Re: [osg-users] Projecting a point given a camera

2008-04-21 Thread Robert Balfour
I've used this technique, also using an osg:BoundingBox(-1,-1,-1,1,1,1) check (before applying the windowmatrix) to see if the point is in view. Which leads me to ask, if you have multiple slave cameras (for ex: 4 cams, each viewport rendering 25% of the scene left-to-right), how can you best dete

[osg-users] Multiple cameras

2008-04-21 Thread Robert Balfour
My present osg app configuration is a single view on a single window/screen, with a hud camera overlay, which I simply added to the scenegraph with a high renderbin#. Looking at osgHud example, it seems that this can also be configured by adding the hud camera as a slave cam to the view. Or using

[osg-users] Stereoscopic displays

2008-02-27 Thread Robert Balfour
Two quick questions on stereoscopic displays: 1. Does it make sense to render stereo images on a curved dome screen, or across say 3 angled screens butted together, or a cave? My impression is that stereo would not work on curved/angled screens, as the stereo effect that jumps off the screen woul

[osg-users] pulsating cull time with lightpoints

2008-01-17 Thread Robert Balfour
I have a model of hundreds of lightpoints on the ground, each lightpoint with an associated small light model (taxiway lights at an airport). Looking at this .osg model in osgviewer, the CULL time has a 2Hz pulse, where it jumps from approx 6ms up to 12ms about twice a second. Sometimes it will e

Re: [osg-users] Is point in view?

2007-12-31 Thread Robert Balfour
Paul Martz wrote: > > > Is there a straight forward method to determine if a ground > > xyz target point (or geode bbox centerpoint) is currently > > visible (i.e. within the current view frustrum)? > > > > I'm drawing a HUD target line, but don't want to draw it if > > the target point is not in

Re: [osg-users] Is point in view?

2007-12-30 Thread Robert Balfour
0 - which I guess is what you would get just applying the view and proj transforms without any viewport adjustment? I'm not sure what happens to z here. Thanks. Bob. > > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Behalf Of Robert > Ba

[osg-users] Is point in view?

2007-12-29 Thread Robert Balfour
Is there a straight forward method to determine if a ground xyz target point (or geode bbox centerpoint) is currently visible (i.e. within the current view frustrum)? I'm drawing a HUD target line, but don't want to draw it if the target point is not in view. Thanks. Bob. -- Robert E. Balfour,

[osg-users] Light Points disappearing

2007-12-28 Thread Robert Balfour
I have a lightpoint node with lots of light points at an airport. It's working pretty well. Im' keeping them pretty big as I zoom out. But when I zoom out to a (not too distant) distance the light points disappear. I believe the maxVisibleDistance by default is set to the largest float number, s

[osg-users] Picking LOD'ed models

2007-12-20 Thread Robert Balfour
I'm using a LineSegmentIntersector to pick an object in the scene. The returned nodePath array gives me the geode, which I add an osgFX::Scribe wireframe onto. Now when I do this on an LOD model (child0-low-res model, child1 hi-res model), I seem to always get the child1 high-res geode picked, whi

[osg-users] License issue with .net loader?

2007-12-01 Thread Robert Balfour
Is there a potential license issue with the .net osg plugin? In the ReaderWriterNET plugin source directory, the sockstream.cpp component file has a header comment referencing the GPL license, which is much more limiting that the OSG LGPL(+relaxed for static linking) type license? Bob. -- Robert

Re: [osg-users] 64-bit OSG

2007-11-29 Thread Robert Balfour
Gordon Tomlinson wrote: > > Note on 32 bit even though the system may let you get to 3gb of memory seen > > Your addressable memory space per process will be limited to around 1.8gb on > a 32bit system > Why is that? And is that per process, or per thread? Bob. -- Robert E. Balfour, Ph.D. E

Re: [osg-users] 64-bit OSG

2007-11-29 Thread Robert Balfour
Daniel Holz wrote: > > hi, > > what are the benefits of using a 64bit build of osg. as far as i know at > least the floating point precision is not higher than with 32bit, or am > i wrong? > My issue is the 32-bit 4GB system address space limitation, which actually will limit you to 3GB of usab

[osg-users] 64-bit OSG

2007-11-28 Thread Robert Balfour
Does OSG support Windows 64-bit architectures, and if so has anyone been using OSG in 64-bit MSWindows successfully? Are there any pitfalls to avoid? Thanks. Bob. -- Robert E. Balfour, Ph.D. Exec. V.P. & CTO, BALFOUR Technologies LLC 960 South Broadway, Suite 108, Hicksville NY 11801 Phone: (5

Re: [osg-users] Textures turning white

2007-11-27 Thread Robert Balfour
ior crops up again. > It looks like the latest Nvidia Quadro FX 5500 driver (9Nov07) fixed the problem. Thanks... Bob. > > On Nov 26, 2007 10:41 PM, Robert Balfour <[EMAIL PROTECTED]> wrote: > > In a large cityscape of loaded .osg/ive high-rise textured building > > m

[osg-users] Textures turning white

2007-11-26 Thread Robert Balfour
In a large cityscape of loaded .osg/ive high-rise textured building models (LOD, not PagedLOD), initially everything looks great flying in and out around all the buildings, then sometimes after a while some of the building texture faces turn white. I know that invalid/incomplete GL textures will b

Re: [osg-users] osgViewer render loop

2007-11-17 Thread Robert Balfour
Robert Osfield wrote: > > As for window minimization issues, this is something that is windowing > dependent. I don't recall having done any work personally on > explicitly handling window minimization, the app should be getting the > events though so an event handler in the view could probably b

Re: [osg-users] osgViewer questions

2007-11-16 Thread Robert Balfour
ote: > > These messages often appear with Intel motherboard renderers such as the > 845G. An upgrade to the latest driver might help. > > Roger > > > -Original Message- > > From: [EMAIL PROTECTED] [mailto:osg-users- > > [EMAIL PROTECTED] On Behalf

[osg-users] osgViewer questions

2007-11-16 Thread Robert Balfour
Three points of question: 1. When running the simple osgViewer app (OSG 2.2.0) I consistantly see this message during startup: Warning: detected OpenGL error 'invalid enumerant' after RenderBin::draw(,) Both my installs of OSG 2.2.0 have this symptom with osgViewer app. Is there something I can

[osg-users] Window titlebar icon/text

2007-11-16 Thread Robert Balfour
I'm using the osgViewer class on WinXP. Is there a straightforward way to set the application icon and text on the window titlebar? (or do I get the native window handle and do it platform-specific) Thanks. Bob. -- Robert E. Balfour, Ph.D. Exec. V.P. & CTO, BALFOUR Technologies LLC 960 South B

[osg-users] Multi-color lightpoints

2007-11-14 Thread Robert Balfour
I'm taking a first look at lightpoints. If I needed a single lightpoint with half the light sphere green in one direction and the other half red in the opposite direction, can this be readily done? With a single lightpoint, or two half lightpoints? Is this what lightpoint Sector could be used fo

[osg-users] Efficient dynamic texture updates

2007-11-09 Thread Robert Balfour
For an efficient implementation, what would be the method of choice in OSG for dynamically updating multiple texture images (say 300x200) each frame: 1. Update the texture2D images each frame (which I have used in the past, but not on multiple textures). 2. Use a texture subload (which has been s

Re: [osg-users] Integration of OGL draw() method

2007-10-19 Thread Robert Balfour
And also I found good information that helped me figure this out in the OSG Quick Start Guide and the OSG Reference Manual that I recently purchased. Good job Paul... Every OSG'er should get themselves a copy (even seasoned developers like me who have been using OSG for a number of years). Bob.

Re: [osg-users] Integration of OGL draw() method

2007-10-19 Thread Robert Balfour
That's what I tried, based on what Paul said, and it seems to be working well. Thanks... Is there a #define for the "highest number renderbin" ?, or a safe number to use? Bob. -- Vican, Justin E. wrote: > > Hi Bob, > I've done this by deriving an osg::Drawable class, and o

[osg-users] Integration of OGL draw() method

2007-10-19 Thread Robert Balfour
I have some 3rd party OGL code that needs to draw (add some 2D/3D decorations) directly to the framebuffer after everything else is drawn (i.e. right before swapBuffers). What would be the best way to do this: 1. add a call in Viewbase.cpp to call the 3rd party draw() method right before swapBuff

[osg-users] Textured buildings turn white

2007-10-02 Thread Robert Balfour
I am rendering a lot of detailed textured buildings in a dense urban scene. Most of the time, it looks great. There is a low LOD with just colored building faces, and when you get closer to a building the textured faces switch in. But occasionally a condition arises where, when you zoom in close

[osg-users] Transparent models

2007-08-31 Thread Robert Balfour
I have two transparent walls (alpha = 0.5) against an opaque surface. Initially everything looks good - you can see the second wall thru the first (closer) wall, and can make out the opaque surface thru both of them. But when I move the first wall very close to the second wall (but still complete

Re: [osg-users] Alpha Transparency control

2007-08-30 Thread Robert Balfour
ert Osfield wrote: > > Hi Bob, > > Which version of the OSG are you using? Check the src/osgPlugins/osg/ > directory to see if it has BlencColor.cpp, if not its time to update > your OSG version :-) > > Robert. > > On 8/29/07, Robert Balfour <[EMAIL PROTECTED]&

Re: [osg-users] Alpha Transparency control

2007-08-29 Thread Robert Balfour
-Original Message- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf > > Of Robert Balfour > > Sent: Tuesday, August 28, 2007 9:42 AM > > To: osg-users@lists.openscenegraph.org > > Subject: [osg-users] Alpha Transparency control >

[osg-users] Alpha Transparency control

2007-08-28 Thread Robert Balfour
I want to put a stateset on top of a model subgraph to override the alpha values of all its vertices, in order to have global control of the model transparency. What's the appropriate way to set this up using BlendFunc, BlendEquation, etc.? Or is the only way to traverse the subgraph and change al

[osg-users] Retrieving image from a compressed texture

2007-08-10 Thread Robert Balfour
I have loaded a textured .osg model, and then retrieved the image [getImage()] associated with each texture. This worked fine. The I used osgconv to convert the .osg to an .ive, using --compressed-dxt3 to compress the textures. Now when I load the .ive and retrieve the image associated with each

Re: [osg-users] Basic memory usage question

2007-07-24 Thread Robert Balfour
ure > objects aren't shared between the contexts." > > That should do it. > > John > > >-Original Message- > >From: [EMAIL PROTECTED] > >[mailto:[EMAIL PROTECTED] On Behalf > >Of Robert Balfour > >Sent: 24 July 2007 16:17 > >To

[osg-users] Basic memory usage question

2007-07-24 Thread Robert Balfour
I have a large .FLT model with lots of .tif textures (I actually converted it offline to an ive with compressed textures). When it initially loads it looks like it takes up about 800MB of memory. Then when it renders (after I zoom into its LOD range) the memory usage jumps to approx 1.6GB (i.e. it