addition, documentation is -really- scarce for it. I do agree with Robert though, that any additions made to OSG so

Re: [osg-users] Computing bullet collision models from .3ds files

2008-11-03 Thread Dusten Sobotta
rk along similar lines but it is osg + physx :-) > > Regards, > Janusz > > Ulrich Hertlein pisze: > > Hi Paul, hi Dusten, >> >> On 1/11/08 5:44 AM, Dusten Sobotta wrote: >> >>> Thanks a lot; this has been incredibly useful. What is the eta for the >&g

Re: [osg-users] Computing bullet collision models from .3ds files

2008-10-31 Thread Dusten Sobotta
Thanks a lot; this has been incredibly useful. What is the eta for the first release of your library? I've also solved a few problems with integrating osg + bullet, and might be able to contribute a few things if you're up to it. On Fri, Oct 31, 2008 at 12:20 PM, Paul Martz <[EMAIL PROTECTED]> w

[osg-users] Computing bullet collision models from .3ds files

2008-10-31 Thread Dusten Sobotta
I'm developing a 3d engine that will eventually support exporting collision models from the lowest poly LOD node of a .3ds file for in-game development. The following functions can be used to load (or use existing data in memory) to define the collision box for a .3ds model. btTriangleMesh* t