Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay
Hi Wyatt, When I have one or two objects, say the size of a car, or truck, only. The shadow map looks correct. But when I add my terrain which is approximately x = 5100 by y = 5100, I no longer see the car/truck shadows on the shadow map. Similarly, if I increase the length and width of the

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay
Hi Wyatt, 1. Is there a way I can query the number of texture units available on my GPU via an OSG call? A Google search turned up glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB). Also searching the OSG headers, I found osg::Texture::Extensions::numTextureUnits() which returns a GLint (int). Look

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay
Hi Wyatt, I have changed to a LISPSM shadow technique. OK. I have removed the cast bit from my terrain. The only two objects I have set cast shadow are close together. This should not need to be done when using LISPSM. It's view-dependent, so you don't need to make sure that the shadow

Re: [osg-users] osgShadow question

2009-11-11 Thread Jean-Sébastien Guay
Hi Wyatt, Oops... If I use the debug hud, then I need to use the fragmentShaderSource_debugHUD and fragmentShaderSource_debugHUD_texcoord shaders? You're starting to go into the realm of questions you should be able to answer yourself, using the source and trying things out. I can't help

Re: [osg-users] osgShadow question

2009-11-11 Thread Jean-Sébastien Guay
Hi Wojtek, I'm surprised the magic word to summon Wojtek (shadows) took so much time this time! We've been discussing this for a few days now :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] ShadowMap problem...

2009-11-11 Thread Jean-Sébastien Guay
Hi Wojtek, Generally yes, But don't turn them off but rather alter them with your modified shaders. That's useful when the ShadowedScene is the root of the scene, and your entire scene can be rendered with a single shader (or uber-shader with uniforms to select different code paths). But in

Re: [osg-users] problems with transparency in the QOsgWidget for QT

2009-11-10 Thread Jean-Sébastien Guay
Hi Mike, position-setScale(osg::Vec3(0.01,0.01,0.01)); When you use scale in a Transform, the geometry's normals also get scaled. The normals are used to compute lighting, so it's normal (geez, bad pun) that lighting is wrong. You just need to tell OpenGL to rescale normals:

Re: [osg-users] Setting CullVisitor

2009-11-10 Thread Jean-Sébastien Guay
Hi Paul, Why do I have multiple SceneViews? There are always two SceneViews if you're using multithreading - they're used on alternating frames as you've seen. Just set your CullVisitor for both, or a separate instance of your CullVisitor for each instance. Whenever I've had to change

Re: [osg-users] Setting CullVisitor

2009-11-10 Thread Jean-Sébastien Guay
Hi Paul, I know I risk making the thread diverge into unrelated concerns, but I wanted to ask: If you ever submit your node for inclusion in OSG, you can migrate the cull handling code into osgUtil::CullVisitor at the time you make the submission. This is what I did when I developed

Re: [osg-users] Setting CullVisitor

2009-11-10 Thread Jean-Sébastien Guay
Hi Bryan, From experience, I can say that one dynamic_cast per frame per node can really add up to hurt performance :) Depends how many nodes. For example, for osgOcean::OceanScene, you should generally have only one in your whole scene. So in that case, one dynamic_cast per frame per

Re: [osg-users] ShadowMap problem...

2009-11-10 Thread Jean-Sébastien Guay
Hi Wyatt, Thanks, That seem to make some change, instead of a grayish circle, I now see a moving roundish object... Sounds familiar... Han Solo: [flying across the deserts of Tatooine] I think my eyes are getting better. Instead of a big dark blur, I see a big bright blur.

Re: [osg-users] ShadowMap problem...

2009-11-10 Thread Jean-Sébastien Guay
Hi Wyatt, Just have to ask, if you try with only one object and a ground plane (a really simple scene) do you get the same results? I just tested, and your code seems to work. I've attached a source file which is the osgshadow example, with the main() commented out and your code in its

Re: [osg-users] Would someone be willing to help me diagnose a performance issue?

2009-11-10 Thread Jean-Sébastien Guay
Hello Frank, I'm not sure exactly what these numbers mean. You were on the right track. The Camera numbers are the objects that are not culled, and the View numbers are the objects that are in the view's scene, whether they're culled or not. When you set a node's mask to 0, you're

Re: [osg-users] Computing Normals for Drawables

2009-11-09 Thread Jean-Sébastien Guay
Hi Andrew, Just to throw another requirement into the mix, I don't think we can use vertex shaders, as we cannot guarantee what hardware the software will be run on. Basically integrated graphics is the lowest possible hardware, so what's that, DirectX 8? 9? Vertex shaders run on DX8 but you

Re: [osg-users] osgShadow question

2009-11-09 Thread Jean-Sébastien Guay
Hi Wyatt, Which shader is the basic shader, fragmentShaderSource_noBaseTexture or fragmentShaderSource_withBaseTexture? Depends on whether your object has a texture or not. Although now, since texture lookups are so cheap these days, I would suggest you save yourself some aggravation and

Re: [osg-users] OSG v2.8.0

2009-11-09 Thread Jean-Sébastien Guay
Hi Jacob, I don't need the ogr project, so I'm not considered about it, and I'm looking to install VPBMaster as well, so what else am I missing here? I can't seem to set up a working load with the online documentation. If you don't need the ogr loader, then you don't need all the

Re: [osg-users] osgShadow question

2009-11-09 Thread Jean-Sébastien Guay
Hi Wyatt, Is this what you are referring to? if (withBaseTexture) { scene-getOrCreateStateSet()-setTextureAttributeAndModes( 0, new osg::Texture2D(osgDB::readImageFile(Images/lz.rgb)), osg::StateAttribute::ON); } Nope, this: { // fake

[osg-users] Epic releases free version of Unreal Editor

2009-11-05 Thread Jean-Sébastien Guay
Hi all, I expect most of you have already seen this: http://www.develop-online.net/news/33198/Epic-releases-free-version-of-Unreal-Engine I'm mostly interested in this for the toolset, which is apparently very robust. If the file formats are reasonably open and we can make plugins to read

Re: [osg-users] Epic releases free version of Unreal Editor

2009-11-05 Thread Jean-Sébastien Guay
Hi Simon, Yeah I spent quite a bit of time playing with the UT editor way back with the release before UT 2K3 It was crap then and I doubt it's got any better. This release is not the level editor that shipped with any of the games. It's the toolset that was used to create the assets for

Re: [osg-users] Crash in nVidia driver : particles + dynamically adding/removing views

2009-11-04 Thread Jean-Sébastien Guay
Hi J.P., with #define USE_EFFECT SILT I get the gray screen in added view on 3rd 'a'. Thanks for testing, that's what I saw too on Ubuntu. I expect if you use USE_EFFECT PRECIPITATION you'll see the same results. Hmm, what is strange is that the modified (extremely hacky) version attached

Re: [osg-users] Crash in nVidia driver : particles + dynamically adding/removing views

2009-11-04 Thread Jean-Sébastien Guay
Hi J.P., Did the shared context version I previously attached work on Windows? Just curious. When I tried it on Linux I could add/remove many times. Yes, it does. I don't quite understand the tradeoffs of using shared contexts. Does it mean the draws to both windows won't be multithreaded

Re: [osg-users] Change to Optimizer OptimizationOptions

2009-11-04 Thread Jean-Sébastien Guay
From this day forth everyone should wear kilts and toss the caber, and work towards world peace and harmony ;-) Absolutely! I agree with you on all points! Robert has spoken! ... but don't hate me if I had to Google to find out what toss the caber meant ... :-) J-S --

Re: [osg-users] VPB and OSG Version

2009-11-03 Thread Jean-Sébastien Guay
Hi Kim, Chris, .osg files are forward compatible and in limited cases backward compatible (as long as the older OSG has all the necessary feature support). And that's the catch really, some VPB versions introduced usage of some new features that were added to OSG at that moment, for

Re: [osg-users] VPB and OSG Version

2009-11-03 Thread Jean-Sébastien Guay
Hi Chris, Shouldn't that be any *older* version? Because .ive files created with OSG version X should be readable with OSG version Y if Y = X. It's just the opposite which isn't true. I don't remember. Are IVEs forward-compatible or not? I had some reason to think they were not. Yes, I

Re: [osg-users] [osgOcean] Error used osgOcean1.0 in MFC vc2005sp1

2009-11-02 Thread Jean-Sébastien Guay
Hello Tian, Was it those that you deleted? Yes, I just delet thems, because I found that these two inline functions had not been used in anywhere. And now my project just goes right, the same with the oceanExample. Sorry I didn't pick up on this thread... I'm pretty darn busy so I just

Re: [osg-users] PagedLOD experts?

2009-11-02 Thread Jean-Sébastien Guay
Hi Chris, It does raise another question -- is this a common practice and is there anywhere else in OSG where node name has a special meaning during specific phases of operation? I tend to think that any use of user-settable properties, such as node name, callbacks, user data, etc.

Re: [osg-users] Setting up VPBMaster

2009-11-02 Thread Jean-Sébastien Guay
Hi Jacob, However, my former co-worker wrote a method that handles an ARG_FILE as input to OSGDem and feeds it the parameters as necessary to execute them. I believe this method is doing what vpbmaster would do, if I could get it running. Actually vpbmaster does more than that, it allows

Re: [osg-users] LineSegmentIntersector and alpha-blended polygons

2009-10-30 Thread Jean-Sébastien Guay
Hello Matthew, Does anyone know how to access the rgba texture values at the point of intersection in a polygon found using osgUtil::IntersectionVisitor and osgUtil::LineSegmentIntersector? Ideally I would pass a threshold to the IntersectionVisitor so that it automatically skips

Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Jean-Sébastien Guay
Hi Ümit, I am using PerPixel lighting on my some model which has created with Blender. My model has lots of textures on it. Do you mean that it has lots of textures to be applied to the same primitives (i.e. it needs lots of texture units) or just that it uses lots of texture *files* but

Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Jean-Sébastien Guay
Hi Ümit, How can I reach related pixel's texture value in fragment shader if I doesn't use sampler2D? I don't understand why you would *not* use sampler2D? You always need a sampler to sample the texture in a shader. But if I doesn't define my sampler2D to related texture how can I

Re: [osg-users] OSG and QT problem

2009-10-30 Thread Jean-Sébastien Guay
Hi Maxim, More over, textures on objects are good now, but textures on osgText still have the same problems. On Widget destruction (in QT) and it's recreation there are filled sqares insted of text (osgText)... I've seen this before on osgText, and the solution for me was to explicitly call

Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Jean-Sébastien Guay
Hi Ümit, My last question is, I have declared; uniform sampler2D diffuseTexture; in my fragment shader, although I didn't bind it to osg::Uniform in my main application, I can sample my texture from my shader in Unit 0. Do you think it is weird or not? You are relying on the value being set

Re: [osg-users] [osgOcean] Is it possible to combine the effect of osgOcean to the terrain model which is build by VPB?

2009-10-30 Thread Jean-Sébastien Guay
Hi Adrian, is there any example around the world, how we could integrate osgOcean into Terrains ? The oceanExample that ships with osgOcean loads a terrain... So yes, there is an example. I'm not sure what else you want. There was a discussion before and we stated that osgOcean does not

Re: [osg-users] [osgOcean] Is it possible to combine the effect of osgOcean to the terrain model which is build by VPB?

2009-10-29 Thread Jean-Sébastien Guay
Hi Lv, I have build some terrain model by VPB(VirtualPlanetBuilder) which including some area of ocean.Is it possible to combine the effect of osgOcean to the terrain model which is build by VPB? VPB terrain, as long as it's not built in geocentric mode (i.e. as long as it's flat terrain),

Re: [osg-users] Errors on svn trunk

2009-10-29 Thread Jean-Sébastien Guay
Hi Robert, Hi Gusy, I assume you meant Hi J-S since apart from the typo, Guay is my last name as you well know :-) Was there are resolution to the build issue under VS? There was no resolution needed, it seems that Paul had an incomplete update or had updated before you merged in

Re: [osg-users] Errors on svn trunk

2009-10-29 Thread Jean-Sébastien Guay
Hi Tom, Try virtual public T in the derived class. No effect, and I also tried adding virtual in the other places and that doesn't change anything either. Of course, removing virtual in the base class's inheritance of osg::Object results in errors about ambiguity, as expected. Perhaps

Re: [osg-users] Errors on svn trunk

2009-10-29 Thread Jean-Sébastien Guay
Hi Robert, I actually meant Guys as in people :-) Hah! Darn ambiguous typos... :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/

Re: [osg-users] Errors on svn trunk (now: osgAnimation and virtual inheritance)

2009-10-29 Thread Jean-Sébastien Guay
Hi Paul, I'd recommend we not use this code style in OSG, if we can avoid it. It makes the code harder to understand. Can the class that derives from NodeCallback use the has a pattern instead? Only Cedric can answer that and perhaps refactor the code so that it doesn't use virtual

Re: [osg-users] How do I simulate motion?

2009-10-29 Thread Jean-Sébastien Guay
Hi Ash, for (int pos = 0; pos 80; pos+=10) Here you're simulating 8 frames (0 to less than 80, in steps of 10, so 0 to 70). On modern systems, depending on your geometry and your vsync settings, 8 frames should go by in about 0.13 seconds (if you have vsync on and are at a refresh rate of

Re: [osg-users] SpeedTree Example for late version of OSG?

2009-10-28 Thread Jean-Sébastien Guay
Hello Wyatt, I would like to integrated SpeedTree 5.0 into an osg application. Having searched the mailing list archives the most recent mention of a SpeedTree example that I found was over a year ago. Has anyone been using SpeedTree with OSG and possibly put together an example that would

Re: [osg-users] Errors on svn trunk

2009-10-28 Thread Jean-Sébastien Guay
Hi Robert, Paul, Rather than guessing, perhaps yourself or fellow Windows dev might be able to spot the problem and propose a fix. I can check it out when I come back from lunch, if Paul hasn't beaten me to it. J-S -- __ Jean-Sebastien

Re: [osg-users] Errors on svn trunk

2009-10-28 Thread Jean-Sébastien Guay
Hi Paul, (FYI, several other of the plethora of osganimation* examples generate a lot of warnings about inheriting by dominance. These should be investigated and resolved.) Seems the dominance warnings are because the class inherits from two classes that define the same member...

Re: [osg-users] SpeedTree Example for late version of OSG?

2009-10-28 Thread Jean-Sébastien Guay
Hi Wyatt, I assume that the above methods involve SpeedTree prior to v5, which is what I am using. According to the SpeedTree website v5 includes a reorganization of the SDK. How much, I do not know, but maybe someone has experience with it and OSG. I hope you get some answers about this, I

Re: [osg-users] Errors on svn trunk

2009-10-28 Thread Jean-Sébastien Guay
Hi Paul, osganimationtimeline fails to build on VC 2005. See attached error log. It builds for me. Perhaps you had a partial update, because osganimationtimeline.cpp revision 10697 seems to contain the modifications to include the necessary header to fix your error. About the warnings. I

Re: [osg-users] [build] How i build the osg dll on WINXP

2009-10-27 Thread Jean-Sébastien Guay
Hello Mike, where i can download the libjpeg for windows. I can't find sourcecode? You don't need to go hunting for binaries or compile source yourself for these basic dependencies, you can just go to: http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies and get the

Re: [osg-users] [build] How i build the osg dll on WINXP

2009-10-26 Thread Jean-Sébastien Guay
Hi Mike, In my attachment is a screenshot from the build error (the build with dae) but the osgdb_dae was build ??? can i use this plugin now even though the build error?? It seems you're building the wrappers. If you don't need them, don't build them (disable BUILD_OSG_WRAPPERS in CMake

Re: [osg-users] [build] How i build the osg dll on WINXP

2009-10-26 Thread Jean-Sébastien Guay
Hi Mike, if i take the cmd in WinXP and i test c:/.../osgviewer.exe test1.dae (enter) the viewer can't find a jpg plugin where i can find jpg dll's for a new OSG Build Please search for answers to questions like that, it's basic info you need to be able to build OSG from

Re: [osg-users] Non-core projects, code library

2009-10-25 Thread Jean-Sébastien Guay
Hi Chris, Art, a similar discussion was already started by me longer time ago. Check this thread: http://forum.openscenegraph.org/viewtopic.php?p=5006highlight=#5006 And actually I can remember starting a similar discussion too. I wanted to eventually get the OSG site to run some kind of

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-22 Thread Jean-Sébastien Guay
Hi Robert, While we're talking about your recent changes, it seems there's a typo in the GLBeginEndAdapter header: http://www.openscenegraph.org/projects/osg/changeset/10645/OpenSceneGraph/trunk void setState(State* state) { _state = state; } State* setState() { return _state;

Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Jean-Sébastien Guay
Hi Jeremy, Great to see you back here! I will be undergoing a bone marrow transplant here in the next 3 weeks, That's great news! I really hope it goes well for you and that you recover quickly. I know that osgWidget has been around for a while now, but I'm not entirely sure people are

Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Jean-Sébastien Guay
Hi Jeremy, I totally understand where you're coming from here--and indeed, there would have to be SOME low-level interface in C++ to build off of--but the bottom line is, you simply can't (or rather, I can't) build sophisticated, intelligent, and easy-to-use containers and GUI logic in C++

Re: [osg-users] osgAnimation: Hardware Skinnig

2009-10-21 Thread Jean-Sébastien Guay
Hi Cedric, I used the addBindAttribLocation to the program but it generated an error. Because the compiling of the program gave another location to put my data. Anyway i will a another try to test it. I've been using addBindAttribLocation in my software for a while, so I know it works. It

Re: [osg-users] Major implementation changes to osg::Geometry and elsewhere checked into svn/trunk

2009-10-21 Thread Jean-Sébastien Guay
Hi Robert, Interesting work, and it all seems to work well in the little testing I've done... Fingers crossed :-) Over the last few days I've been checking in significant implementation changes to osg::State and osg::Geometry to facilitate the OpenGL ES 2.0 port, these have all gone

Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-19 Thread Jean-Sébastien Guay
Hi Art, Of course the amount of repeats should be changeable during run time, hence simple multiple copy of group A will not work. Make a subclass of osg::Group which has an overridden traverse() method, which is like this: void traverse(osg::NodeVisitor nv) { for (unsigned int i = 0;

Re: [osg-users] CompositeViewer with quad buffered stereo?

2009-10-19 Thread Jean-Sébastien Guay
Hi Jonathan, I tried with 2.8.0 and 2.8.2, and it's the same story. Run, osgCompositeViewerd cow.osg --stereo QUAD_BUFFER It fails to run in stereo and produces the messages in my original post: viewerd.exe cow.osg --stereo QUAD_BUFFER Warning: Could not find plugin to read objects from file

Re: [osg-users] CompositeViewer with quad buffered stereo?

2009-10-19 Thread Jean-Sébastien Guay
Hi Jonathan, I still get the warning about an OpenGL error: Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) That warning could be caused by something else, I wouldn't put too much stake into it being related to your problem. It's such a general warning that it's

Re: [osg-users] Loading mesh without textures

2009-10-15 Thread Jean-Sébastien Guay
Hi Martin, This does not seem to work. The removeTextureAttribute method is called, but I can still see the textures on the meshes. Is this the correct way to remove the textures? Keep in mind that Drawables also have a stateset which you won't get to by using the code you posted. So in

Re: [osg-users] Render scene with no window

2009-10-15 Thread Jean-Sébastien Guay
Hello Adam, I have a somewhat strange question. I want to render a scene to a frame buffer object to create an image. I have that part working. Now I want to make no windows or anything show up while I do the rendering. I know this is a bit strange, but it would really help. Basically

Re: [osg-users] [build] How i build the osg dll on WINXP

2009-10-14 Thread Jean-Sébastien Guay
Hello Mike, The first problem: i had no /osg/config file?? How i create this config, without ./configure. I have no idea about using Eclipse or MinGW to build OSG, but to generate the Config header you need to run CMake. CMake is not a build system itself, it's a build file generator which

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-14 Thread Jean-Sébastien Guay
Hi all, Just a note to let you all know that the changes to allow height checks against the ocean surface have been checked in, and the oceanExample will demonstrate this when started with the --testCollision command line argument, i.e. oceanExample --testCollision Thanks to Dimitrios

Re: [osg-users] [osgPhysics] i need help with coordenates

2009-10-14 Thread Jean-Sébastien Guay
Hi Ivan, i am newbie in osg but i am to do a project wher i need that a camera follow a bounce ball i have the code of bouce ball but there are some way to know where is a object or node (coordinates)? Err, well, I guess you made your ball bounce by setting coordinates somewhere? Probably

Re: [osg-users] [3rdparty] osgOcean multiple shader blending

2009-10-14 Thread Jean-Sébastien Guay
Hi Peter, Hi, I was wondering if it was possible using osgOcean to blend between water areas different shaders, for instance, if you are flying from New Jersey to the Bahamas, you obviously won't see the same level of ocean cleanness in the two areas. I was wondering if it was possible using

Re: [osg-users] [3rdparty] osgOcean multiple shader blending

2009-10-14 Thread Jean-Sébastien Guay
Hi Peter, Thanks for the info. Just out of curiosity, is there any chance that the water will be translucent in the future? Yes of course, it's not on my current time table but other people can help drive development forward too as we've recently seen with the addition of collision

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-13 Thread Jean-Sébastien Guay
Hi all, Just drop me an e-mail off-list and I can send you a simple hack for testing it - e.g. a buoy bobbing on the water surface or something similar. Dimitrios sent me an example over the weekend, and I've been able to test the changes I've made with his example. Seems to work well. I'm

Re: [osg-users] Floating point image I/O in OSG

2009-10-13 Thread Jean-Sébastien Guay
Hi Art, However, I have never tested if the plugin will also work under windows, because it depends on ZLIB library. So it uses gzopen, gzread, gzclose instead of fopen, fread, fclose in order to read from the file. Just FYI, zlib is normally included in the 3rd party packages by default,

Re: [osg-users] Screenshot of Current view at specific size using ScreenCaptureHandler

2009-10-12 Thread Jean-Sébastien Guay
Hi Andrew, I'm using the ScreenCaptureHandler to capture a screenshot of the current view and save it to disk. I would ideally like to save at a specific resolution, say 1280x1024, however the handler is saving the image at the current size of the viewer. The ScreenCaptureHandler is not

Re: [osg-users] Is there any examples about OpenThreads?

2009-10-12 Thread Jean-Sébastien Guay
Hi Shiina, So, I just want to find any example programme, which using the OpenThreads library, and It could be very helpful for me. Well technically, the whole of OSG is an example of OpenThreads... But that might not be useful to you since it's a lot of code to look at. Essentially, you

Re: [osg-users] [3rdparty] How to run osgOcean

2009-10-09 Thread Jean-Sébastien Guay
Hi Jan, I have it running on GeForce Go 7600 (laptop) and Quadro FX 4500 (GeForce 7800 equivalent), but do not expect super high framerates on such hardware. The shaders are quite slow on those cards. On the other hand, my 8800GT runs it smoothly at 1920x1200. Interesting, thanks for the

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-09 Thread Jean-Sébastien Guay
Hi Jan, Right, of course. I have a bit of code that makes an object bob on the surface, but my code is likely a bit different from Dimitrios's, so it would need to be changed based on what you have done. Likely it's just the method name that would change. I don't mind doing that. Is there a

Re: [osg-users] [3rdparty] How to run osgOcean

2009-10-09 Thread Jean-Sébastien Guay
Hi again, I'll look about starting that wiki page soon. Here you go, http://code.google.com/p/osgocean/wiki/HarwareSupport I'll add details as time passes... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] [3rdparty] How to run osgOcean

2009-10-09 Thread Jean-Sébastien Guay
Hi Kim, http://code.google.com/p/osgocean/wiki/HardwareSupport Heh, did I actually make a typo in the page title? Geez... Sorry, I was in a hurry and didn't notice it. Thanks for your vigilance. J-S -- __ Jean-Sebastien Guay

Re: [osg-users] SVN commit bottleneck

2009-10-09 Thread Jean-Sébastien Guay
Hi Chris, It seems like we don't have any capacity in this regard right now. I'll shorten the question -- other than Robert, who does have SVN commit access? Well, I think you've been with us for a while now, so you must have some idea about this. It seems to me that whenever commit

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-08 Thread Jean-Sébastien Guay
Hi Kim, I'll have a look at how this is done in the OSG CMakelists, For the OSG, CMake has always defaulted to a debugrelease build configuration under windows, I just presumed that was the norm. Please give me a few minutes, I'll try to work this out on my Ubuntu VM and report back. There

Re: [osg-users] [3rdparty] How to run osgOcean

2009-10-08 Thread Jean-Sébastien Guay
Hi Gopal, osgviewer cow.osg output.txt 21 You need to do this before: (on Windows:) set OSG_NOTIFY_LEVEL=DEBUG (on bash:) export OSG_NOTIFY_LEVEL=DEBUG and then run the osgviewer command. That will tell OSG to be verbose about everything and the output.txt should contain the info we

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-08 Thread Jean-Sébastien Guay
Hi Kim, Jan, I'll have a look at how this is done in the OSG CMakelists, For the OSG, CMake has always defaulted to a debugrelease build configuration under windows, I just presumed that was the norm. Let's be specific here. There are two separate issues: 1. Whether the CMake scripts ask

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-08 Thread Jean-Sébastien Guay
Hi Jan, The original problem was that even despite not specifying anything (i.e. default release build), the cmake was failing because of missing OpenThreads debug libs, despite them not really being needed on Linux. Yes, but somewhere in the discussion the issues got mixed up. I just

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-08 Thread Jean-Sébastien Guay
Hi Jan, Let me know how it goes. I should mention that on my Ubuntu VM, with these changes (root CMakeLists.txt at rev 139 at least), I can start with a fresh checkout of osgOcean and only the Release OSG libraries, and go all the way to make install. The only thing I did manually is I

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-08 Thread Jean-Sébastien Guay
Hi Jan, While I was at it, I started integrating the changes for getting the ocean surface height at a position. I went with a combination of Jean-Claude's and Dimitrios' code, with a few small modifications. The only problem is I have no way of testing it (it builds, thus it works by

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-08 Thread Jean-Sébastien Guay
Hi Jan, Whether or not debug is replaced by release in the absence of the debug versions for the COLLADA plugin, I do not know, though. This was the only thing I was wondering about. I was aware of all the rest. I've done my share of development on Linux you know. I just use Windows at

Re: [osg-users] Texture missing when adding slaves dynamically toosgViewer

2009-10-08 Thread Jean-Sébastien Guay
Bonjour Frédéric, I’m having trouble with textures on slave cameras added to an osgViewer. Textures won’t appear if I add the slaves after a first call to osgViewer::frame(). This is an FAQ. By default, osg::Texture* will unref the image data after it has been applied, i.e. once it's been

Re: [osg-users] [3rdparty] How to run osgOcean

2009-10-08 Thread Jean-Sébastien Guay
Hello Gopal, may I know the minimum config of the machine that will be successful to run the osgOcean along with the graphic card requirement For processor type I'm not sure, most of the processing is offloaded to the GPU so you might be able to get away with something quite modest, though

[osg-users] Problem with shader on ATI Radeon HD 4350

2009-10-07 Thread Jean-Sébastien Guay
Hello all, I'm currently seeing a really weird problem with a shader on a Radeon HD 4350 card (both with drivers dating from July and with the most recent drivers dating 9/9/2009). The shader is rather convoluted, but the problem seems centered around code similar to this: float light =

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-07 Thread Jean-Sébastien Guay
Hi Jan, Kim, However, I think you should make this type of a build the default. That will simplify the life of everyone who is not actively developing osgOcean, merely using it as a dependency. OSG itself has a release build as a default as well and one has to explicitly enable debug if it is

Re: [osg-users] [3rdparty] osgOcean collision detection

2009-10-07 Thread Jean-Sébastien Guay
Hi Jan, Dimitrios, Cool, this looks good. Jean-Se, Kim, could we get these things merged in, please? Right now I am maintaining my own patch based on Dimitrios's code, but this is really useful. Of course, the function needs to be exposed in the higher-level classes too, so that we can

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jean-Sébastien Guay
Hi Pankaj, To compile, is there a way to avoid using the debug libraries of openthreads, fftw and osgviewer? In addition to what Kim mentioned, depending on what platform you're working on, there might be an additional issue. On Linux it doesn't make any difference, so you can do what Kim

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jean-Sébastien Guay
Hi Jan, Could the CMakeFile.txt be fixed that if no debug version is found cmake doesn't fail? I want to build a release (default) and it fails because the debug version of OSG is not there - it shouldn't be required for building release and/or if not on Windows (you can safely mix

Re: [osg-users] [3rdparty] osgOcean 1.0 (LGPL) Released

2009-10-06 Thread Jean-Sébastien Guay
Hi Jan, Thanks for the investigations on your machine. It finds the non-debug OSG successfully but fails on finding debug version of OpenThreads (which I didn't compile, I have only release one). I think the issue is in the FindOpenThreads.cmake lacking the code you have pointed out. Yeah,

Re: [osg-users] [3rdparty] How to run osgOcean

2009-10-05 Thread Jean-Sébastien Guay
Hi Gopal, 00:02.0 VGA compatible controller: Intel Corporation 945G/GZ Express Integrated Graphics Controller (rev 02) graphics card. Yeah, that isn't going to work with osgOcean in its current form. We could possibly check for a set of extensions we know we need

Re: [osg-users] osgManipulator::RotateCylinderDragger rotation axis

2009-10-05 Thread Jean-Sébastien Guay
Hi Harold, Is it possible to redefine rotation axis of RotateCylinderDragger ? It seems to only want to rotate around Z axis of object space.. but i need to have a rotation around Y axis due to object geometry construction. I bet you can place a MatrixTransform with a 90 degree rotation

Re: [osg-users] [osgPlugins] Loading a model

2009-10-05 Thread Jean-Sébastien Guay
Hi Joseph, osg::Node* pLoadedModel = osgDB::readNodeFile(C:\\Programme\\ADTF\\2.1.1\\lib\\OpenSceneGraph-2.6 .1\\bin\\tour.obj ); I think using forward slashes instead (which don't need to be escaped) would work as well. Yep, and keeps visual clutter to a minimum: osg::Node* pLoadedModel

Re: [osg-users] [osgPlugins] Loading an image to a texture

2009-10-05 Thread Jean-Sébastien Guay
Hello Joseph, The image can't be found by readNodeFile. Where needs the image-file to be stored? Must I compile the jpeg-plugin? How can I compile this plugin? See the answers to your similar thread where you tried to load an obj file. Please don't post questions twice (these are the same

Re: [osg-users] [3rdparty] change ocean height

2009-10-02 Thread Jean-Sébastien Guay
Hello Martin, no seb, I also really needed that feature. I already wrapped it in dtOcean: https://sourceforge.net/apps/mediawiki/delta3d/index.php?title=DtOcean Wow, I didn't know osgOcean had already made it into Delta3D! Nice! If there are any features you need for it to integrate better

Re: [osg-users] [3rdparty] change ocean height

2009-10-01 Thread Jean-Sébastien Guay
Michael, Kim, If you get to it before me, send in the code and I'll merge the fix. I'll do this right away. Give me a few minutes. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] [3rdparty] change ocean height

2009-10-01 Thread Jean-Sébastien Guay
Hi again, If you get to it before me, send in the code and I'll merge the fix. I'll do this right away. Give me a few minutes. Done and committed to osgOcean SVN trunk. I also added a command line parameter to the oceanExample so that you can experiment with the ocean surface height. So

Re: [osg-users] [3rdparty] change ocean height

2009-10-01 Thread Jean-Sébastien Guay
Hi Sebastien, So I have updated and tested with my scene, when the cow is at 150 and the ocean at 100, it works well (the reflection is hard to see but it is here !) [Image: http://img246.imageshack.us/img246/9285/sanstitre1yg.jpg ] If you lower the cow or lower your point of view you'll see

Re: [osg-users] [3rdparty] change ocean height

2009-10-01 Thread Jean-Sébastien Guay
Hi Sebastien, But ... really sorry again... there is a problem when the cow touches the ocean, both of them are at height 100... do you confirm this ? [Image: http://img297.imageshack.us/img297/836/sanstitre2hs.jpg ] Yep, that was it. Simple fix. Sorry about that. Note that the reflections

Re: [osg-users] [osgCompute] PostProcessGL

2009-09-30 Thread Jean-Sébastien Guay
Hello Michael, With the sobel filter I get ~360 fps. With the 5x5 Gaussian blur I get ~300 fps. The graphics hardware is a GeForce GTX 280. Just curious, to put that into perspective, what frame rate do you get without filtering on the same scene? (just so we can get an idea of the

Re: [osg-users] [osgCompute] PostProcessGL

2009-09-30 Thread Jean-Sébastien Guay
Hi Michael, Sure, after removing the filter I was getting ~530 fps. Since fps is nonlinearly related to frame time, here's the breakdown: Thanks for the breakdown. Since the filtering is a post-process operation it's basically a fixed cost per frame... 1.44ms is not bad. J-S --

Re: [osg-users] [3rdparty] change ocean height

2009-09-29 Thread Jean-Sébastien Guay
Hi Sebastien, I am sorry to bother you but did you work or are you still plannning to work on the aspect we talked in this thread ? Actually I did implement part of it in my project, and recently merged the changes back into osgOcean SVN trunk. The change is that the ocean surface is now

Re: [osg-users] [3rdparty] change ocean height

2009-09-29 Thread Jean-Sébastien Guay
Hi again Sebastien, I am sorry to bother you but did you work or are you still plannning to work on the aspect we talked in this thread ? Well, I had some downtime while I waited for a big project to compile, so I decided to go ahead and do it. If you're using osgOcean SVN trunk, just

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