[osg-users] Render to large float textures

2008-02-22 Thread Poirier, Guillaume
Hello OSGers ! I am trying to render to a large float image of dimension 4368 X 2912. I allocate an osg::Image of that size, GL_RGB, GL_FLOAT, and GL_RGB32F_ARB. I attach that image to my camera COLOR_BUFFER. Interestingly when I read back the image pixels > 4096 in x wrap around. Everything <

Re: [osg-users] Render to large float textures

2008-02-25 Thread Poirier, Guillaume
sure about FBO's you'll need to look this up. Robert. On Fri, Feb 22, 2008 at 9:41 PM, Poirier, Guillaume <[EMAIL PROTECTED]> wrote: > > > > > Hello OSGers ! > > I am trying to render to a large float image of dimension 4368 X 2912. > > I allocate an o

[osg-users] Representing a trackball view with a cube

2008-05-30 Thread Poirier, Guillaume
Hello, I am trying to represent a trackball view with a cube, with each face of the cube labelled "front", "top", "right", etc. I'd like the cube to be positioned in the window corner and follow the trackball view. I assume that the initial home position corresponds to the front view. Now I've

Re: [osg-users] Representing a trackball view with a cube

2008-05-30 Thread Poirier, Guillaume
up, you'll need to derive a new manipulator. BTW, I think this is covered in the online FAQ as well as the Quick Start Guide. -Paul On May 30, 2008, at 8:21 AM, Poirier, Guillaume wrote: > Hello, > > I am trying to represent a trackball view with a cube, with each >

[osg-users] BlendEquation with RGBA_MIN / RGBA_MAX

2008-08-15 Thread Poirier, Guillaume
Hello Robert et al., I am trying to get in a texture the minimum and maximum depths for each texels. I render my scene to a FBO using a float texture (GL_RGBA32F_ARB). The scene has different fragments in depths that maps to one texel. I disable the depth test to process all those fragments in

[osg-users] OSG 2.6 and geometry shader issue

2008-08-15 Thread Poirier, Guillaume
Hello again, My program outputs the maximum vertices output for a geometry shader as follows: GLint maxGeomVerts; glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT, &maxGeomVerts); osg::notify(osg::NOTICE) << "Max geometry shader output vertices: " << maxGeomVerts << std::endl; Interestingly,

Re: [osg-users] Convertion to osg::Image from IplImage (OpenCV) for useas texture

2007-09-17 Thread Poirier, Guillaume
Hi John, I wrote a osgImage2IplImage, not sure if it could help you, but here it is: /*! Image conversion functions Utility functions to convert between different image representations */ IplImage* osgImage2IplImage(const osg::Image& p_osgImage) { const unsigned char *buffer = p_osgImage.d

[osg-users] Trackball and view question

2007-09-18 Thread Poirier, Guillaume
Hello everyone, I am using a SimpleViewer. I set up a post draw callback on its main camera. In it I read the camera eye, center, and up vectors. Initially, this give me (0, 0, 0), (0, 0, -1), and (0, 1, 0) respectively. This is what I expect and it gives me a particular view of my scene. N

Re: [osg-users] Trackball and view question

2007-09-19 Thread Poirier, Guillaume
d has been totally superseded. Robert. On 9/18/07, Poirier, Guillaume <[EMAIL PROTECTED]> wrote: > > > > > Hello everyone, > > I am using a SimpleViewer. I set up a post draw callback on its main > camera. In it > I read the camera eye, center, and up vectors. In

Re: [osg-users] Trackball and view question

2007-09-26 Thread Poirier, Guillaume
27;m a bit perplexed that you are suprised by this. Also please considering move from SimpleViewer up to osgViewer::Viewer working as an embedded viewer in 2.x rather than using SimpleViewer as it only existed for a short while and has been totally superseded. Robert. On 9/18/07, Poirier, Guillau

Re: [osg-users] Trackball and view question

2007-09-27 Thread Poirier, Guillaume
Well this is what I was trying, using viewer.getCamera()->getViewMatrixAsLookAt(osg::Vec3 &eye, osg::Vec3 ¢er, osg::Vec3 &up, float lookDistance=1.0f). In step 2 (with trackball manipulator) I read back the eye, center, and up values in the camera post draw callback. When the pose is almost i

Re: [osg-users] Trackball and view question

2007-10-02 Thread Poirier, Guillaume
appreciate > > any feedback on this, pointers or gothcas from people with more > > experience than I have. Also, if there are any examples that better fit > > what I am trying to do, I would be much obliged. > > > > Thank you kindly, > > Morne > > ---

[osg-users] osg2.2 and TemplateIndexArray

2007-10-11 Thread Poirier, Guillaume
Hello ! I just downloaded version 2.2 and switched. The only modification I've made to my code that was working was to upgrade from SimpleViewerQT to ViewerQT, following the example. Since I upgraded I keep getting run-time errors in 0x2b78c03ff596 in osg::TemplateIndexArray::index () from

Re: [osg-users] osg2.2 and TemplateIndexArray

2007-10-12 Thread Poirier, Guillaume
: Re: [osg-users] osg2.2 and TemplateIndexArray Hi Guillaume This look like a use of library with different version Have you rebuild and reinstall OSG before run your test. David 2007/10/11, Poirier, Guillaume <[EMAIL PROTECTED]>: > > > Hello ! > > I just downloaded ver

Re: [osg-users] Multipassshading in OSG v1.2

2007-10-12 Thread Poirier, Guillaume
I've seen a lot of posts lately regarding multi-pass shading. I think the core osg should probably offer more high level capabilities wrt shaders. I am attaching some code I've made that works for me to do what I call "ModelEffects" (multi-pass shaders on models) and "PostEffects" (multi-pass pos

[osg-users] osgviewerQT + StatsHandler

2007-10-17 Thread Poirier, Guillaume
Hello ! Sorry if this was already discussed... I checked on the gmane archive and could not find anything on the topic :( Is the osgviewerQT supposed to work with the StatsHandler ? Most viewer examples use it except osgviewerQT.cpp. When I do ViewerQT* viewerWindow = new ViewerQT; viewerWindow

Re: [osg-users] osgviewerQT + StatsHandler (possible modif in osgviewerQT)

2007-10-18 Thread Poirier, Guillaume
--- From: [EMAIL PROTECTED] on behalf of Mario Valle Sent: Wed 10/17/2007 9:40 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgviewerQT + StatsHandler Poirier, Guillaume wrote: > > Hello ! > > Sorry if this was already discussed... I checked on the gmane archive > and co

Re: [osg-users] Is antialising supported by OSG?

2007-10-25 Thread Poirier, Guillaume
I think that anti-aliasing settings are specified in the driver. Check driver settings in Windows or __GL_FSAA_MODE variable in linux. -Original Message- From: [EMAIL PROTECTED] on behalf of Yi Wang Sent: Wed 10/24/2007 11:07 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users

[osg-users] custom drawImplementation with multiple shaders

2008-12-22 Thread Poirier, Guillaume
Hello, I have a class deriving from Drawable. In the drawImplementation(), I'd like to render 2 objects, with 2 different programs (and different textures, uniforms). What is the best way to do this ? I tried: pProgram1->apply(state); // draw something pProgram2->apply(state); // draw som

Re: [osg-users] custom drawImplementation with multiple shaders

2008-12-22 Thread Poirier, Guillaume
formance as the OSG will be able to do state sorting and lazy state updating, something you can't do if you embed state into Drawables. Robert. On Mon, Dec 22, 2008 at 4:12 PM, Poirier, Guillaume wrote: > Hello, > > I have a class deriving from Drawable. In the drawImplementat

[osg-users] Framestamp time non-increasing

2009-01-14 Thread Poirier, Guillaume
Any idea why in Windows the simulation / reference time is not always increasing ? I tested in Linux and it works fine as expected... I base an animation on it is it is jerky. The frame number is always increasing properly but not the time. I do void Update::operator() (osg::Node* node, osg::N

Re: [osg-users] Sketchup rendering

2009-02-05 Thread Poirier, Guillaume
Hi Serge, You could probably achieve that look with flat shading (maybe some color quantization) combined with edge / silhouettes / creases extraction. Check out something like http://postulate.org/silhouette.php From: osg-users-boun...@lists.openscenegrap

[osg-users] LineSegmentIntersector with transformations

2009-05-14 Thread Poirier, Guillaume
Hello, 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 ? regards, bill _

Re: [osg-users] Ideas for glow effects on 3D objects

2009-05-14 Thread Poirier, Guillaume
Hi Paul, I would suggest that you check the nvidia shader library where there are many glow effects. Usually it is done in screen space with some blur and additive colouring. http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html bill _

Re: [osg-users] osgVolume ready for testing

2009-08-17 Thread Poirier, Guillaume
Sorry I meant that you can do something like: >osgvolume --images data/*.png or >osgvolume --images data/data_000.png And it would load all 256 slices from data_000.png to say data_255.png. guillaume -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-us

Re: [osg-users] osgVolume ready for testing

2009-08-18 Thread Poirier, Guillaume
nderstand the problem you have that your are trying to solve. Please also remember the osgvolume example is just an code example, it's not a tool, you as programming will be using the osgVolume NodeKit, it's up to you how your app assembles it's data. Robert. On Mon, Aug 17, 2

Re: [osg-users] osgVolume ready for testing

2009-08-18 Thread Poirier, Guillaume
-users] osgVolume ready for testing Hi Guiillaume, On Tue, Aug 18, 2009 at 2:52 PM, Poirier, Guillaume wrote: > My question is: If I have 1024 slices as 1024 png image files, how do I > load them in osgvolume ? Sorry this is trivial... osgconv --image *.png is how I'd do it... > Al

Re: [osg-users] osgVolume ready for testing

2009-08-18 Thread Poirier, Guillaume
-18-09 10:53 AM To: OpenSceneGraph Users Subject: Re: [osg-users] osgVolume ready for testing On Tue, Aug 18, 2009 at 3:40 PM, Poirier, Guillaume wrote: > Thanks. The typos are on lines 687, 689, 695, and 930. And which version of the OSG are you talking about??? These line numbers don

Re: [osg-users] osgVolume ready for testing

2009-08-18 Thread Poirier, Guillaume
: OpenSceneGraph Users Subject: Re: [osg-users] osgVolume ready for testing Hi Guillaume, Just to be clear, it looks to me that the typo was "LUMINANACE" (an extra A crept in) which should be "LUMINANCE". Robert. On Tue, Aug 18, 2009 at 4:01 PM, Poirier, Guillaume wrote: >

[osg-users] MatrixTransform and particle system

2009-10-05 Thread Poirier, Guillaume
I am trying to apply a transform to a particle system like this: _transform = new osg::MatrixTransform; _transform->setMatrix(osg::Matrix::rotate(fromDir, toDir)); _geode = new osg::Geode; _geode->addDrawable(particleSystem.get()); _transform->addChild(_geode.get()); addChild(_transform.ge

Re: [osg-users] MatrixTransform and particle system

2009-10-05 Thread Poirier, Guillaume
...@lists.openscenegraph.org] On Behalf Of Poirier, Guillaume Sent: Monday, October 05, 2009 11:18 AM To: OpenSceneGraph Users Subject: [osg-users] MatrixTransform and particle system I am trying to apply a transform to a particle system like this: _transform

Re: [osg-users] MatrixTransform and particle system

2009-10-06 Thread Poirier, Guillaume
Tom Jolley From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier, Guillaume Sent: Monday, October 05, 2009 12:09 PM To: OpenSceneGraph Users Subject: Re: [osg-users] MatrixT

Re: [osg-users] MatrixTransform and particle system

2009-10-06 Thread Poirier, Guillaume
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier, Guillaume Sent: Tuesday, October 06, 2009 1:25 PM To: OpenSceneGraph Users Subject: Re: [osg-users

[osg-users] osgVolume write isosurface to mesh file

2010-05-12 Thread Poirier, Guillaume
Hi, I'd like to know if osgVolume can write an isosurface to a mesh file. cheers, bill ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] osgUtil::Optimizer::MergeGeometryVisitor

2011-02-02 Thread Poirier, Guillaume
Hello OSG community ! Just a quick question on the MergeGeometryVisitor. What is it supposed to do exactly ? My expectation is that it will merge all geometry drawables of a geode into one ? I created and exported a simple cube in 3DSMax. The file has one geode and 6 drawables, one for each fac

[osg-users] Question on optimizer flatten static transforms and line intersections

2011-06-21 Thread Poirier, Guillaume
Hello OSG users, I extract geometries from the scene graph and perform some line intersections directly on them. If there are some transformations above in the tree then the intersections will not take them into account. I'd like to use osgUtil::Optimizer::FLATTEN_STATIC_TRANSFORMS so that the

[osg-users] Lighting problem when using help or stats handler

2011-09-19 Thread Poirier, Guillaume
Hello OSG users, My problem is simple to describe: When in our application we press 's' or 'h' to display either the stats or help, the lighting changes when it should not. Now although I've used OSG for a little while, I am not familiar with the rendering backend of it and may need some sugges

Re: [osg-users] Lighting problem when using help or stats handler

2011-09-19 Thread Poirier, Guillaume
-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: September-19-11 4:56 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Lighting problem when using help or stats handler On 9/19/2011 2:43 PM, Poirier, Guillaume wrote

Re: [osg-users] Lighting problem when using help or stats handler

2011-09-21 Thread Poirier, Guillaume
-boun...@lists.openscenegraph.org] On Behalf Of Poirier, Guillaume Sent: September-19-11 5:16 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Lighting problem when using help or stats handler Hi Paul and al., Yes the geometries do have color and normal arrays. From what I understand the problem is tha

Re: [osg-users] Lighting problem when using help or stats handler

2011-09-27 Thread Poirier, Guillaume
I have attached a simple example that reproduces the problem. I am not sure if this is a OSG problem or if we are not using it properly. The problem occurs when more than 2 pre-render stages are cascading (as described in previous post of thread), as the inherited PositionalStateContainer will

Re: [osg-users] Lighting problem when using help or stats handler

2011-09-29 Thread Poirier, Guillaume
private: osg::observer_ptr m_fx; /// group which has the scene under it }; cheers, guillaume -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier, Guillaume Sent:

Re: [osg-users] OSG question on asynchronous texture readback

2011-10-28 Thread Poirier, Guillaume
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport Sent: October-20-11 12:54 AM To: Poirier, Guillaume Cc: osg users Subject: Re: [osg-users] OSG question on asynchronous texture readback Hi, the GPURegionOfInterestCallback does not do async read at the moment, but you can

[osg-users] Texture image memory leak issue

2011-12-09 Thread Poirier, Guillaume
Hello all, We are using quite large 3D textures in our application loaded from images (a couple hundred MB). On reload the texture / underlying image are deleted and we can see that the Texture3D destructor is called properly and that the application memory is released looking at the process in

Re: [osg-users] Texture image memory leak issue

2011-12-12 Thread Poirier, Guillaume
Thanks for your input. I've upgraded from OSG 2.9.8 to 3.0.1 and the issue seems to be gone... -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Filip Arlet Sent: December-12-11 3:56 AM To: osg-users@list

Re: [osg-users] osgVolume not working with latest ATI Radeon drivers on Windows

2012-04-18 Thread Poirier, Guillaume
Hello OSG users, osgvolume does not work for me with an ati card and found the following thread in the archives which sounds like the same issue but unfortunately without a solution: http://forum.openscenegraph.org/viewtopic.php?t=8913&start=0&postdays=0&postorder=asc&highlight= I am using Windo

Re: [osg-users] osgVolume not working with latest ATI Radeon drivers on Windows

2012-04-25 Thread Poirier, Guillaume
0 08/03/2012) ? Note that you will have to drag and rotate the initial view to see the image slice... cheers, guillaume From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier, Guillaume Sent: April-