Re: [osg-users] Using MVPW in a Resizeable Window.

2011-01-06 Thread Jean-Sébastien Guay
Hi David, I'm using the MVPW routine to convert a point 3D perspective so I can display a marker on to my Ortho2D heads up display camera: Just wondering, do you use this: hudCamera-setProjectionResizePolicy(osg::Camera::FIXED) It all depends on how you've set things up and how you want

Re: [osg-users] [build] freetype plugin wont build

2011-01-05 Thread Jean-Sébastien Guay
Hi Steven, What I've done so far: 1. Dowloaded 3rdParty binaries from http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/3rdParty/branches/3rdParty_win32binaries_vs71/ 2. Installed 3rdParty files to3rdParty 3. set FREETYPE_INCLUDE_DIR_freetype2 to3rdParty/include/freetype 4. set

Re: [osg-users] VS2010 Memcpy error with osgviewerMFC example

2011-01-04 Thread Jean-Sébastien Guay
Hi Garrett, I think you're original suspicion is probably right. It looks like the C runtime libraries from VS2005 are still being loaded, though I can't figure out where from... Hopefully once I resolve that the problem will go away. I will update after that. Thanks for advice!

[osg-users] osgUtil::Optimizer MERGE_GEODES MERGE_GEOMETRY TEXTURE_ATLAS_BUILDER

2011-01-04 Thread Jean-Sébastien Guay
Hi all, I am trying to improve our scene graph layout for some of our data, and my first step is to improve our use of osgconv with various optimizer settings. We've been using it for a while but never really examined the results to see if it was doing what it was supposed to. Starting with

Re: [osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread Jean-Sébastien Guay
Hi David, I'm experimenting using the a scene graph projected in Ortho mode using the setProjectionMatrixAsOrtho function on the camera and while using the TerrainManipulator on the camera I noticed that the pan is working, but zoom is not! In fact, the only way that I could affect any kind

Re: [osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread Jean-Sébastien Guay
Hi David, I was just hoping (agenst hope) that someone had dealt with this before I - since there are some planview's out there that i heard of that was done in OSG! Well that doesn't mean no one has ever dealt with these issues, just that no one has ever contributed a camera manipulator

Re: [osg-users] Using TerrainManipulator when the projection matrix is in Ortho mode

2011-01-04 Thread Jean-Sébastien Guay
Hi Paul, I prefer to have control over both FOV and distance (yes, even in perspective mode), as they clearly produce different results, and sometimes I want one effect and sometimes I want the other. I see your point, but I would say that depends on the expected level of the users of your

Re: [osg-users] VS2010 Memcpy error with osgviewerMFC example

2011-01-03 Thread Jean-Sébastien Guay
Hi Garrett, I recently moved from VS2005 to VS2010 and all of my MFC based projects now die with the same memory access error in memcpy_s() when setting up the manipulator. The osgviewerMFC example experiences the same issue. Has anyone gotten an osg-MFC example compiled through VS2010 yet?

Re: [osg-users] VS2010 Memcpy error with osgviewerMFC example

2011-01-03 Thread Jean-Sébastien Guay
Hi Garrett, As you suggested I double checked to be sure that I am compiling with the correct library versions and everything checks out. Perhaps it's an MFC related project setting that changed in 2010? Do you have an MFC-OSG app compiled with VS2010 that works? Err, no. Though I would

Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2010-12-22 Thread Jean-Sébastien Guay
Hi Wang Rui, After 6 months work, we would finally proudly announce a new OSG beginners book: OpenSceneGraph 3.0 Beginner's Guide, written by Wang Rui and Qian Xuelei, and published by Packt Publishing. Congratulations! It's great to see this book come out and in the hands of the users!

Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2010-12-22 Thread Jean-Sébastien Guay
Hi Wang Rui, Many thanks to your great technique reviewing work, without which we couldn't make out this book and huge number of concepts smoothly. It was a real pleasure to be part of the process, this book will really help users (new and not so new). Will the Packt send a copy of the

Re: [osg-users] [ANN] New book published - OpenSceneGraph 3.0 Beginner's Guide

2010-12-22 Thread Jean-Sébastien Guay
Hi Paul, Is the book available electronically? Kindle, safari, PDF, etc? (Due to my eyesight, I am no longer able to read print material of any kind.) You can buy and download it directly from Packt in ebook format (I guess it's PDF). J-S --

Re: [osg-users] OpenGL error 'invalid enumerant' after RenderBin::draw(, )

2010-12-20 Thread Jean-Sébastien Guay
Hello Evan, I've written a very simple application which should simply display a sphere. The code compiles, but when the viewer runs, the sphere doesn't appear and I get the message: Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,) I have no idea what this means or

Re: [osg-users] OpenGL error 'invalid enumerant' after RenderBin::draw(, )

2010-12-20 Thread Jean-Sébastien Guay
Hello Evan, The default viewer camera position is at (0,0,0), which turns out to be inside your sphere. So you just see the inside of your sphere (not a very interesting view point to be sure! :-) ). You have used the while(!viewer.done()) viewer.frame() method of coding the main loop, and

Re: [osg-users] Render on two screens with an angle

2010-12-15 Thread Jean-Sébastien Guay
Hello Bart, I must be missing something obvious I guess, but for me it isn't obvious (yet). Not quite obvious, I would say, but something you could have found out by using the debugger or looking at the OSG code for the functions you're calling. Both are tools you should learn to use when

Re: [osg-users] Using getGlShaderInfoLog

2010-12-14 Thread Jean-Sébastien Guay
Hi Joel, Just for reference, the error is: Unhandled exception at 0xcdcdcdcd in OSG-shader.exe: 0xC005: Access violation. This error is a general error on Windows that means something bad happened. Generally the something bad is a null pointer being dereferenced, or something like

Re: [osg-users] how do I modify textures of an .IVE

2010-12-14 Thread Jean-Sébastien Guay
Hi John, I did use this command format; osgconv -O OutputTextureFiles aircraft.ive aircraft.osg and an OSG was created but no textures. That will generally mean that either the .ive file contains no textures (I'll take your word for it that it does) or all the textures are in formats that

Re: [osg-users] New to OSG, few simple questions.

2010-12-13 Thread Jean-Sébastien Guay
Hello Zoran, I'll just add a few details over what Chris said. 2. How does OSG handle windows? Is it built in or requires 3rd party sw? I agree with Chris that your question may mean 2 things. - We use OSG on MS Windows all the time, it's our primary platform. We try hard to make sure that

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-13 Thread Jean-Sébastien Guay
Hi Torben, The error output is about the min macro and invalid token right to '::' (line 70+) Does anyone know what this error could be about? Has anyone used GL3 successfully on a windows machine? I haven't built OSG with GL3, but when MSVC complains about min/max, it's usually because

Re: [osg-users] Error Compiling OSG GL3 on Win7/VS 2008

2010-12-13 Thread Jean-Sébastien Guay
Hi Torben, Perhaps moving this to the CMake files would make sense? I just checked the root CMakeLists.txt, and it has a section: IF (WIN32) ... # Both Cygwin and Msys need -DNOMINMAX ??? IF(UNIX) ADD_DEFINITIONS(-DNOMINMAX) ENDIF() ... ENDIF() Removing the

Re: [osg-users] Advice on Shader usage and osgShadow

2010-12-10 Thread Jean-Sébastien Guay
Hi Werner, I'm a little confused now. How are things workingh together? I have a ShadowScene and set the ShaderTechnique with my own class derived from SoftShadowMap. I wrote virtual methods for createShaders and createUniforms for support of my shaders. ShaderTechnique is having its shaders

Re: [osg-users] Advice on Shader usage and osgShadow

2010-12-10 Thread Jean-Sébastien Guay
Hi Werner, If I understand right whatever ShadowTechnique is used the result when reaching my scenes user root node (child of ShadowScene) there will be the shadow texture which I can use in always the same way. Since the shader code of StandardShadowMap seems to be very complete I could cut

Re: [osg-users] How to set camera focal length

2010-12-10 Thread Jean-Sébastien Guay
Hello Igor, So, at each frame the camera's matrix is overwritten by a new matrix which is taken from MatrixManipulator. In the past few hours two people on this list told you that if you wanted to use your own view matrix you needed to set no camera manipulator... (Paul Martz and Mourad

Re: [osg-users] texture coordinate specification

2010-12-10 Thread Jean-Sébastien Guay
Hi Sajjdul, I used to know that the texture coordinate s,t,q all has to be between 0.0 and 1.0. No, it does not have to be between 0.0 and 1.0. It can be any value. For Texture1D/2D/3D, what happens outside the 0.0 to 1.0 range is specified by the wrap mode (texture-setWrap(...)). You can

Re: [osg-users] How to set camera focal length

2010-12-10 Thread Jean-Sébastien Guay
Hi Igor, Yes, just found out the view matrix was wrong and the image was black because the camera was inside some object or something, and i first thought i am reading from a wrong buffer. Glad to know you found the problem. Sorry guys for bothering you with such simple stuff. It's not

Re: [osg-users] Making sure that reflection texture only draws if mirror is visible.

2010-12-10 Thread Jean-Sébastien Guay
Hi Frank, What I'd like to do is add a frustum test here, so I can avoid doing the reflection RTT if the child sub-tree isn't even viewable by the camera. Is this possible? In your cull callback you can cast the osg::NodeVisitor to a osgUtil::CullVisitor, and I think you can then call

Re: [osg-users] Advice on Shader usage and osgShadow

2010-12-09 Thread Jean-Sébastien Guay
Hello Werner, Actually I'd like to be more flexible in the use of the ShaderTechnic and I ask myself if it is possible to use the standard ShadowTechnics and attach my Shaders to my user scene child somehow. There is no problem with this, we do it ourselves. The only thing to be aware of is

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-09 Thread Jean-Sébastien Guay
Hi Stephan, Just set OSG_COMPILE_FRAMEWORKS to TRUE and OSG_COMPILE_FRAMEWORKS_INSTALL_NAME_DIR accordingly. (If you want to embed the frameworks within your application-bundle, use @executable_path/../Frameworks, otherwise something like /Library/Frameworks Thanks, good to know. J-S --

[osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Jean-Sébastien Guay
Hello all, I have a few questions about the MacOS X build. I believe now the build all happens through CMake right? Can I build binaries of OSG that would support both 32 and 64 bit intel? I guess for this to work, I need all third-party libraries OSG links with to be also 32+64 bit? Is

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Jean-Sébastien Guay
Hi Stephan, Somehow I knew you would answer :-) freetype is part of the system and should be 32+64bit. I'd stick with one backend, namely Cocoa, as it supports 32bit and 64bit out of the box. The carbon backend is deprecated. ImageIO supports 32 and 64bit. OK, seems I'm set. For OSG at

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Jean-Sébastien Guay
Hi Chuck, I typically build with Makefile support, but the XCode generator works as well. Interesting, so I could make CMake generate makefiles, build OSG that way, and then inspect the makefiles to find out how to do the same thing for our own SDK. Thanks a lot for your help, J-S --

Re: [osg-users] MacOS X 32 and 64 bit universal binaries?

2010-12-08 Thread Jean-Sébastien Guay
Hi again, I just wanted to chime back, now that the OSG build is done. I am surprised / delighted at how painless it was. I configured for a makefile build, set the following as advised: CMAKE_OSX_ARCHITECTURES = i386;x86_64 OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX = imageio OSG_WINDOWING_SYSTEM =

Re: [osg-users] Cygwin compile

2010-12-07 Thread Jean-Sébastien Guay
Hello Alberto, I don't think the accelerated branch is merged yet. Here is the call for testing and the instructions for retrieving it: http://cygwin.com/ml/cygwin-xfree/2009-06/msg00088.html I'll take a look at this, thanks for the link, seems I didn't find this info when searching myself.

Re: [osg-users] Cygwin compile

2010-12-07 Thread Jean-Sébastien Guay
Hi Alberto, If I'm not mistaken, Android is a Linux ELF platform, so it would make sense to build up a cross-compiler from a vanilla GCC linux version instead than from cygwin's one, which builds Windows COFF binaries. Maybe they are just taking advantage of the environment (shell, unix tools,

Re: [osg-users] Getting the 'text' out of a 'picked' osgText drawable?

2010-12-07 Thread Jean-Sébastien Guay
Hi Barry, This is a C++ question. osg::ref_ptrosgText::Text theText = hitr-drawable.get(); should be osg::ref_ptrosgText::Text theText = dynamic_castosgText::Text*(hitr-drawable.get()); Then you should test theText.valid() to make sure it was really an osgText::Text object and not

Re: [osg-users] Cygwin compile

2010-12-06 Thread Jean-Sébastien Guay
Hello Alberto, Cygwin is aimed to be a UNIX layer to wich you can throw unmodified UNIX source code, compile it, and run it on Windows. All the programs are linked to the cygwin dll, which implements the UNIX API in terms of the Win32 one as faithfully as possible. That was my impression too.

Re: [osg-users] how do I modify textures of an .IVE

2010-12-06 Thread Jean-Sébastien Guay
Hi John, So no one else has ever had to work with a .IVE file and modify the images/textures??? A little help is all I am seeking. I don't know enough about the software to easily modify the textures I am hoping some one here can help. Of course others have had to do this in the past,

[osg-users] Cygwin compile

2010-12-04 Thread Jean-Sébastien Guay
Hi all, I've got this thing, I like to find and fix build problems. I guess I'll have to get checked by a psychologist sometime. :-) Just for the fun of it, I tried to build OSG on Cygwin today. Has anyone tried that lately, or is anyone using a Cygwin build of OSG regularly? I was

Re: [osg-users] Hidden Viewer

2010-12-02 Thread Jean-Sébastien Guay
Hello Oliver, but I think the difference between our two systems is the osg version. I will try to get the current osg trunk to work. In the mean time, could you test out your altered pbuffertest.cpp with the offical 2.8.3 libs (VS2005) to verify if this is the problem? You can find them

Re: [osg-users] Hidden Viewer

2010-12-02 Thread Jean-Sébastien Guay
Hello Oliver, With the pbuffer active, my WindowCaptureCallback is not called anymore. I used osgscreencapture to create an image grabber derived from WindowCaptureCallback but it looks like I have to use another approach with pbuffer (as done in the example code). I was curious if I could

Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay
Hi Robert, I don't know if this is relevant, but for all performance testing you should use an optimized build, debug builds, especially using VS totally destroy performance. He could still be using an optimized build and setting breakpoints, as debug information settings are separate from

Re: [osg-users] Hidden Viewer

2010-12-02 Thread Jean-Sébastien Guay
Hi Oliver, Great! You solved my problems before they appeared ;), I will try to get it to work in 2.8.3. Thank you! Hah, I'm just happy because it proves that what I wanted to do is not so weird as it appeared to be when I did it :-) Glad I could help, J-S --

Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay
Hi Keith, I was using a debug build. I'm trying out a release build, but I am swamped and trying to do a bunch of things. I'll get back sometime in the next day with my results. I'm hoping this is it because the one difference between osgviewer and my app is that I am using debug libs. Ah, so

Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay
Hello Keith, That was it. Don't link to debug libraries on Windows -K Well, not when testing performance, of course. When you want to do actual debugging, you kind of have to (apart from in some specific cases). Generalities like the above are most often wrong because so many

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Jean-Sébastien Guay
Hello Robert, Thanks for the testing so far. I've merged a few build and bug fixes through today so anymore testing you can do would be greatly appreciated. I'm heading offline now for the day, will catch with you all tomorrow morning and if things still look good will tag in 2.9.10. I'm in

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-02 Thread Jean-Sébastien Guay
Hi again Robert, I'm in the process of building our simulator with OSG SVN trunk. I don't expect any trouble. I'll let you know in the next few hours how it goes. Just finished building, and ran a few scenarios to test, and everything seems fine. I ran some pretty heavy scenarios and things

Re: [osg-users] debugging slow path

2010-12-02 Thread Jean-Sébastien Guay
Hi Jason, One of my favorite axioms: All generalizations are false. That's a good one, I'll have to remember it. :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/

Re: [osg-users] osgDB::writeNodeFile and node types without wrappers/serializers

2010-12-01 Thread Jean-Sébastien Guay
Hi Wang Rui, Robert, The dotosg wrapper / serializer recognizes classes from there class names. These should be defined with the className() method (or META_Node macro) and the writing processor in osgDB will try to find a wrapper corresponding to the name. If found, the node will be written to

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-01 Thread Jean-Sébastien Guay
Hi Robert, If you do a build of svn/trunk let me know how you get on and what platforms you've tested, I want to know success and failures as it's important to know how well things are converging for the release. With yesterday's checkin of some OpenGL types the build now succeeds on Windows

Re: [osg-users] osgDB::writeNodeFile and node types without wrappers/serializers

2010-12-01 Thread Jean-Sébastien Guay
Hello Robert, Might well be sufficient. Later you could add the read and write functions for the OceanScene methods rather than let them be non ops as done here with the NULL's. Ah, nice, I'll try this out. With the third line in the macro (Object Node OceanScene Group) it will write out

Re: [osg-users] Hidden Viewer

2010-12-01 Thread Jean-Sébastien Guay
Hello Robert, I tested your example and adapted it a little to add command line options, and a CMakeLists.txt file to compile it. Zip file attached so that others can test it out easily. You need to add ${OSGGA_LIBRARY} to the TARGET_LINK_LIBRARIES line. Also it was missing some things to

Re: [osg-users] Hidden Viewer

2010-12-01 Thread Jean-Sébastien Guay
Hi again, So I'll investigate a bit more as to why pbuffer is failing. We've not ruled out a driver bug or an OSG bug here as far as I can see, it could still be both, since all the OSG pbuffer examples I've tried have failed in the same way. I've tried an example that uses straight

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-01 Thread Jean-Sébastien Guay
Hi Robert and Wang Rui, I made a quick test and found that osgparticle and osganimationviewer nathan.osg work well on my computer. I'm working with VS2008 and a really latest OSG version (updated about two hours ago :-) Sorry, false alert. Once in a while some program I install alters my

Re: [osg-users] osgDB::writeNodeFile and node types without wrappers/serializers

2010-12-01 Thread Jean-Sébastien Guay
Hello Robert, It'll write it out as class named OceanScene but with all the contents of a Group. Works like a charm, thanks a lot. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] Hidden Viewer

2010-12-01 Thread Jean-Sébastien Guay
Hello Juan, However, I've taking a look at the code searching for how contexts are handled and I've found a fundamental difference between the X11 and Win32 implementations of PixelBufferXYZ::realizeImplementation. In Win32 makeCurrentImplementation is called but not in X11. Maybe adding a

Re: [osg-users] osgscreencapture sample doesn't work

2010-12-01 Thread Jean-Sébastien Guay
Hello Igor, In many places people say one should use the same code as there is in osgscreencapture which renders to a pbuffer is --pbuffer-only option is passed. But the fact is that osgscreencapture doesn't work itself! osgscreencapture.exe axes.osg --pbuffer-only 640 480 In another thread

Re: [osg-users] Hidden Viewer

2010-12-01 Thread Jean-Sébastien Guay
On Hello Oliver, I had to additionally include the osgGA.lib to make it work in Win32. Yes, that was fixed by adding ${OSGGA_LIBRARY} in the CMakeLists.txt file, I had included it in a previous e-mail. My nVidia driver version is 6.14.12.5849 which should be 258 in your nomenclature.

Re: [osg-users] Hidden Viewer

2010-12-01 Thread Jean-Sébastien Guay
Hello Oliver, I added to the pbuffertest.cpp directly after viewer.realize(); but I still have the same behaviour (-1 works, -f 1 gives the wglMakeCurrent error) Hmmm, seems you are tripping over something else on your hardware... I just remembered you had mentioned in another post that

Re: [osg-users] Transparency and RenderBin problem.

2010-11-30 Thread Jean-Sébastien Guay
Hello Dominique, This is a very simple piece of code and I don't understand why I having some artifacts. I am trying to show a transparent box around the loaded model. This is a classic problem. In real-time graphics to get correct transparency the transparent geometry needs to be sorted

[osg-users] osgDB::writeNodeFile and node types without wrappers/serializers

2010-11-30 Thread Jean-Sébastien Guay
Hello all, I noticed when doing osgDB::writeNodeFile to .osg file with an osgOcean::OceanScene in the graph, the written graph stops at that node, i.e. that node and all its children (it is a subclass of osg::Group) are not in the file. I would think that even if no wrapper / serializer

Re: [osg-users] Transparency Invisibility

2010-11-23 Thread Jean-Sébastien Guay
Hello Mathieu, It works, the geode becomes transparent. But is there a way to see objects behind this geode ? Juan gave you a good answer, but the short version is add: Geode-getStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); Just to be clear, the canonical way of enabling

Re: [osg-users] CompositeViewer and camera manipulator

2010-11-23 Thread Jean-Sébastien Guay
Hi Matt, Can you tell me what difference using that Camera should make? I figured there would be no difference if I just set the Camera of the view with the hudCamera...but it appears there is a significant difference. Well, one difference is that a new osg::Camera would have its reference

Re: [osg-users] OT: User GUI toolkit

2010-11-22 Thread Jean-Sébastien Guay
Hello Anders, Assume you need a OpenGL based SDK, lean (in terms of dependencies) gui, for In-graphics GUI, multiplatform. With basic support for sliders, buttons, text, windows. What do people use? osgWidget works well for me, it's missing a few common widget types (in your list above it's

Re: [osg-users] VPB version for OSG 2.8.2 (0.9.10 not there?)

2010-11-20 Thread Jean-Sébastien Guay
Hello Sanat, The version matrix in the vpb page tells me that I need vpb 0.9.10. However the svn repository only has the latest which demands osg 2.9.5. No. The SVN repo has tags for all versions from 0.9.0 to 0.9.11 (and the trunk which matches OSG trunk). See here:

Re: [osg-users] VPB version for OSG 2.8.2 (0.9.10 not there?)

2010-11-20 Thread Jean-Sébastien Guay
Hello Sanat, That was very helpful. I got it built and running. Glad I could help. Just on a related note- Does VPB store the terrain as a quadtree ? (the reason I am asking is because I am trying to write an app to modify elevations in the terrain at real-time and wanted to know the

Re: [osg-users] create Geometry

2010-11-19 Thread Jean-Sébastien Guay
Hello Alexander, Is there a possibility to create a geometrical object bei subtracting an object(or drawable or...) from another? And how can i create a polygon with a curved surface. For example a cylindrical surface. In addition to Robert's explanations I will add that you could have a

Re: [osg-users] fixed light while moving scene using mouse

2010-11-18 Thread Jean-Sébastien Guay
Hello Manish, Currently when I'm moving scene using mouse , light also move along the scene. So how can i fixed light while moving scene ? When you use the mouse with the default trackball manipulator, you're not moving the scene, you're moving the camera. In the real world, if you move

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-18 Thread Jean-Sébastien Guay
Hi Wojtek, The whole idea of optimal shadow map is implemented in a series of shadow camera projection adjustments. I saw you set up your ShadowCameraTransform uniform in StandardShadowMap::aimShadowCasting camera. This is initial setting of shadow cam matrices. MinimalShadowMap and derived

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-18 Thread Jean-Sébastien Guay
Hi Wojtek, I would expect DrawBounds may not work when others do. Thats because last update of matrices in DrawBounds is actually done in almost hackish way in the middle of render stage, I would expect that your uniform may not get updated then. But if you got DrawBounds to work, other should

Re: [osg-users] Incremental Draw?

2010-11-18 Thread Jean-Sébastien Guay
Hi Michael, As far as I can see to implement a solution I'll have to duplicate a lot of code from RenderStage/RenderBin, unless you can see a more elegant solution? A simple way could be to run two viewers, each one from a loop running in a different thread? If there is a need to use

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-17 Thread Jean-Sébastien Guay
Hi Wojtek, All your math seems correct to me. I would use ( lightSpaceDepth * 0.5 + 0.5 ) to compare with shadow map. But you said you tried it. Yes, * 0.5 + 0.5 seemed more correct but still only seemed to use the first part of the possible range, so I think you're right that one of my

[osg-users] Getting light-space depth of main pass fragment

2010-11-16 Thread Jean-Sébastien Guay
Hi all, I want to do shadow mapping by doing the depth comparisons myself in order to implement PCSS. In order to do this I modified the osgShadow::DebugShadowMap and StandardShadowMap classes to not enable shadow comparison modes (GL_COMPARE_R_TO_TEXTURE_ARB), and when sampling the shadow

[osg-users] ViewDependentShadow massive flickering problems

2010-11-16 Thread Jean-Sébastien Guay
Hi Wojtek, 1: fix for a issue with MinimalShadowMap and LightSpacePerspectiveShadowMapVB techniques ignoring minLightMargin parameter. I have tested your changes to LightSpacePerspectiveShadowMapVB in our simulator, and it seems that taking into account the minLightMargin parameter makes it

Re: [osg-users] Getting light-space depth of main pass fragment

2010-11-16 Thread Jean-Sébastien Guay
Hi Wojtek, All your math seems correct to me. I would use ( lightSpaceDepth * 0.5 + 0.5 ) to compare with shadow map. But you said you tried it. Yes, * 0.5 + 0.5 seemed more correct but still only seemed to use the first part of the possible range, so I think you're right that one of my

Re: [osg-users] ViewDependentShadow massive flickering problems

2010-11-16 Thread Jean-Sébastien Guay
Hi Wojtek, Duelling frusta can be really nasty. I agree, but as I said, I seem to be seeing the issues even in cases where the view direction is nowhere near the light direction... However, minLightMargin should not significantly affect precision of shadow map. It may affect performance

Re: [osg-users] does LiSPSM cull the objects in the scene?

2010-11-10 Thread Jean-Sébastien Guay
Hi Wojtek, Change submitted. Let me know if it works for you, I tested this fix some time ago, but hadn't really good test case because my DBs are not well conditioned for ViewBounds and I don't use this mode very often. That's great. I've switched to DrawBounds and it works better, though we

Re: [osg-users] How can I calculate a matrix via a MatrixManipulator

2010-11-07 Thread Jean-Sébastien Guay
Hi Martin, I create one GraphicsWindowEmbedded for all views. And I create a special composite viewer with the functions setSceneData(), setCameraManipulator() and setUpViewerAsEmbeddedInWindow(). And my GTKViewer is a specialisation of the special composite viewer. That was my first test after

Re: [osg-users] does LiSPSM cull the objects in the scene?

2010-11-05 Thread Jean-Sébastien Guay
Hi Wojtek, There is a catch though. ViewBounds method has a bug which basically ignores MinimalLightMargin parameter. I have made a fix for this but it was not yet submitted, because its in the pack with TrapezoidalShadowMap which is still in work. Maybe I can will split them and send

Re: [osg-users] setupViewer() hijacks thread affinity mask.

2010-11-05 Thread Jean-Sébastien Guay
Hi Anders, What we do now is to reset the threadmask after setupViewer is called. Then we get all the core-usage we want :-) Just curious, could you share the code you use to reset that? Also, since the code that sets the affinity is in ViewerBase::setUpThreading(), I guess each time an app

Re: [osg-users] How can I calculate a matrix via a MatrixManipulator

2010-11-05 Thread Jean-Sébastien Guay
Hello Martin, I guess it wouldn't work, because I use the setUpViewerAsEmbeddedInWindow(...)-Method of the osgViewer::Viewer. The composite viewer don't have this function. But that method is not magical, you can just copy the code from it and do it yourself. All it does AFAIK is create a

Re: [osg-users] How can I calculate a matrix via a MatrixManipulator

2010-11-05 Thread Jean-Sébastien Guay
Hi Martin, I tried it and it works. Your tip was perfect. Wow, that was quick, great to know you were able to make it work. So, now you're using a CompositeViewer with 4 views and 4 TrackballManipulators? Are you creating one GraphicsWindowEmbedded per view or only one for all 4 views? (I

Re: [osg-users] How can I calculate a matrix via a MatrixManipulator

2010-11-03 Thread Jean-Sébastien Guay
Hello Martin, I have try this way, but it doesn't work. I guess the manipulator needs more information. For example, when I set the manipulator in the viewer via addEventHandler(), it doesn't work. A manipulator must set with setCameraManipulator(). Well I don't know much about what you're

Re: [osg-users] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-03 Thread Jean-Sébastien Guay
Hi Axel, (i don't know if there's an english translation for calcio balilla, i'm sorry!) Here in Quebec we call that baby foot :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] How can I calculate a matrix via a MatrixManipulator

2010-11-03 Thread Jean-Sébastien Guay
Hi Martin, Maybe my problem declaration is unclear. Sorry about this. The goal is I doesn't want to set the camera (master camera) of the viewer. That do the CameraManipulator. I want use the Matrix (or inverse matrix) to set the view matrix of another camera. I have 4 cameras (viewports)

Re: [osg-users] How can I calculate a matrix via a MatrixManipulator

2010-11-03 Thread Jean-Sébastien Guay
Hello Martin, Yes I know, but I won't to use the CompositeViewer. Because I will use this feature in the gtk embedded viewer. CompositeViewer and embedded graphics contexts are two separate things. You can still use a CompositeViewer even if you use an embedded graphics context. In your

Re: [osg-users] How can I calculate a matrix via a MatrixManipulator

2010-11-02 Thread Jean-Sébastien Guay
Hi Martin, TrackballManipulator* tm = new TrackballManipulator() tm-calculateViewMatrix(eventAdapter, ActionAdapter); Well, inside your own handle(ea, aa) you can always call the manipulator's handle(ea, aa). Is that what you mean? And when you want the view matrix you call the

Re: [osg-users] problem with hud overlay

2010-11-02 Thread Jean-Sébastien Guay
Hello Ted, Gladly you included the code you use, which allowed me to know exactly why you don't see anything. Look at this line: matrixtransfm-setChild(0, geode); Why did you use setChild(0, geode) instead of addChild(geode)? It is a mistake. Look at the first few lines of

Re: [osg-users] Problems about osgOcean

2010-10-15 Thread Jean-Sébastien Guay
Hello Lee, Hi forks. I prefer to think of myself as a spoon. SPN! Sorry, I had to. :-) 1 When I run it via visual studio, I get information that can not load island.ive. But I have download the oceandata and put it into resources directory just like osgocean wiki told. If you run

Re: [osg-users] Problems about osgOcean

2010-10-15 Thread Jean-Sébastien Guay
Hello Lee, I think fork is more sharp :). Ha, I am sorry for the wrong words. Hehe, it's fine, I didn't mean to make fun of your wording, it was just a funny slip. :-) Actually, I found that the 3rd part lib I download from osg office site is not include the libpng(d).dll file. It might

Re: [osg-users] osgviewerd pdb file

2010-10-14 Thread Jean-Sébastien Guay
Hi Eduardo, My OSG_MSVC_VERSIONED_DLL flag is on. My CMake is version 2.8.2. I'm using Visual Studio 2008, Windows 7. I did almost no changes to the default CMake configuration. I don't remember exactly what changes I did, but I think I just enabled it to build applications and examples. This

Re: [osg-users] [osgPlugins] use FFmpeg with Visual C++

2010-10-14 Thread Jean-Sébastien Guay
Hello Patrice, I would like to test FFmpeg but i don't find release for VC++. On Windows, FFMpeg compile only with MingGW. I'm not sure it'is compatible with VC++... ?! Yes, the ffmpeg binaries compiled with MinGW work fine with Visual C++, this is what I use. Norman has given you a link

Re: [osg-users] osgOcean call for testing and future

2010-10-13 Thread Jean-Sébastien Guay
be possible for to exist as a separate library, but with so many shared shader effects it seems silly to duplicate the code. Will definitely address this after this release. K. On 13 October 2010 01:21, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com mailto:jean-sebastien.g...@cm-labs.com

Re: [osg-users] osgviewerd pdb file

2010-10-13 Thread Jean-Sébastien Guay
Hello Eduardo, The problem is that both the application osgviewerd.exe and the dll osgviewerd.dll are set up to generate the same pdb file. Consequently, the pdb for the exe overwrites the pdb for the dll. When I try to debug my code (my own viewer), it finds no symbols for osgviewerd.dll.

Re: [osg-users] osgviewerd pdb file

2010-10-13 Thread Jean-Sébastien Guay
Hello Eduardo, I'm not doing a static build, and I didn't intentionally disable SO version prefixes. However my dlls don't have prefixes, except some of them have the osgdb prefix. It's strange. For example, is it correct to have a osgdb_osgviewerd.dll file? How could I check the SO version

Re: [osg-users] OpenGL 4.x adding tesselation shader

2010-10-12 Thread Jean-Sébastien Guay
Hello Holger, I found a former thread with a quiete similar problem incl. response, to modify the osg/shader* files. Won't be that easy right? Well, in the past adding Geometry shaders when these became available was pretty easy, it indeed just required modifying the Shader header and cpp,

Re: [osg-users] [osgPlugins] bus error when reading PNG data from stream for new plugin

2010-10-12 Thread Jean-Sébastien Guay
Hi Thomas, Unfortunately as far as I can tell, this seems to load the first png-capable library it runs across, rather than the specific one I'm looking for. Ah yes, I should have thought before replying - on MacOS the Quicktime or ImageIO plugins will be preferred... Then Stephan's way

[osg-users] osgOcean call for testing and future

2010-10-12 Thread Jean-Sébastien Guay
Hello all, I have not had any contact with Kim Bale, who had started and was heading the osgOcean project, since at least a few months, despite a few e-mails from me and questions from others in that time. His last activity on osgOcean was in May of this year (see

Re: [osg-users] osgOcean call for testing and future

2010-10-12 Thread Jean-Sébastien Guay
Hi all, Just a quick update: First of all, would anyone have heard from Kim lately? I have no other means to communicate with him than the e-mail address I was using all this time, and I'm wondering if something may have happened on a more personal level (other than just changing

Re: [osg-users] osgOcean call for testing and future

2010-10-12 Thread Jean-Sébastien Guay
Hi Kim, Great to know everything is all right. I understand one can get burnt out on a particular project after a while, you didn't go into specifics and I totally understand that it may be a delicate subject but I'm glad to see you back at it once again! :-) So to your changes. The change

Re: [osg-users] OSG-VRML

2010-10-11 Thread Jean-Sébastien Guay
Hello Alexander, First of all, don't worry about your English so much it is very good and much better than my German! :-) Second, I would like to request that in the future, you ask any OSG-related questions directly on the osg-users mailing list or on the forum at forum.openscenegraph.org.

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