Re: [osg-users] Can I change the plugin directory structure?

2009-06-02 Thread Jean-Sébastien Guay
Hi Rick, Well, which Plugin directory am I supposed to add? If I add a particular plugin directory with a given name, and then I do an update and the plugin version changes, then the folder name is not the same anymore. Do I add the new plugin folder and delete the old one? Perhaps use

Re: [osg-users] Can I change the plugin directory structure?

2009-06-02 Thread Jean-Sébastien Guay
Hi Rick, History is not all that helpful anyway since they are binaries. I didn't mean the diff between files, but the update history. It's useful to know that this file was updated from OSG 2.6 to OSG 2.8 on a given date. That way if you started having problems with a given loader on a

Re: [osg-users] osgText texture not reloading correctly the second time?

2009-06-02 Thread Jean-Sébastien Guay
Hello Fabian, Same problem here... Any clue on how to solve this problem? Or maybe another way to load different scenarios? I have not been able to reproduce the problem in a self-contained context (for example, by modifying an OSG example). It's still visible in our simulators sometimes

Re: [osg-users] Can I change the plugin directory structure?

2009-06-02 Thread Jean-Sébastien Guay
Hi Rick, It seems like there is all this effort going towards just keeping people from picking up the wrong version of the DLLs. How often does that happen anyway? Until these mechanisms were put into place, every week there would be several reports of crashes and other weird behavior that

Re: [osg-users] Can I change the plugin directory structure?

2009-06-02 Thread Jean-Sébastien Guay
Hi Rick, I don't think I quite communicated what I meant to say in the end there. I am not super bothered by the whole naming thing, just a bit irritated and in my organization I think it causes more problems that it is worth. I was hoping that perhaps with the power of CMake that someone

Re: [osg-users] Can I change the plugin directory structure?

2009-06-02 Thread Jean-Sébastien Guay
Hi Rick, I just want to be clear: I am not saying the way it is now is the only way. I'm just saying that it works well enough for lots (and lots, and lots) of people. I don't want to start a tug of war of whose way is better... The fact is, in my personal situation, the version numbers on

Re: [osg-users] Can I change the plugin directory structure?

2009-06-01 Thread Jean-Sébastien Guay
Hi Rick, So for the examples, is there any way to set the Working Directory for debugging? It is actually pretty easy to select all of the apps and examples and then set properties for all configurations at one time, so that is not such a big deal, but I was curious. I don't know of any

Re: [osg-users] Can I change the plugin directory structure?

2009-05-31 Thread Jean-Sébastien Guay
Hello Rick, Once you've run the ALL_BUILD target (or INSTALL, which depends on ALL_BUILD) then the examples will find the plugins just fine, you can run them with F5 no problem. I am not finding this to be the case. When running with F5 or Ctrl-F5, VS runs the example from where it

Re: [osg-users] osgGlut does not build

2009-05-29 Thread Jean-Sébastien Guay
Hi Bruce, For some odd reason I am getting links error from gz and ive plug-ins for various methods that are in the zlib123 libraries. I have tried both zlibstat.lib and zlibwapi.lib and get the same errors both ways. If I open the libraries in the debugger I can see the strings (i.e

Re: [osg-users] Can I change the plugin directory structure?

2009-05-28 Thread Jean-Sébastien Guay
Hi Paul, You don't have to be on this list very long to see the same question pop up multiple times. I'm guilty of it myself. :-) Sure, but I prefer to remind people that the archives exist, while at the same time giving answers to their questions, rather than let it slide. I figure it's

Re: [osg-users] Can I change the plugin directory structure?

2009-05-28 Thread Jean-Sébastien Guay
Hi James, Again with the black background and black text in your message... very hard to read. I thought you'd fixed this? :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] Nominate OSG for Community Choice Awards

2009-05-25 Thread Jean-Sébastien Guay
Hi John, For all who love OSG and think it deserves the attention of others, please nominate OSG for the SourceForge Community Choice Awards: Nominate projects here: http://sourceforge.net/community/cca09/nominate/?hash=bd16e9d6c082d92d092395b34b83c0cf I added a link to the OSG main page

Re: [osg-users] Referencing loaded models

2009-05-23 Thread Jean-Sébastien Guay
Hi Paul, Tried that but it always gives the parent node of the first instance. If that's the case, then you're probably using getParent(0) to go up in the graph, instead of using the intersection's node path. Remember, the model can have a whole hierarchy inside too, and the intersection

Re: [osg-users] Referencing loaded models

2009-05-23 Thread Jean-Sébastien Guay
Hi Paul, Yes, i am going osg::Node* node = hitr-nodePath.back(); if (node node-getNumParents() 0) { node = node-getParent(0); ... } Yes, well no wonder you're always getting the same parent... :-) now im trying this but its crashing: What you want to do is walk the path up from the

Re: [osg-users] [build] argv = 1

2009-05-22 Thread Jean-Sébastien Guay
Hello Suyang, 1. I believe I have built OSG2.8.0 successfully on my XP with CMake 2.6. However when I tried to run those examples, I failed in lots of them, because the argc is always equal to 1, and lots of examples checks the value of argc. If it is equal to 1, then the program just retured.

Re: [osg-users] Outline Effect traversal crash

2009-05-22 Thread Jean-Sébastien Guay
Hello Brian, It makes the building appear to be all white, since the texture is turned off. Is this correct? I tried disabling that part of the code, but now the backfaced outlines are not enough to make the object stand out. What I would really like to do is outline the object in a striking

Re: [osg-users] FFmpeg on Windows

2009-05-21 Thread Jean-Sébastien Guay
Hi Serge, I've put it in a sibling directory of OSG and set the FFMPEG_DIR env variable to this directory. But the FindFFmpeg.cmake script can't find the include and libs files. Any idea on what I am doing wrong ? Perhaps you need to delete your CMakeCache.txt and start fresh? Or you can

Re: [osg-users] Inverse shadow

2009-05-20 Thread Jean-Sébastien Guay
Hi Robert, For a point of reference, I'm using a ATI 4760 card right now and all the shadow techniques work fine. I'm using ATI's latest linux drivers. Did we ever do anything about the texture coordinate inversion in ATI drivers on our side? If not it would mean that it was fixed in the

Re: [osg-users] Inverse shadow

2009-05-20 Thread Jean-Sébastien Guay
Hi Robert, I recall you sending such a hack last year, but I don't think I merged it. I can't see any ATI or Radeon references in osgShadow. OK, good news then, less hacks is better code :-) J-S -- __ Jean-Sebastien Guay

Re: [osg-users] Inverse shadow

2009-05-20 Thread Jean-Sébastien Guay
Hi Robert, And that's why I'm typically so resistant to platform specific/hardware/driver specific hacks. Driver quality comes and goes but we have to live with our code forever! Well, we can always change it back... With a check for driver version so it still works for those who haven't

Re: [osg-users] Inverse shadow

2009-05-19 Thread Jean-Sébastien Guay
Hello Rodrigo, My first name is Jean-Sébastien (J-S for short) :-) Yes, I'm using an ATI card. In fact, I've searched for past discussions, but didn't find answers, that's why I've posted a new topic. Maybe my search wasn't that good! Thanks for the hint, I'll try with a NVidia card. If it

Re: [osg-users] Inverse shadow

2009-05-19 Thread Jean-Sébastien Guay
Hello Rodrigo, Oh, I thought everything was integrated. Thanks a lot, I'll pay more attention to the mailing list. Well all posts from the forum go to the mailing list and inversely, but not all history (archives) were imported to the forum when it was created. So if you want to search old

Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-18 Thread Jean-Sébastien Guay
Hello Alexandre, What you're proposing is to copy slave camera view matrix into master (default) camera matrix each frame, am I right ? Isn't it another way yo avoid this copy ? isn't it a little expensive ? No, I'm proposing to copy the slave camera's view matrix into an osg::Uniform each

Re: [osg-users] [build] iv file not being read

2009-05-15 Thread Jean-Sébastien Guay
Hi Abhinav, i am trying to read an iv file but its not being read. the code i am using is : *** SoInput sceneInput; if ( !sceneInput.openFile( plugins\\graphs\\myInventor.iv ) ) { QMessageBox::information(mInventorGrid[3],

Re: [osg-users] light, normals

2009-05-15 Thread Jean-Sébastien Guay
Hi JP, and make two primitives. By two primitives, do you mean two osg::Geometry objects sharing the same vertex array? (as opposed to two PrimitiveSets in the same osg::Geometry, which is what he was trying to do...) Yes, that's true and clever, I hadn't thought of that. Thanks for your

Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Jean-Sébastien Guay
Hi Alexandre, something isn't right with the last thing I said, when creating a new osgViewer::View a main camera is created by default, so it's not possible to have 2 slave cameras only and no main camera, am I right ? Of course, an osgViewer::View will always have a main camera. This is

Re: [osg-users] huds on multiple cameras

2009-05-15 Thread Jean-Sébastien Guay
Hello Guy, I have 2 windows, each with its own camera/viewport. I need to display a different hud on each camera. What's the best solution for this. I looked at the hud example, but there is only one hud and it is added to the scene, and therefore gets displayed on each camera. You have a few

Re: [osg-users] light, normals

2009-05-15 Thread Jean-Sébastien Guay
Hi JP, Sorry, primitives is a bit vague. I normally make separate (sometimes to set e.g. renderbin number on each) osg::Geometry, each with single addPrimitiveSet. I have not tried multiple addPrimitiveSet on single geometry, but think/hope it should also be OK and share the vertex array.

Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Jean-Sébastien Guay
Hi Alexandre, In my resize implementation I directly update the projection matrix from the slave camera and I don't update the _projectionOffset wich for me is useless. Why don't you update the projection matrix of the master camera? If both slave cameras render to the same GraphicsContext

Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-15 Thread Jean-Sébastien Guay
Hello Alexandre, Well apparently I did achieve to set up my application with 2 slave camera, but there is one last problem, I'm using a shader for my sky sphere wich isn't working when using 2 slave cameras, has anyone already had trouble with shaders and slave camera ? Do you mean that

Re: [osg-users] VRML plugin

2009-05-15 Thread Jean-Sébastien Guay
Hi Philip, I also note that previous discussion about why the VRML plugin couldn't be updated to a newer version of OpenVRML centred on the boost dependency. I'm sure that thats much less of an issue now that we have boost binaries for most Linux distros, plus Windows and Mac. That, and the

Re: [osg-users] osganimationtimeline question

2009-05-15 Thread Jean-Sébastien Guay
Hello Cory, When I try to run osganimationtimeline on my machine, I get an error that says: This example works only with osgAnimation/nathan.osg Does anybody have a copy of this file? I think it should probably be distributed with the example, or the example should be removed from the

Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-15 Thread Jean-Sébastien Guay
Hi Robert, Good to see you're feeling better. After a long delay - health, submissions backlog and other work all got in the way of a quick turn around on this rc4, I've finally got tagging OpenScenGraph-2.8.1-rc4. You can download it from:

Re: [osg-users] moving the camera to predefined locations smoothly

2009-05-15 Thread Jean-Sébastien Guay
Hi Cory, I'm thinking about adding a handler for GUIEventAdapter::FRAME to my event handler callback and move the eye a fraction of the way towards the destination. Successive FRAME events would eventually get the camera in the right place and it should be a smooth move. Is this a reasonable

Re: [osg-users] Visual Studio Setup Woes

2009-05-14 Thread Jean-Sébastien Guay
Hello Dwight, Thanks for the info Skylark. I got it working today and made a blog post about the process in extremely simplified terms: http://dwightdesign.com/2009/05/installing-openscenegraph-280/ A few notes on your blog post: 1. At step 5, you could have just copied the contents of the

Re: [osg-users] Visual Studio Setup Woes

2009-05-14 Thread Jean-Sébastien Guay
Hi again Dwight, I've added a link to this tutorial on the tutorial originally giving me problems, so hopefully it will help others in the future. About this, I just spent a few minutes updating the tutorial. I tried to make it clear in the first few lines of the tutorial that this is only

Re: [osg-users] removal of OSG specific environment variables from find modules

2009-05-14 Thread Jean-Sébastien Guay
Hi Philip, Does anyone depend on the OSG_ROOT, OSGDIR, and OSG_DIR environment and/or registry session variables in the non-OSG related CMake find modules in CMakeModules? I don't think so, it would be a bit weird wouldn't it? What was the rationale in using those in those modules in the

Re: [osg-users] World space bounding box

2009-05-14 Thread Jean-Sébastien Guay
Hi Paul, const osg::MatrixList m = node-getWorldMatrices(); osg::ComputeBoundsVisitor cbv; node-accept( cbv ); osg::BoundingBox bb = cbv.getBoundingBox(); osg::Vec3 minV = bb._min * m.front(); osg::Vec3 maxV = bb._max * m.front(); osg::notify( osg::ALWAYS ) minV

Re: [osg-users] Problems with FBOs when taking high resolution screenshots.

2009-05-14 Thread Jean-Sébastien Guay
Hello Jesper, Thank you very much, I suspected it was something like that. Do you know if there another standard way of making high resolution renderings via OSG that isn't hit by the graphics card texture size limitations? You can do tiling - take multiple screenshots, each using the

Re: [osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-14 Thread Jean-Sébastien Guay
Hi Chris, Paul suggested using multiple Camera objects in the Scene and playing with the heirarchy, reference frame and identity matrix to make a sub-camera track its parent. That's probably what I would have tried too. It seems weird to me that the ClearNode clears at the start of rendering

Re: [osg-users] World space bounding box

2009-05-14 Thread Jean-Sébastien Guay
Hi Sebastian, My previous post addresses exactly this problem in efficient way. Yes, I saw your post after I sent mine. Sorry about that. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] Question about osgViewer::View::EventHandlers

2009-05-14 Thread Jean-Sébastien Guay
Hi Moji, So is there any specific reason for using ref_ptr instead of observer_ptr in definition of osgViewer::View::EventHandlers? The viewer owns the event handlers, thus ref_ptr is the right choice. The normal usage of an event handler is: viewer-addEventHandler(new MyEventHandler);

Re: [osg-users] World space bounding box

2009-05-14 Thread Jean-Sébastien Guay
Hi Paul, Ah. The OP didn't specify axis-aligned in the initial post (or if it was mentioned, I somehow missed it... Either way) my apologies. Well, osg::BoundingBox is axis-aligned (xmin, xmax, ymin, ymax, zmin, zmax) so I assumed. You didn't assume, which ultimately is better... :-) The

Re: [osg-users] LineSegmentIntersector with transformations

2009-05-14 Thread Jean-Sébastien Guay
Hello Guillaume, I am trying to use a LineSegmentIntersector and want to specify start and end points in world space coordinates. Aditionally, the Drawable I want to intersect has parent nodes with transformations (translate / rotate / scale). How can I achieve this ? When you use your

Re: [osg-users] Intersection question

2009-05-14 Thread Jean-Sébastien Guay
Hello Cristina, I am using a LineSegmentIntersector to determine all the intersections in my scene. In the osgUtil::LineSegmentIntersector::Intersections multiset, is the first intersection in the set the closest to the startPoint? Yes. The set automatically orders based on Intersection's

Re: [osg-users] Problem with my cubemap

2009-05-14 Thread Jean-Sébastien Guay
Bonjour Kévin, I try to create a cubeMap on a sphere. It works but all my images (.bmp) on cubemap's faces are flip ... You can flip images with osg::Image::flipHorizontal() or osg::Image::flipVertical(). I don't know why they come out that way by default though. Perhaps your BMPs assume

Re: [osg-users] Multiple ClearNodes in a scene, or 2D layering of 3D geometry

2009-05-14 Thread Jean-Sébastien Guay
Hi Chris, I will expand on the abstract explanation, and then reveal my optimal solution -- which is a bit of a hack, but is still the most elegant. [...] Wow, yeah that's a nice setup and good solution to it. I'll probably be able to use a similar technique in our simulators. Thanks for

Re: [osg-users] light, normals

2009-05-14 Thread Jean-Sébastien Guay
Hi Christian, my geometry has 9 vertices - i thought if i use a drawElement index with index swaps to revist a vertex, this would give me the opportunity to use more than one normal per vertex (there are reasons why i need this ;-). i now think the truth is, only real vertices in the

Re: [osg-users] intersectorGroup, LineSegmentIntersector start end

2009-05-13 Thread Jean-Sébastien Guay
Hello Petr, 4) Update position line [...] 5) Check intersect if ( intersectorGroup-containsIntersections() ) { ... intersection.getWorldIntersectPoint(); //interscetion point is still the same(!) 33.0f, - 23.0f, 0.0f //i thought that correct point must be 33.0f, 23.0f, 0.0f because

Re: [osg-users] Development of Qt support as part of osgViewer

2009-05-13 Thread Jean-Sébastien Guay
Hello John, Thanks ! :) It helped to use the TextureVisitor to disable unrefImageDataAfterApply. Glad I could help. Have you tried to share the OpenGL context between the widgets to avoid several instances of all object resources. I have not tried it, no. It could help, but I think then

Re: [osg-users] intersectorGroup, LineSegmentIntersector start end

2009-05-13 Thread Jean-Sébastien Guay
Hello Petr, Thanx mery much Skylark, here is the correct code, the Blue color is update. So I assume it works for you now? J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com

Re: [osg-users] Problems with FBOs when taking high resolution screenshots.

2009-05-13 Thread Jean-Sébastien Guay
Hi Jesper, In both cases this occors when the screenshot is larger than 2048x2048 pixels. The lower-left 2048x2048 pixels of the screenshot are always correct, but the rest is black. I'd guess you're hitting a texture or FBO size limitation in the graphics cards your clients are running on.

Re: [osg-users] Camera Callback

2009-05-13 Thread Jean-Sébastien Guay
Hello Ruiying, I've been playing adding a camera call back. But I can't figure out why I can change the background clear colour, yet I can't set the view matrix of the camera? Do you have a camera manipulator on your View? If so, the manipulator's calculated view matrix will override

Re: [osg-users] Disabling the non power of two option of a loaded model

2009-05-13 Thread Jean-Sébastien Guay
Hello Alfonso, I don't know how to do it. I want to disable this option because when these road textures are first seen by the camera, the program stops for a moment to scale them to the power of two and it is quite rough. You have a few options, and not all of them are disabling that

Re: [osg-users] Disabling the non power of two option of a loaded model

2009-05-13 Thread Jean-Sébastien Guay
Hi Alfonso, I have turned the .ive model into a --compressed .ive model and now it works perfectly. It is certainly the most simple solution. Good to know it was an acceptable solution and worked for you. I'm sorry but at the moment I don't have enough knowledge to write the

Re: [osg-users] Non-model elements in scenegraph

2009-05-13 Thread Jean-Sébastien Guay
Hi Martin, Some of this I can do with stateattribute so that eg. a gridline is always drawn with no lighting but for things like picking the intersector visitor must explicitly know to ignore a grid. The point was to make a distinction between real model elements and 'decoration' elements -

Re: [osg-users] osgviewer question

2009-05-13 Thread Jean-Sébastien Guay
Hi Keith, I want to set up an initial view matrix that looks down the Z-axis, approaching a 2D mode. I can currently do the effect I want but I have to use the mouse to reposition the view. This is not that big a deal but would be some help in manipulating the current view frustum. What is

Re: [osg-users] nodemask culling and picking questions

2009-05-13 Thread Jean-Sébastien Guay
Hello Lee, What does it take to get display culling of objects based on NodeMask values? I'm setting the NodeMask on nodes (Geodes) in the scenegraph and calling view-getCamera()-setCullMask(value) but I'm not seeing any change in the geometry displayed. Is there something I need to enable?

Re: [osg-users] bugfix osgDB cross-DLL allocation problem

2009-05-12 Thread Jean-Sébastien Guay
Hi Hartmut, it will have bindings to two different C runtimes. Intermediate manifests are forcibly linked into your binaries. What? I thought the runtime version issues only affected the C++ runtime, not the C runtime? At least with VC++ 2005, pure-C libraries had no issues with runtime

Re: [osg-users] Development of Qt support as part of osgViewer

2009-05-12 Thread Jean-Sébastien Guay
Hi John, I have, however, problems with textured models and the composite viewer. When I add a new view after initalization (application has entered the frame loop), the new view (within an QOSGWidet) does not show the textures. It the views are added before entering the frame loop there are

Re: [osg-users] Visual Studio Setup Woes

2009-05-12 Thread Jean-Sébastien Guay
Hello Dwight, Most of your problems seem to stem from relative inexperience with the tools/environment, which we can hopefully help you out with. It's just a matter of learning. We've all been there. Topic by topic: 1. Clicking Configure on CMake using the OpenSceneGraph 2.8.0 code results

Re: [osg-users] example of 3d Text

2009-05-12 Thread Jean-Sébastien Guay
Hello Alena, I'm a newbie in osg, and I was wondering if there is any working example for 3D Text. The only thing I could find is osgtext3D example (build of osg source) but that doesn't work. I tried some code modification by myself, but no luck so far. The osgtext3d example works for me.

Re: [osg-users] Visual Studio Setup Woes

2009-05-12 Thread Jean-Sébastien Guay
Helo Dwight, However, as I suspected, one can develop using the precompiled binaries. My only problem is that I don't know how to do that. At least not with a project this large. One library maybe, but OSG is huge. Well, there are two parts to your question: how do I use OSG (i.e. what

Re: [osg-users] [3rdparty] looking at osgOcean; some provocative ideas.

2009-05-11 Thread Jean-Sébastien Guay
Hi Art, Very nice! The presentation is great too, have you ever been part of the demoscene before? Those demos are in similar style... http://en.wikipedia.org/wiki/Demoscene 1. http://www.tevs.eu/project_siggraph07b.html Demo was created with osg 1.2 (very first release of osgPPU) sorry,

Re: [osg-users] bugfix osgDB cross-DLL allocation problem

2009-05-11 Thread Jean-Sébastien Guay
Hi Robert, Hartmut, The changes seem sound, I'd like to see if there are any side effects though, so I'll test the changes in a fresh build linked to a small application tomorrow. I'll let you know what I find out. Change #1 (refer to the original e-mail from Hartmut) is ok, it's a small

Re: [osg-users] VirtualProgram - making programmable pipeline less fixed

2009-05-11 Thread Jean-Sébastien Guay
Hello Wojtek, The code is simple and its basically one class named VirtualProgram. Its derived from osg::Program. It does what its name implies - virtualizes program and shaders in osg::Program similarly to C++ method overloading. Wow, very nice! This indeed fills in one rather large gap

Re: [osg-users] VirtualProgram - making programmable pipeline less fixed

2009-05-11 Thread Jean-Sébastien Guay
Hi Wojtek, I am glad I have Your support. Honestly, I was counting on You ;-) I am not that fluent in English as I would like to be. Writing such posts usually take me much longer than in may native polish, I often realize that some ideas got lost in the midle of batlle with proper

Re: [osg-users] bugfix osgDB cross-DLL allocation problem

2009-05-10 Thread Jean-Sébastien Guay
Hi Robert, Hartmut submitted some Windows specific build changes to the OSG and called for feedback, and I follow up with a request for feedback on these changes. Alas not a single reply I've been very busy on my side so I haven't followed this thread as much as I would have liked. The

Re: [osg-users] [build] SDL no longer builds

2009-05-08 Thread Jean-Sébastien Guay
Hi François, Good to see you've got your issues sorted. That's the power of a large community, more testing and more eyeballs means fewer bugs! Aberdeen, nae as bonny as Montreal I've had a laugh at all your signatures, you have a vivid imagination to come up with a different one each

Re: [osg-users] osgOcean release

2009-05-08 Thread Jean-Sébastien Guay
Hi Kim, Dimi, Not even sure what ccmake is to be honest. Perhaps someone that speaks linux can help me out on this. ccmake is the CMake text-mode (curses) interface to configure a CMake build, similar to cmake-gui or cmakesetup on Windows. Dimi, you should probably set osg-DIR to the

Re: [osg-users] osgOcean release

2009-05-08 Thread Jean-Sébastien Guay
Hi Dimi, This is what I did but it specificaly asks for this osgConfig.cmake file. On a note I use cmake 2.4 patch 6 with which i compiled osg-2.8. Is it possible that only cmake 2.6 and up is working on osgOcean builds? It's possible, someone who knows CMake more than me will have to

Re: [osg-users] osgOcean release

2009-05-07 Thread Jean-Sébastien Guay
Hi Umit, Now I have achieved to GLSL 1.2 and OpenGL 2.1 but it still not enough. I am trying to update to 3.0. Whether or not your driver supports OpenGL 3.0 won't make any difference, OSG does not use OpenGL 3.0 at all (you need to explicitly create an OpenGL 3.0 context in order to use

Re: [osg-users] osgOcean release

2009-05-07 Thread Jean-Sébastien Guay
Hi Kim, This is actually one of the problems that I tried to address with the half finished DynamicShader class in amongst the code. I came to the conclusion that it might be better to have a huge uber shader and block out bits effects code with #defines or add constant variables such as the

Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-07 Thread Jean-Sébastien Guay
Hi Roger, We seem to have jumped straight into a technical discussion on how this could be done with very little discussion on whether it should be done. I think we need to take a step back here. At the moment I am tending toward the view that we should spend effort on improving the current

Re: [osg-users] osgOcean release

2009-05-07 Thread Jean-Sébastien Guay
Hi Umit, As you said I know there will not be any difference for OSG in OpenGL 3.0 but I have tried to upgrade to make my GLSL support to 1.3 or upper(1.4). GLSL 1.4 is part of OpenGL 3.0 so won't make any difference either. But as I said, if the card supports OpenGL 2.1 then it should be

Re: [osg-users] Force updating

2009-05-06 Thread Jean-Sébastien Guay
Hi Miriam, I would need to change the height (at runtime) to the forms (osg::Capsule) . I must to force the update of shapes. How can I do? An important part is that if you have something based on osg::ShapeDrawable and you need to change the properties of the underlying shape, then once

Re: [osg-users] osgOcean release

2009-05-06 Thread Jean-Sébastien Guay
Hi Umit, Great works. Congratulations. I have tried to install but have some problem on FFTW library on compiling VS2003. I will try to compile it by MinGW very soon. I think you are using Linux environment. You can use the precompiled FFTW DLLs from here:

Re: [osg-users] osgOcean release

2009-05-06 Thread Jean-Sébastien Guay
Hi Kim, Brian, FFTW is GPL. Are you concerned about this? Hmmm, is this a problem? If FFTW is used only as a dynamic-link library (.dll or .so) does it still carry with it the implications of the GPL on everything it's linked to? I admit this is a blurry area of my understanding of the

Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Jean-Sébastien Guay
Hi Art, Believe me or not, but this possibility is already there. There is some kind of template message appearing whenever you want to write a post through the forum. So users don't even need to type something extra, it is already there. The template looks like: --- Hi, ... Thank you! ---

Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Jean-Sébastien Guay
Hi Robert, I'm not familiar with the Collada format itself, rather I have always just been a maintainer of the OSG that relies on others for development and support of the Collada plugin, but I do wonder just how much value we get from using the DOM rather than rolling our own xml parsing.

Re: [osg-users] Crash : Models avatar.osg / natan.osg

2009-05-06 Thread Jean-Sébastien Guay
Hi Adrian, Robert, I tested out what Adrian was reporting, perhaps it can give a bit more info. osgviewer avatar.osg I get these messages printed constantly on the console: TransformVertexFunctor Bone arm_r not found, skip the influence group arm_r TransformVertexFunctor Bone Back.004_R.002

Re: [osg-users] osgOcean release

2009-05-06 Thread Jean-Sébastien Guay
Hi Sergey, found BSD fft library, not sure how it might fit or again compatible with osg (but seems BSD is ok to use in any projects ) http://sourceforge.net/project/showfiles.php?group_id=81507package_id=83419 Yes, that's one of the tested libraries in the FFTW benchmark:

Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Jean-Sébastien Guay
Hi Robert, Boy you spot everything that come and goes :-) :-) Something that I found interesting about the quick XML parser code was that being done in C++ it was much more convenient to use than libxml2, when I ported Present3D across from being libxml2 based to osgDB/XmlParser based the

Re: [osg-users] Thoughts on a non Collada DOM based Collada plugin

2009-05-06 Thread Jean-Sébastien Guay
Hi Riccardo, don't you think TinyXml (or its close relative TinyXml++, that also support iterators, templates, exceptions and other c++ friendly features) would be a nice alternative? Considering it took me all of about a day to write, and it was my own code (i.e. I didn't need to learn to

Re: [osg-users] Support becoming less and less personal

2009-05-06 Thread Jean-Sébastien Guay
Hi Martin, Err we have a wiki do we not ? Except you can't edit it or create an account on it. And the wiki link takes you to the front page of the site a) you could always edit it, you just (in the past) needed to log in with the username and password that were given (user:osg

Re: [osg-users] [build] SDL no longer builds

2009-05-06 Thread Jean-Sébastien Guay
Hello François, Nice to see you on this mailing list :-) I can't comment for SDL or WxWidgets, it's been ages since I've compiled those at all. But in general, manually tweaking the makefiles won't help long term, you need to find out why CMake is generating the makefiles that don't work

Re: [osg-users] Possible dangling deleted pointer problem with Dragger/Manipulator

2009-05-05 Thread Jean-Sébastien Guay
Hi Chris, Why not: bool CommandManager::disconnect(Dragger dragger) { osg::ref_ptrDragger localDragger(dragger); _draggerSelectionMap.erase(dragger); _draggerConstraintMap.erase(dragger); // may be deleted at this point return true; } or just: bool

Re: [osg-users] osgviewerQT example

2009-05-04 Thread Jean-Sébastien Guay
Hi Don, There's a significant new clue here. Two of my three systems that crash with osgviewerQT --QOSGWidget cow.osg are multi-processor systems. The third is a very fast single core Xenon. All they systems where there's no crash are single processor systems. Is anyone else able to run

Re: [osg-users] how to draw an object once

2009-05-04 Thread Jean-Sébastien Guay
Hello Zhi Yuan, What I want to do is that I want to draw the model once at the first frame,during the other frames,I just keep the model drawn at the frist frame(do not redraw the model ). First of all, one of the basic principles of real-time rendering is that you actually want the scene to

Re: [osg-users] osgInEurope - osg meeting/conference in Paris

2009-05-04 Thread Jean-Sébastien Guay
Hi Art, And as in the another thread of Jean-Sebastian about ffmpeg-streams, we could even stream to osgmovie directly ;) Of course, only if the plugin run well. Heh, I'll send an update about that in a few minutes :-) J-S -- __

Re: [osg-users] osgviewerQT example

2009-05-04 Thread Jean-Sébastien Guay
Hi Don, Updating the driver fixed the problem on two systems. I don't have access to the third system yet, but it's likely that a new driver will fix that one too. It's not always practical to install new software on other peoples systems. Yeah, I know. That's one of the problems with

Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Jean-Sébastien Guay
Hello Michael, I've recently encountered this same problem myself. My experiments show that iterating over a vector with an iterator is ***TEN TIMES SLOWER*** than with iterator debugging disabled. In release builds! I'm somewhat skeptical of this claim. What experiments were they, and are

Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Jean-Sébastien Guay
Hi Tanguy, For the same reasons Robert explained, I'm not in favour of changing OSG code to make it faster with checked iterators. But I can definitely understand why one would want to disable checked iterators. Well, you certainly have control over that, disable them if you want. But if

Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Jean-Sébastien Guay
Hi Robert, Yet despite all this people still want to use VisualStudio :-) Well, on Windows platforms and despite all that, C++ code is faster when compiled with MS's compiler (compared to gcc - either mingw or cygwin). Plus, Visual Studio is much more than just the compiler. J-S --

Re: [osg-users] Visual Studio, Iterator Debugging, Secure SCL, Slow Performance, and getFileExtension bug

2009-05-01 Thread Jean-Sébastien Guay
Hi Tanguy, My little finger tells me that most mistakes done in VC7/8/9 and its libraries are probably due to the technical incompetence of a few rather than an MS global conspiracy to eliminate native C++. I think it might just be a misguided corporate policy that has very bad ramifications

Re: [osg-users] OpenSceneGraph-2.8.0 osgviewer and dae plugin

2009-05-01 Thread Jean-Sébastien Guay
Hi Simon, [...@vis MINI X-Wing]$ osgviewer MINI\ X-Wing.dae Warning: dynamic library '/usr/local/tools/OpenSceneGraph/OpenSceneGraph-2.8.1-rc3/vis.Linux-2.6.18-128.1.1.el5.x86_64.gcc-4.1.2.release/lib64/osgPlugins-2.8.1/osgdb_dae.so' exists, but an error occurred while trying to open it:

Re: [osg-users] frustum culling in shader

2009-04-30 Thread Jean-Sébastien Guay
Hi Emmanuel, I guess I could also implement this behavior with a cull callback, no ? Yes, but that is a design consideration. Personally, if there's a solution that does not require a callback, I'll prefer that solution, since then I don't have to remember that there's a callback on a given

Re: [osg-users] Shadows textures

2009-04-30 Thread Jean-Sébastien Guay
Hello Patrick, no replies yet :( We use LISPSM here with textured .flt, .ive and .osg models and don't have any of these problems. The fact that the same problem exists with your models when you load them in the osgshadow example is weird. Could you place one small model that exhibits

Re: [osg-users] frustum culling in shader

2009-04-30 Thread Jean-Sébastien Guay
Hi Emmanuel, I haven't try that yet, but according to my previous tests I'm pretty sure this won't work: if I use the ABSOLUTE_RF I will loose the camera rotation (ie the stars will really be fixed on the camera) and that's obviously not the desired effect: the star points must be influenced

Re: [osg-users] osgText texture not reloading correctly the second time?

2009-04-30 Thread Jean-Sébastien Guay
Hi Robert, This does sound like an OpenGL object clear/reuse issue relating to text. Any chance you could create a simple example that demonstrates this issue? I'm doing that right now (both to check if it's reproducible in a simple form and as a possible test case to send). Well, I

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