Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Garth D
Hi all, > - An osg::Camera::DrawHandler... > - An osg::Node::NodeHandler... I just noticed some mistakes in my original post: DrawHandler should be DrawCallback, and NodeHandler should be NodeCallback. Sorry about that. I'm writing the emails on one machine and reading from another, and

Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Garth D
I've got some results. Cheers, Garth > On 30 September 2015 at 10:56, Garth D <garthy_...@entropicsoftware.com> > wrote: >> Thanks for having a look at things and for the suggestion. >> >> On 30/09/15 17:35, Robert Osfield wrote:> HI Garth, >>> I'd

Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Garth D
Thanks again for the suggestion. Is there anything else I should try? Cheers, Garth > > Robert. > > On 30 September 2015 at 03:49, Garth D <garthy_...@entropicsoftware.com> > wrote: > >> Hi all, >> >> I was wondering if anyone has been successful in using th

Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Garth D
Hi all, On 01/10/15 10:12, Garth D wrote: If I had to guess, I am doing something in my project at some point after the setRealizeOperation operation is called that causes it to fail by the time it gets around to the first call to the callback set by setInitialDrawCallback() in the Camera

Re: [osg-users] OSG and NVX_gpu_memory_info

2015-09-30 Thread Garth D
ject. I'll have to experiment with the two to figure out what the difference is. Cheers, Garth > On 30 September 2015 at 10:56, Garth D <garthy_...@entropicsoftware.com> wrote: Hi Robert, Thanks for having a look at things and for the suggestion. On 30/09/15 17:35, Robert Osfield wr

Re: [osg-users] Modern GLSL and OSG

2015-09-29 Thread Garth D
Hi Jan, On 28/09/15 17:36, Jan Ciger wrote: On Sun, Sep 27, 2015 at 9:28 PM, Garth D <garthy_...@entropicsoftware.com> wrote: As a side note, I have to say that I am really liking the ability to hang Uniforms off arbitrary parts of the scene graph- generally on Geometry or Groups dep

[osg-users] OSG and NVX_gpu_memory_info

2015-09-29 Thread Garth D
Hi all, I was wondering if anyone has been successful in using the NVX_gpu_memory_info extension with OpenSceneGraph, and the best place to call glGetIntegerv to get the associated values. Details on the extension here: https://www.opengl.org/registry/specs/NVX/gpu_memory_info.txt I'm

Re: [osg-users] Modern GLSL and OSG

2015-09-27 Thread Garth D
Hi Jan, Thanks again for sharing your thoughts on the subject. :) On 26/09/15 19:46, Jan Ciger wrote:> On Sat, Sep 26, 2015 at 5:02 AM, Garth D > <garthy_...@entropicsoftware.com> wrote: >> >> My original motivation was to move to using "modern" OpenGL (ie

Re: [osg-users] Modern GLSL and OSG

2015-09-25 Thread Garth D
Hi Jan, Many thanks for the additional information. :) On 25/09/15 17:48, Jan Ciger wrote: On Fri, Sep 25, 2015 at 2:01 AM, Garth D <garthy_...@entropicsoftware.com> wrote: Thankyou for the suggestion. :) I have to admit being unsure how to set the specific context at present. Fro

Re: [osg-users] Modern GLSL and OSG

2015-09-24 Thread Garth D
Hi Jan, On 25/09/15 05:18, Jan Ciger wrote:> -BEGIN PGP SIGNED MESSAGE- > On 24/09/15 00:19, Garth D wrote: >> Many thanks for the interesting suggestion. :) >> >> My main development environment is Linux-based, with a secondary >> virtualised Window

[osg-users] Modern GLSL and OSG

2015-09-23 Thread Garth D
Hi all, I was wondering if anyone can make some suggestions as to resources that are useful for learning GLSL in modern OpenGL (say, 3.0+) with a specific focus on use with OSG. My existing GLSL knowledge is weak compared to my general 3D knowledge, and mostly dates back to the early days

Re: [osg-users] Modern GLSL and OSG

2015-09-23 Thread Garth D
fall back into using deprecated (fixed function) features > because these have been stripped from the API. > > There would also be plenty of books about OpenGL ES 2.0 available - and you > can immediately target mobile platforms (iOS, Android) > > Christian > > > 2015-09

Re: [osg-users] Modern GLSL and OSG

2015-09-23 Thread Garth D
normals are handled similarly. Hopefully this helps someone in a similar situation to the one I was in. On 23/09/15 22:14, Garth D wrote: Hi all, I was wondering if anyone can make some suggestions as to resources that are useful for learning GLSL in modern OpenGL (say, 3.0+) with a specific f

Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Garth D
Hi Robert, Re OSG 3.2.1-rc6. Builds and installs fine on a Debian Linux 7 system, updates as of less than a few days ago. gcc 4.7.2. nVidia, multi-head Xinerama, 2x2head cards. cmake line was: cmake -D CMAKE_INSTALL_PREFIX=/opt/OpenSceneGraph-3.2.1-rc6 -D CMAKE_BUILD_TYPE=Release -D

Re: [osg-users] OpenSceneGraph 3.2.1 release candidate 6 tagged

2014-07-04 Thread Garth D
Hi Robert, No problem at all, HTH. Cheers, Garth On 04/07/14 23:46, Robert Osfield wrote: Thanks for the testing and feedback Garth, much appreciated. No need to run the overnight build as I'll be tagging 3.2.1 this afternoon On 4 July 2014 15:05, Garth D garthy_...@entropicsoftware.com

Re: [osg-users] Migration from 3.0.1 to 3.2.0 (CEGUI)

2013-11-03 Thread Garth D
, Garth On 02/11/13 13:24, Garth D wrote: Another problem: If I use shadows, specifically ShadowTexture, the HUD I use (implemented with a Camera set with POST_RENDER rendering order) vanishes entirely. If I disable shadows, it returns. It worked fine in 3.0.1 (ie. shadows did not impact the HUD

Re: [osg-users] OpenSceneGraph-3.2.1-rc1 tagged, please test

2013-11-03 Thread Garth D
Hi Robert, Are you still after input on 3.2.1-rc1? If so: Successful build of 3.2.1-rc1 on Debian 6 Linux, 64-bit with gcc 4.4.5. FBX plugin (20141) enabled and works. Used in my app both in the model setup workflow (using osgconv with FBX models), which imports and reorients many fixed and

Re: [osg-users] Migration from 3.0.1 to 3.2.0

2013-11-02 Thread Garth D
Hi all, On 02/11/13 13:24, Garth D wrote: ... It is almost as if the model is being drawn in the reverse order with depth buffering disabled. ... Looks like I stumbled onto the solution for this one, and my guess on what was happening wasn't too far off. Creating an explicit StateSet under

Re: [osg-users] Migration from 3.0.1 to 3.2.0

2013-11-02 Thread Garth D
about it if you search for setGlobalDefaults and 3.2. I had a very similar problem when we upgraded to 3.2, and this fixed it for us. best wishes Mike On 2 November 2013 11:07, Garth D garthy_...@entropicsoftware.com mailto:garthy_...@entropicsoftware.com wrote: Hi all, On 02

Re: [osg-users] Migration from 3.0.1 to 3.2.0

2013-11-02 Thread Garth D
:07, Garth D garthy_...@entropicsoftware.com mailto:garthy_...@entropicsoftware.com wrote: Hi all, On 02/11/13 13:24, Garth D wrote: ... It is almost as if the model is being drawn in the reverse order with depth buffering disabled. ... Looks like I stumbled onto

[osg-users] Migration from 3.0.1 to 3.2.0

2013-11-01 Thread Garth D
Hi all, I am attempting to migrate an existing codebase that uses OSG 3.0.1 to use 3.2.0 (as a precursor to 3.2.1), and I've run into a number of problems. I could really use some starting points and suggestions to assist in tracking these down. I am running on Debian Linux 6 with 2xGT630

Re: [osg-users] Pre-rotating a model

2013-10-03 Thread Garth D
Hi Chris, There's also osgconv if you're happy to reorient and/or convert models before loading. http://trac.openscenegraph.org/projects/osg//wiki/Support/UserGuides/osgconv Cheers, Garth On 04/10/13 02:21, Chris Stankevitz wrote: On Thu, Oct 3, 2013 at 9:22 AM, Glenn

Re: [osg-users] VBO fallback behavior and virtual machines

2013-03-22 Thread Garth D
information in my previous posts: - VirtualBox 4.2.10 - OSG 3.1.2 (dev release) - ATI RadeonHD 5700 series with atiumdag 9.2.0.0 (Catalyst 12.10) driver - Host Windows 7 64-bit - Guest Windows 7 Ultimate N 64-bit Thanks, Judson On 3/20/2013 10:36 PM, Garth D wrote: Hi Judson, On 20/03/13 09:57, Judson

Re: [osg-users] VBO fallback behavior and virtual machines

2013-03-20 Thread Garth D
Hi Judson, On 20/03/13 09:57, Judson Weissert wrote: Has anyone had success viewing their models using VirtualBox? I can confirm textured static and animated models work fine in my app under VirtualBox. I use it as a test environment in my development setup semi-regularly. - Host: Debian

Re: [osg-users] Why no games with OSG?

2012-04-24 Thread Garth D
Hi Michael, I don't believe you'll find too many games, but you'll find a respectable number of completed simulations and other projects, along with a good number of people working professionally with it. Coming from an OGRE background you'll probably appreciate the number of included

Re: [osg-users] osgShadow and node masks

2012-04-23 Thread Garth D
welcomed. Any input appreciated. :) Cheers, Garth On 21/04/12 16:50, Garth D wrote: Hi all, I was wondering if someone could help me out with respect to correcting my understanding of shadows and node masks. I am using OpenSceneGraph 3.0.1. I have created a scene, including a osgShadow

Re: [osg-users] look for the example of Skeletal animation

2012-04-23 Thread Garth D
Hi, The osganimation* examples (eg. osganimationviewer, osganimationhardware) included in the source distribution may be a good place to start. Cheers, Garth On 20/04/12 21:46, 炫界 wrote: I want to learn osg Skeletal animation,but I can't find the appropriate.Is anyone has several

[osg-users] osgShadow and node masks

2012-04-21 Thread Garth D
Hi all, I was wondering if someone could help me out with respect to correcting my understanding of shadows and node masks. I am using OpenSceneGraph 3.0.1. I have created a scene, including a osgShadow::ShadowedScene. I have set the node mask for receiving shadows (via

[osg-users] Using osgShadow with osgEphemeris (or alternatives)

2012-04-05 Thread Garth D
Hi everyone, In OpenSceneGraph 3.0.1, is there a known fundamental incompatibility between osgShadow and osgEphemeris (circa 4/4/12)? I am using osgShadow (namely ShadowTexture), with both animated and static models, and started to work in osgEphemeris in order to provide a more interesting

Re: [osg-users] Using osgShadow with osgEphemeris (or alternatives)

2012-04-05 Thread Garth D
, osgEphemeris is an overkill for that. You probably still have to consider the culling problems introduced by skydomes (a scene with a skydome is artificially big). Luc De :Garth D garthy_...@entropicsoftware.com A : OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: 05/04

Re: [osg-users] Using osgShadow with osgEphemeris (or alternatives)

2012-04-05 Thread Garth D
Map), with custom shaders for multi-texturing, transparency, fog, etc... I exclude the skydome of osgephemeris from culling (cf thread) and disable depth test on it. VDSM works quite well for non human-like viewpoints (near the ground, looking towards horizon). Luc De :Garth D garthy_

Re: [osg-users] Using osgShadow with osgEphemeris (or alternatives)

2012-04-05 Thread Garth D
(a scene with a skydome is artificially big). Luc De :Garth D garthy_...@entropicsoftware.com A : OpenSceneGraph Users osg-users@lists.openscenegraph.org Date: 05/04/2012 15:34 Objet : [osg-users] Using osgShadow with osgEphemeris (or alternatives) Envoyé par :osg-users-boun

Re: [osg-users] Using osgShadow with osgEphemeris (or alternatives)

2012-04-05 Thread Garth D
really need the advanced features of osgEphemeris at this point. I haven't experimented with a separate camera yet, but this might be something I try out at a later stage, especially since it has worked for others. Garth On 06/04/12 11:20, Garth D wrote: I might also code up my own skysphere

Re: [osg-users] OSG FAQ native formats

2012-01-08 Thread Garth D
/5/2012 10:37 PM, Garth D wrote: lists osg and ive as the native OSG formats. Is this still accurate? Should this be listed as osgb for the binary format, and osgt for the text format? You're correct, those are the new native formats. The old should be noted as deprecated in 3.x. If the FAQ

Re: [osg-users] OSG FAQ native formats

2012-01-08 Thread Garth D
Hi Robert, Not a problem at all, happy to help. Thankyou for making such a great library available. Incidentally, can I suggest a minor change in the new FAQ entry? Presently it is: The extensible of the new formats enables end user application ... How about, instead, one of: The

Re: [osg-users] Extending Geode or Geometry

2012-01-06 Thread Garth D
Hi Philipp, This is just a personal preference, but when faced with a similar problem I tend to keep the data separate rather than extend the existing class. The benefits are: - You can use whatever class hierarchy suits your problem without being bound by the constraints of what works

[osg-users] OSG FAQ native formats

2012-01-05 Thread Garth D
Hi all, The OSG FAQ here: http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#DoestheOpenSceneGraphhaveanativefileformat lists osg and ive as the native OSG formats. Is this still accurate? Should this be listed as osgb for the binary format, and osgt for the text format? Or have I

Re: [osg-users] Skeletal Animation Advise

2011-12-22 Thread Garth D
Hi Steven, I certainly can't speak for everyone (or with any authority whatsoever) ;), but for my own OSG 3.0.1 -based project, for what it's worth, things started working very nicely for me when I started using FBX as an intermediate format for skeletal animation (I subsequently convert

Re: [osg-users] Rotate point in 3d space?

2011-12-17 Thread Garth D
Hi Paul, A good search term in Google that will give you a lot of useful info is: 3d rotation. You'll also have to give some thought as to which axis you are rotating around. Good luck. :) Garth On 17/12/11 22:52, Paul Griffiths wrote: Hi, Lets say i have a point: float x = 20; float y