Re: [osg-users] Opaque black shadows since moving to OSG V3.0.1

2012-02-12 Thread Morné Pistorius
Hi all, I actually posted about a similar issue 3 days ago, and included screenshots and a cpp file, but my post never made it on to the list. It may have been filtered due to attachments on first post. Anyway, I think there is a general regression in osgShadow from 2.8.3 to 3.0.1. The problem t

Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-25 Thread Morné Pistorius
x27; m trying also to make it extensible by keeping patch and compiler >> options in separate folders. >> I attach a zip of my current repo: >> try to build the Assemblies/test2 folder with latest 2.8 cmake. >> It should work also for win64 i tested with msvc9 32 >> &g

Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-24 Thread Morné Pistorius
Hi Anders, How did you get on with this? Were you able to build the third party dependencies for Win64? A third party package, even with just the basic dependencies to build most of OSG, would really be helpful. I was about to start building my own when I found this thread, and hoped you had be

Re: [osg-users] OpenSceneGraph-2.8.0-rc3 tagged, please test

2009-02-09 Thread Morné Pistorius
Hi Robert, Built 2.8.0 branch, revision 9716 on Windows, VS 2005 SP1. Everything built fine, 0 errors, 0 warnings. Cheers, Morne On Mon, Feb 9, 2009 at 12:37 PM, Robert Osfield wrote: > Hi All, > > I would like to tag 2.8.0 this afternoon, which means in the next hour > or two. I'm basically

Re: [osg-users] Please test OSG-2.8 in prep for 2.8.0-rc2

2009-02-05 Thread Morné Pistorius
Hi Robert, Just did a fresh build on Windows Vista, VS 2005 SP1. Everything built fine without a single warning! I see nothing unexpected in testing on my application. Good stuff :) Cheers, Morne On Thu, Feb 5, 2009 at 3:31 PM, Robert Osfield wrote: > Hi All, > > I've made several check-in's

Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-04 Thread Morné Pistorius
Hi Robert, Just built a clean checkout of the 2.8 branch on Windows Vista, Visual Studio 8 SP1. Apart from the std::list warning that we can't do much about, there were 4 left in OSGA_Archive.cpp (below). I tested the build in our app and everything worked as expected. Cheers, Morne warning C4

Re: [osg-users] SVN (2.8) bugs in osgviewerQt

2009-02-04 Thread Morné Pistorius
Hi Robert, J-S, Thanks for the suggestions! I removed the Qt event relay methods and added a dummy view with a zero sized viewport to my viewer. The single context, multiple view tiled viewer now works as expected, adding/removing views and clearing the window as it should. Thanks again for you

Re: [osg-users] SVN (2.8) bugs in osgviewerQt

2009-02-03 Thread Morné Pistorius
Hi J-S, Thank you so much for the help, much appreciated. I downloaded and built Qt 4.4.3 today, thinking it might have been a Qt problem, since I was using an older version than Robert. I will replace the event methods with your suggestion. W.r.t the composite viewer, I would really rather use

Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-03 Thread Morné Pistorius
Hi Robert, I think in VS, specifiying something as just unsigned causes the compiler to read "unsigned int". If you change the line to return static_cast(_value); I think the warning will disappear. Cheers, Morne On Tue, Feb 3, 2009 at 2:48 PM, Robert Osfield wrote: > Hi Windows experts, > >

Re: [osg-users] SVN (2.8) bugs in osgviewerQt

2009-02-03 Thread Morné Pistorius
Hi Robert, On Tue, Feb 3, 2009 at 11:21 AM, Robert Osfield wrote: > Hi Morne, > > On Tue, Feb 3, 2009 at 10:50 AM, Morné Pistorius > wrote: >> I first posted about these problems in the Test 2.8 thread. I still >> see two problems in the osgviewerQt example and managed

[osg-users] SVN (2.8) bugs in osgviewerQt

2009-02-03 Thread Morné Pistorius
Hi Robert, I first posted about these problems in the Test 2.8 thread. I still see two problems in the osgviewerQt example and managed to reproduce both in the attached modified file. 1. Unable to spin/throw a model using QOSGWidget as a viewer. 2. viewer->addView doesn't work if the composite v

Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-02 Thread Morné Pistorius
Hi Robert, >> In tests with my app I found some curious behaviour with the >> QOSGWidget (non-GraphicsWindowEmbedded) implementation. >> >> Since moving from the GLWidget approach to this, the throwing >> functionality of the TrackballManipulator disappeared. This is also >> visible in the osgVie

Re: [osg-users] svn/trunk ready to make OpenSceneGraph-2.8 branch, please do last build test of snv/trunk :-)

2009-02-02 Thread Morné Pistorius
Hi Robert, I successfully built the current trunk on Windows, VS8. Attached are more warnings if you are interested (about 71), they look to be mostly benign. In tests with my app I found some curious behaviour with the QOSGWidget (non-GraphicsWindowEmbedded) implementation. Since moving from t

Re: [osg-users] OSG 2.7.9 - Crash in destroying ShadowedScene

2009-02-02 Thread Morné Pistorius
it promptly go up. > > Robert. > > On Fri, Jan 30, 2009 at 4:33 PM, Morné Pistorius > wrote: >> Hi guys, >> >> I am testing the current trunk version of OSG in my application (was >> previously using v2.6.1) and I get a crash on shutdown when trying to >>

Re: [osg-users] CPU usage

2009-02-02 Thread Morné Pistorius
Hi guys, Just one more data point: a colleague of mine tested our OSG app in linux last week and also found one of the cores (on his 8 core machine) utilising 100% cpu. After some investigation, this turned out to a call to schedyield on the thread in the gl driver. Posibly you are seeing someth

[osg-users] OSG 2.7.9 - Crash in destroying ShadowedScene

2009-01-30 Thread Morné Pistorius
Hi guys, I am testing the current trunk version of OSG in my application (was previously using v2.6.1) and I get a crash on shutdown when trying to destroy a osgShadow::ShadowedScene. This only occurs when I have a shadowTechnique set and is caused by destroying the shader program. I am using OS

Re: [osg-users] Please test svn/trunk in prep for 2.7.9 dev release

2009-01-28 Thread Morné Pistorius
And again, attached are warnings on Windows. Down to 66 now... Cheers, Morne On Wed, Jan 28, 2009 at 2:18 PM, Tony Horrobin wrote: > Hi Robert, > > These are the warnings I get under Linux with latest SVN. > > -Tony > > OpenSceneGraph/src/OpenThreads/pthreads/PThread.c++:966: warning: compariso

Re: [osg-users] cant clear background in composite viewer

2009-01-27 Thread Morné Pistorius
Hi Robert, J-S As always, thanks again for the help, it is greatly appreciated. I was able to solve this issue by calling void VOSGTiledViewer::paintGL() { getGraphicsWindow()->setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); getGraphicsWindow()->clear(); getGraphicsWindow()->set

Re: [osg-users] cant clear background in composite viewer

2009-01-27 Thread Morné Pistorius
setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); to the composite viewer. Attached is the example recreating the bug. Cheers, Morne On Tue, Jan 27, 2009 at 12:44 PM, Morné Pistorius wrote: > Hello again Robert, > > I modified the osgcompositeviewer example and setClearMask() works as >

Re: [osg-users] cant clear background in composite viewer

2009-01-27 Thread Morné Pistorius
some light on the problem. Cheers, Morne On Tue, Jan 27, 2009 at 11:43 AM, Morné Pistorius wrote: > Not intentionally, no. I added > > pCamera->setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); > > to the camera attached to the view just to make sure, but it didn&#

Re: [osg-users] cant clear background in composite viewer

2009-01-27 Thread Morné Pistorius
ture > hard-wired into GraphicsContext. Is there a chance that you've > disabled the clear of the colour and depth buffer for the cameras? > > Robert. > > On Tue, Jan 27, 2009 at 11:18 AM, Morné Pistorius > wrote: >> Hi Robert, >> >> Thanks f

Re: [osg-users] Modifying scene graph in event handler is safe, right?

2009-01-21 Thread Morné Pistorius
wThreadPerContext and > CullThreadPerCameraDrawThreadPerContext threading models. The way to > avoid the main thread doing the updates and the rendering thread(s) > for overlapping is to make the StateSet and Drawable with a > DataVariance of DYNAMIC. > > Robert. > > On Wed, Jan 21, 2009

[osg-users] Modifying scene graph in event handler is safe, right?

2009-01-21 Thread Morné Pistorius
Hi all, I used to work under the rule of thumb to only ever modify my scene using update callbacks, but scanning the lists I found reference saying that modification anywhere outside the viewer.RenderTraversal() is safe. I just want to verify this: directly modifying my scene graph in an eventhan

Re: [osg-users] Exportable file formats

2009-01-09 Thread Morné Pistorius
le today to determine supported > formats is to look at the code. > > Paul Martz > Skew Matrix Software LLC > http://www.skew-matrix.com > +1 303 859 9466 > > -Original Message- > From: osg-users-boun...@lists.openscenegraph.org > [mailto:osg-users-boun...@li

[osg-users] Exportable file formats

2009-01-08 Thread Morné Pistorius
Hi guys, I am trying to figure out which of the osg plugins support writing/exporting. Is there a list of supported formats or a way to query osg to find out which plugins support exporting? I will be happy if I can just get a handful - from comments read on the list, I think these are all suppo

Re: [osg-users] Problem applying MatrixTransform to PositionAttitudeTransform

2008-12-05 Thread Morné Pistorius
Hi J-S, Yup, the documentation certainly helped. In this case I blame automatic code completion and bad assumptions. I thought there would be something in osg::Matrix that would return the individual composing parts and autocomplete suggested getRotate() when I typed in 'get'. I just assumed th

Re: [osg-users] Problem applying MatrixTransform to PositionAttitudeTransform

2008-12-05 Thread Morné Pistorius
sg::Vec3 s,t; osg::Quat r,so; ManipMatrix.decompose( t, r, s, so ); pElemCache->setPosition( t ); pElemCache->setAttitude( r ); pElemCache->setScale( s ); Cheers, Morne On Fri, Dec 5, 2008 at 1:08 PM, Morné Pistorius <[EMAIL PROTECTED]> wrote:

[osg-users] Problem applying MatrixTransform to PositionAttitudeTransform

2008-12-05 Thread Morné Pistorius
Hi all, I am hitting my head against a brick wall with this one. I am trying to use osgManipulators to edit nodes in my scene. I attach a node to a manipulator, rotate it, and then detach the node from the manipulator and apply the manipulator's MatrixTransform to the node's PositionAttitudeTran

Re: [osg-users] Outline technique that doesn't triple (or worse) my frame time?

2008-11-28 Thread Morné Pistorius
Hi J-S, Just as another datapoint, I also implemented outlining in a similar way to osgFX::Effect. All times stay the same except draw which triples. In my application, this doesn't affect me too much and I still make 60 fps if an object is selected or not, so I don't mind the jump that much, bu

[osg-users] Understanding node/traversal masks

2008-11-27 Thread Morné Pistorius
Hi guys, I have a scene setup problem that I am sure is easy to solve with OSG if someone could help me properly understand the use of node masks. Consider this scene: Root /\ / \ __/ \__ /

Re: [osg-users] bump mapping using GLSL shaders

2008-11-26 Thread Morné Pistorius
andro Aguilar Sierra < [EMAIL PROTECTED]> wrote: > Hi, > > I suggest you to see the osgshaders example (how osg deals with glsl) > and then consult chapter 11 of the orange book (OpenGL shading > language). You can find the shaders used in the book at > http://3dshaders.com/ >

[osg-users] bump mapping using GLSL shaders

2008-11-24 Thread Morné Pistorius
Hi all, I added bump mapping to a model using osgFX::BumpMapping, but I need something more flexible. My model has two sided lighting and osgFX doesn't support that. Do we have GLSL shaders for bumpmapping in OSG? I think that would be easier to modify to suit my needs than the assembler coded s

[osg-users] Wrong vertex count when loading OBJ files.

2008-09-25 Thread Morné Pistorius
Hi guys, I see a strange problem when I load OBJ files. I use osg::readfilenode() to load an .obj with a known number of vertices, and then inspect the resulting node to see how many vertices was loaded, like so: //debug osg::Node* node = osgDB::readNodeFile( "C:/Data/Meshes/Hand3DIS/Hand

[osg-users] Bug? Unable to pick osgSim::SphereSegment

2008-09-10 Thread Morné Pistorius
Hi all, I seem to be unable to pick a osgSim::SphereSegment using a LineSegmentIntersector. I have many other models in my scene as well that all work fine with the picker, including loaded models and manually assembled geometries. It is just the SphereSegment that doesn't respond. When I click

Re: [osg-users] shader or effect to show selected model

2008-08-13 Thread Morné Pistorius
account for that. > > > Matthew W. Fuesz > Software Engineer Asc. > Lockheed Martin STS > 1210 Massillon Road > Akron, OH 44315 > [EMAIL PROTECTED] > > -Original Message- > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Morné Pistorius > Sen

Re: [osg-users] shader or effect to show selected model

2008-08-12 Thread Morné Pistorius
I did have a look at osgScribe before posting, but overlaying the wireframe is a bit heavy for models with very high polygon counts. I was looking for something a bit more subtle. Cheers, Morne On Tue, Aug 12, 2008 at 12:13 PM, Paul Melis <[EMAIL PROTECTED]> wrote: > Morné Pistor

[osg-users] shader or effect to show selected model

2008-08-12 Thread Morné Pistorius
Hi everybody, I am looking for a bit of inspiration. I want to apply some sort of effect to a picked model in my scene to show that it has been selected. Does anyone have some ideas (or an example shader or code snippet would be excellent!) that they are willing to throw my way? Ideally I would

Re: [osg-users] osgPPU-0.1 developer release

2008-03-27 Thread Morné Pistorius
Hi Art, Could you provide a downloadable zip file or something? When I try to check out the SVN version, I get this error: Error: Can't connect to host 'projects.tevs.eu': No connection could be made because the target machine actively refused it. Cheers, Morne On Thu, Mar 27, 2008 at 1:56 PM

Re: [osg-users] osgshadowd.exe = black

2008-02-07 Thread Morné Pistorius
Just a thought - Is your OSG_FILE_PATH set up properly? When I run it (on stable 2.2 release) the entire scene is black if osg can't find the texture images. If OSG_FILE_PATH is set to my data directory, shadows work fine. From your screen shots it looks like the textures aren't loaded. cheers,

Re: [osg-users] Efficient mesh data structures

2008-02-06 Thread Morné Pistorius
hoped that someone might have used it before. Morne On Feb 5, 2008 8:45 PM, Nicholas Yue <[EMAIL PROTECTED]> wrote: > > On 05/02/2008, Morné Pistorius <[EMAIL PROTECTED]> wrote: > > Hi all, > > > > I am looking for an efficient general mesh data structure and I &g

[osg-users] Efficient mesh data structures

2008-02-05 Thread Morné Pistorius
Hi all, I am looking for an efficient general mesh data structure and I thought I would bounce this one off the list. I came across OpenMesh (http://www.openmesh.org), which looks like it might be useful and could conceivably be integrated into an osgNodeKit. Has anyone here ever used it or coul

[osg-users] multi-view texture mapping

2008-01-09 Thread Morné Pistorius
Hi all, I have a geometry with 6 images for the geometry from different viewpoints. I am trying to texture map it so that each triangle face uses a combination of images with the least oblique viewpoint for that face. I have an algorithm that computes texture coordinates and weights for each tex