[osg-users] Zip plugin

2011-05-25 Thread Thomas Hogarth
Hi Robert I just checked out the latest trunk and when trying to run cmake got an error that zipArchive.h and cpp where missing from the zip plugin. I checked the folder and they were indeed missing. just a heads up Tom ___ osg-users mailing list

Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-17 Thread Thomas Hogarth
Hi Guys Been following this with interest. Having a method to know what map type is in what texture unit will be great. Regarding the normal mapping, is there any chance of getting the exporter to also generate tangent vectors (either from max or using osgUtils). Would be ace if you could also

Re: [osg-users] iOS: how to draw into a UIView object instead

2011-04-20 Thread Thomas Hogarth
Hi Alessandro I needed to get hold of the UIView created by OSG just the other day, although at the mo I do it thought the ui window it creates. //get the osgViewer::GraphicsWindowIOS* window = dynamic_castosgViewer::GraphicsWindowIOS*(_viewer-GetContext().get()); if(window){

Re: [osg-users] OSG on iPhone (size?)

2011-04-20 Thread Thomas Hogarth
Hi All I've been spending the last few hours trying to save some extra KB off of my final exe size onIOS. In the end I got my final exe from nearly 10 MB down to 3.T MB, sweet ay I'm using OpenThreads, osg, osgUtil, osgGA, osgViewer, osgDB, depreciated osg pugin and imageio plugin. The

[osg-users] [osg-users[ Viewer as emmbeded and existing modelview and projection matrices

2011-04-18 Thread Thomas Hogarth
Hi All I'm currently working on added some osg functionality to an existing opengl es app. The application already applies all the relavent matrix and viewport information. I was wondering if there was a simple way to just draw my osg viewer but without applying any matrix or viewports to the

Re: [osg-users] [osg-users[ Viewer as emmbeded and existing modelview and projection matrices

2011-04-18 Thread Thomas Hogarth
, Thomas Hogarth thomas.hoga...@gmail.com wrote: Hi All I'm currently working on added some osg functionality to an existing opengl es app. The application already applies all the relavent matrix and viewport information. I was wondering if there was a simple way to just draw my osg viewer

Re: [osg-users] fbx animation

2011-04-06 Thread Thomas Hogarth
Hi There is no write functionality for the fbx plugin, this is why you need to use .osgb. Once converted there is no difference to using fbx other then you can't re open it in 3ds max etc. Cheers Tom ___ osg-users mailing list

Re: [osg-users] fbx animation

2011-04-02 Thread Thomas Hogarth
Hi I beleive osgDB/XmlPaser is part of osg 2.9.x and higher, the argument passed to the spliter class is an xml file, but for some reason this forum blocks them. Here is the content of the splitConfig.xml file I use. ?xml version=1.0 encoding=ISO-8859-15? OsgAnimationTools

Re: [osg-users] [build] Can't build version osg 2.9.11 for IOS using CMake

2011-03-31 Thread Thomas Hogarth
Hi Peng Sounds like you didn't set you build to OpenGL ES. Check your cmake config again, Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Compiling iOS / iPhone - FreeType build

2011-03-31 Thread Thomas Hogarth
Hi Ryan I also noticed FreeTypes plugin has stopped building on IOS. I do remember someone was working on using osgText with GLES 2 but unsure if they where using the freetypes plugin. Have a sniff around the mailing list for that, if you can't find anything I should be heading back onto IOS in

Re: [osg-users] fbx animation

2011-03-30 Thread Thomas Hogarth
Hi Josue how can i separate the different animations the model? When you say seperate animations I assume you mean split one long animation into multiple sub animations. I've written a little tool to help with this. I've attached the source and an example config. You can use the config file to

Re: [osg-users] VRML plugin working in iPhone / iOS?

2011-03-30 Thread Thomas Hogarth
Hi Ryan Forgot the Vrml plugin :) I don't think OpenVrmls dependencies are a problem, but OpenVrml itself probably will be as it uses OpenGL. I think Roberts advise is very true here (as usual), even if you get OpenVrml compiling it's going to add a lot of bloat to your app due to all the extra

Re: [osg-users] Alpha blending not working on IOS

2011-03-29 Thread Thomas Hogarth
. Anyhow, for anyone else with the problem of alpha blending not working on IOS when using a material, make sure you have lighting enabled. Cheers Tom On 29 March 2011 08:53, Stephan Huber ratzf...@digitalmind.de wrote: Hi Thomas, Am 28.03.11 22:40, schrieb Thomas Hogarth: Has anyone used alpha

Re: [osg-users] Alpha blending not working on IOS

2011-03-29 Thread Thomas Hogarth
wrote: Hi, Thomas Try setting BlendFunc to stateset also. I think you'll want something like osg::BlendFunc(ONE_MINUS_SRC_ALPHA, SRC_ALPHA); Cheers, Sergey. 29.03.2011, 00:40, Thomas Hogarth thomas.hoga...@gmail.com: Hi All This may be a slightly dumb question but I can't seem to get

Re: [osg-users] Alpha blending not working on IOS

2011-03-29 Thread Thomas Hogarth
Just to confirm It was only the Lighting issue, although Sergey's tip is still a good one Tom On 29 March 2011 10:35, Thomas Hogarth thomas.hoga...@gmail.com wrote: Hi Sergey Thanks for the tip, I did try that but still no luck, turned out to be that lighting was disabled. I just sent

Re: [osg-users] VRML plugin working in iPhone / iOS?

2011-03-29 Thread Thomas Hogarth
hi Ryan Has anyone had success getting the VRML plugin to work in iPhone / iOS? Also, has anyone have any luck with these other formats? DAE OBJ FBX 3DS Some of those formats are fine others i'm not sure about. DAE, if you can find the dependencies built for IOS then no probs as I think you

[osg-users] Alpha blending not working on IOS

2011-03-28 Thread Thomas Hogarth
Hi All This may be a slightly dumb question but I can't seem to get alpha blending to work on IOS. I've just finished porting my windows code (which works fine) over to IOS but now my Hud Objects alpha doesn't seem to work. The code I use to enable alpha blending on my hud objects is

Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?

2011-03-02 Thread Thomas Hogarth
Hi Adrien I've never actually done this but I have thought about it as I'll need it eventually. I think your best bet is to look at void BasicAnimationManager::update (double time), that is where an animation is played through and were you can detect that an animation is finished. Perhaps you

Re: [osg-users] Android Development Plans

2011-03-01 Thread Thomas Hogarth
Hi Jorge Downloaded the example apk 'OSG Viewer GLES1 example'. The triangle example runs fine and my single touch input is working to rotate the view. I also get a file saved.osgt on my sdcard containing the following #Ascii Scene #Version 71 #Generator OpenSceneGraph 2.9.11 I can't however

Re: [osg-users] Using tesla for scene rendering

2011-02-24 Thread Thomas Hogarth
Hi Alex Again more info on your setup would be required to really help, but at least now we know you are on windows :). This post I found makes it sound like you can't create GL Contexts on a tesla in windows environments http://forums.nvidia.com/index.php?showtopic=159159 Do you have the

Re: [osg-users] Using tesla for scene rendering

2011-02-23 Thread Thomas Hogarth
Hi Alex I would like to use a multi nVidia Tesla GPU server for rendering large OSG scenes. Is there a way to do that with OSG ? I've never used a tesla before but I know they are capable of running OpenGL. The key is to ensure the context is created on the telsa card and not the display adapter

Re: [osg-users] Android Development Plans

2011-02-21 Thread Thomas Hogarth
Hi Jorge The current Status is... aparently fully functional. Great news, well done to you and your team, I hadn't progressed far at all. I decided to make the jump to linux and then got rather side tracked :). I'd be more then happy to do some testing etc for you guys once you've finished your

Re: [osg-users] Porting GraphicsWindowWin32 and PixelBufferWin32 from WGL to EGL

2011-02-21 Thread Thomas Hogarth
Hi Eric OpenGL ES 2.0 shaders are different to standard glsl shaders. For instance the built in varying gl_TexCoord[0] doesn't exist and gl_lightPosition is gone also. Although a dodgy shader should not cause the app to crash, just the shader will not be used and thus you won't see that

Re: [osg-users] Fwd: Controlling animations in FBX models

2011-02-16 Thread Thomas Hogarth
Glad to hear it worked I got 2 messages: OutputStream::writeObject(): Unsupported wrapper class osg::ComputeBoundingBoxCallback OutputStream::writeObject(): Unsupported wrapper class osg::UpdateCallback I get the same errors, I think it has to do with why you can only save to osgb. I dare say

Re: [osg-users] Fwd: Controlling animations in FBX models

2011-02-16 Thread Thomas Hogarth
Hi Michael Thanks for the info, do you know why I might be having trouble saving these to .ive, .osg, .osgt and .osgx. It's not a show stopper but for some reason I can only re save the imported fbx as .osgb. The rest fail to load except .osg which loads but won't play my animations anymore :(

[osg-users] Fwd: Controlling animations in FBX models

2011-02-15 Thread Thomas Hogarth
you very mutch! I will check it. Renato On Sun, Feb 13, 2011 at 7:06 PM, Thomas Hogarth thomas.hoga...@gmail.com wrote: Attached is the cpp and an example config file. I think it's pretty straight forward. Looks like the forum blocked my xml config so here is a copy in the post below

Re: [osg-users] Cameras and FBOs

2011-02-14 Thread Thomas Hogarth
Hi Javier Is there any way to explicitly pass an osg::FrameBufferObject to a Camera, so the camera renders into it? Yes you can use a framebufferobject as a render to texture target, checkout the osgprerender example. If you want to use the result of your render in your main app i.e. read the

Re: [osg-users] Cameras and FBOs

2011-02-14 Thread Thomas Hogarth
at 4:35 PM, Thomas Hogarth thomas.hoga...@gmail.comwrote: Hi Javier Is there any way to explicitly pass an osg::FrameBufferObject to a Camera, so the camera renders into it? Yes you can use a framebufferobject as a render to texture target, checkout the osgprerender example. If you want

Re: [osg-users] Controlling animations in FBX models

2011-02-13 Thread Thomas Hogarth
Hi Renato / others I've finished my animation splitting system, seems to do the job for me. I used osgDB XmlPaser to allow an xml file to be used for config and have successfully loaded my original long animation file and split it into separate 'takes'. Attached is the cpp and an example config

Re: [osg-users] osgart 2.0 with osg2.9.8 video blinking

2011-02-13 Thread Thomas Hogarth
Hi Michele That looks to be a problem with osgArt, think it is saying that you have a function called setSize in a header file but no implementation in the cpp. Have a look for the implementation Cheers Tom -- Read this topic online here:

Re: [osg-users] Controlling animations in FBX models

2011-02-13 Thread Thomas Hogarth
Attached is the cpp and an example config file. I think it's pretty straight forward. Looks like the forum blocked my xml config so here is a copy in the post below ?xml version=1.0 encoding=ISO-8859-15? OsgAnimationTools sourceFile='./Data/Models/Terrorist/terrorist.FBX'

Re: [osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-07 Thread Thomas Hogarth
Hi Cedric Thanks for checking out my model, sounds like good news to me. I was worried there was something inherently wrong with the model (like too many bones etc). I plan to split the animation into individual animations to make them easier to play and perhaps do some work on blending etc. So

Re: [osg-users] Controlling animations in FBX models

2011-02-04 Thread Thomas Hogarth
Hi Renato I thought it was not possible. How can you save your FBX file with multiple animations? I'm using 3DS Max 2010 and I do not see a way to save multiple animations. I'm not familiar with modeling ... I need to do something similar at the moment. I know MotionBuilde can export fbx

Re: [osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-02 Thread Thomas Hogarth
Hi Cedric Can you send the me files in osg, osgt, osgb. Then I will check those format before trying the fbx plugin (I dont have it installed yet) The link I sent you was to a rar archive containing all the formats you requested, I'll resend the link in a mo. Also what platform are you on. I can

[osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-01 Thread Thomas Hogarth
Hi All / Cedric :) I'm finally playing with the hardware skinning example, works great have 60 textured characters on screen at good fps. I do have a strange effect where the frame rate seems to slowly drop over a period of about 20 seconds to around 18 fps, then instantly ping's back up to

Re: [osg-users] Android Development Plans

2011-01-28 Thread Thomas Hogarth
Hi Chuck Must have missed that info when I downloaded it, looks like I need to do a bit more reading :) Thanks for the heads up Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Please test svn/trunk in prep for 2.9.11 dev release

2011-01-28 Thread Thomas Hogarth
Hi Robert I've had a bit of a strange issue with the latest trunk and probably one you don't want to hear right now :). Every example that runs full screen, gives me one frame (ish), then the screen goes black. Any windowed apps and my own code all seem fine (i.e. CompositeView example works,

Re: [osg-users] Please test svn/trunk in prep for 2.9.11 dev release

2011-01-28 Thread Thomas Hogarth
Hi Robert I'll install latest drivers etc after my breakfast and try running on my other box. Will let you know what happens. So upgrading to the latest drivers has sorted the problem, wonder what the cause was? So for anyone else with blank full screen on nvidia card an upgrade from 258.96

Re: [osg-users] Android Development Plans

2011-01-28 Thread Thomas Hogarth
Hi Jason Yeah, I just downloaded and looked through it. There's an example without a single Java class in it. It just goes straight to EGL and GLES2 in the .c file. Very cool! I've looked through my samples and I can't find this. I've got the hello-gl2 sample but no other gl related ones,

Re: [osg-users] Android Development Plans

2011-01-28 Thread Thomas Hogarth
for setting up egl for you. The stl stuff is still a plus and I wounder what happens if I pull the egl header and .so files into my version 8 sdk :) Cheers Tom On 28 January 2011 15:31, Jason Daly jd...@ist.ucf.edu wrote: On 01/28/2011 05:26 AM, Thomas Hogarth wrote: Hi Jason Never mind found

Re: [osg-users] OpenSceneGraph with glut support

2011-01-23 Thread Thomas Hogarth
Hi Mukund i was wondering if i can use OSG with some low level gl functions? Yes there are ways to do this, check out the osgteapot example in the examples section of the svn code. It shows how to use callbacks to draw the classic glut teapot. It can come in handy although once you get up to

Re: [osg-users] Android Development Plans

2011-01-19 Thread Thomas Hogarth
Hi Guys So I've made a little progress, mainly in learning about the ndk. Think I've just got OpenCV building and think their method is defo the way to go. Rafa, thanks or the example code, would love to get hold of your osg version. i can offer some ftp space if you need it? Jason, like the

[osg-users] Android Development Plans

2011-01-17 Thread Thomas Hogarth
Hi All I've recently got my hands on a little android tablet capable of OpenGL ES 2.0, finally. The Archos 43, seems like it's comparable to an IPod touch 4th gen and pretty cheap (well compared to a Galaxy). http://www.archos.com/products/ta/archos_43it/index.html?country=uslang=en Well I'm

Re: [osg-users] Android Development Plans

2011-01-17 Thread Thomas Hogarth
Big thanks for this J-S This will give me a massive head start, I'll get downloading your code and trying to compile. I successfully got the gl2jni example working on my device (your right, that sure is a long way round and yes very basic :) ) I'm keen to get this working as I too am loving the

Re: [osg-users] Android Development Plans

2011-01-17 Thread Thomas Hogarth
Looks like this is a useful read http://opencv.willowgarage.com/wiki/Android http://opencv.willowgarage.com/wiki/Android ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-06 Thread Thomas Hogarth
Hi Robert I've checked in the renaming of NO to DOES_NOT_FIT_IN_ANY_ROW and YES to FITS_IN_CURRENT_ROW, which are both better descriptions and won't overlap your #defines. An update to svn/trunk will get this change. Thanks, that did the trick, clean builds on Windows and IOS now. This release

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-05 Thread Thomas Hogarth
Hi Stephan I'll keep you posted on the rebuild Did the rebuild and still had the same errors. in the end ensuring Optimzier is included before anything that includes the Foundation Frameworks Foundation.h and probably others. To illustrate the compile error try adding the following to the top

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-04 Thread Thomas Hogarth
Hi Robert Nice one on the fix for the subload it's much appreciated. Thomas could you test out svn/trunk and let me know how you get on. Quick test on windows went fine, but now I've moved over to IOS I'm getting an unrelated compile error. I Optimizer.h there exists an enum

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-04 Thread Thomas Hogarth
Hi Stephan Are you using the xcodeproject generated by cmake? try deleting the cmake-cache and reconfigure the project and crate a new xcode-project. Yes I'm using cmake generated version. Trying a quick re build now, but I have noticed it's only happening if I #include osg/Optimizer in my

Re: [osg-users] Please test svn/trunk in prep for 2.9.10 dev release

2010-12-01 Thread Thomas Hogarth
Hi Robert Great to hear the IOS support is now in the trunk, I wasn't liking git too much :). I built the latest trunk yesterday on Windows 7 using Visual Studio 2008, all seemed to be fine and my own app is still functioning as expected. Also gave the fbx plugin and osgAnimationViewer a quick

Re: [osg-users] FBOs and iOS (iPad/iPhone)

2010-11-20 Thread Thomas Hogarth
Hi Stephan Sweet, yeah checked mine out on the 117th/18th soI'll give it a whirl now. Cheers Tom On 20 November 2010 17:14, Stephan Huber ratzf...@digitalmind.de wrote: Hi Tom, Am 20.11.10 18:02, schrieb Thomas Hogarth: Hi Stephan I've got round to looking at the new changes, I've got

Re: [osg-users] FBOs and iOS (iPad/iPhone)

2010-11-20 Thread Thomas Hogarth
Hi Stephan, Bingo, all looks good, great work mate. So I understand you are sending the changes to Robert to be merged into the main osg branch. Sweet, if only you lived near by, we could have a celebration drink :) Cheers Tom On 20 November 2010 17:15, Thomas Hogarth thomas.hoga...@gmail.com

Re: [osg-users] FBOs and iOS (iPad/iPhone) (was: Re: OSGs OpenGLES 2.0 status)

2010-11-16 Thread Thomas Hogarth
Hi Guys This sounds great, one question Stephan, does your approach also fix the problem I was having with having to setup any RTT after the ios view has been created (i.e. after the first frame)? I'll check this all out tommorw and try and have a big test session, I've got an IPod touch 2nd and

Re: [osg-users] FBOs and iOS (iPad/iPhone) (was: Re: OSGs OpenGLES 2.0 status)

2010-11-16 Thread Thomas Hogarth
Hi Stephan One last thing that need adding to the IPhone Graphics window is the re definitions for the gles2 frame buffer functions, essentially they just drop the OES part. My file is attached, ignore anything other than the defines at the top Cheers Tom On 16 November 2010 21:37, Thomas

Re: [osg-users] OSG on IPhone

2010-11-15 Thread Thomas Hogarth
and more AR, so on that side of things feel free to email me direct. Cheers Tom /* * IphoneUtils.h * OpenSceneGraph * * Created by Thomas Hogarth on 25.11.09. * * By default we create a full res buffer across all devices and if now viewContentScaleFator is given We use the screens ScaleFactor

Re: [osg-users] osgCal animated mesh, possible overlit problem

2010-11-13 Thread Thomas Hogarth
Hi Arif Your secular exponent / shine value is probably 0.0 that's usually the cause of lighting like that Cheers Tom ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [build] using static building

2010-11-07 Thread Thomas Hogarth
Hi Isaam View::setUpViewAcrossAllScreen() : error, no windowsysteminterface avaible, cannot create windows . Viewer::realiez() - Failed to set up any windows When using Static builds you need to import the symbols for the dlls you would have loaded dynamically etc So for the viewer you

[osg-users] The new osg format and the serialiser plugins

2010-11-04 Thread Thomas Hogarth
I all I'm interested in using the new osg formats, a new xml and binary format I believe. I was wondering if there is any information on using the new system, Example questions being What plugins do I need? osgdb_osg? osgdb_serializers_osg? Do any of the exporters support it? Especially 3DS Max

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-04 Thread Thomas Hogarth
...@gmail.com wrote: Hi Thomas, Interesting investigation and fix. Does this issue occur on the target hardware and software emulators of it? Robert. On Thu, Nov 4, 2010 at 5:56 AM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: Fixed it, So after a bit of thinking I realised

Re: [osg-users] The new osg format and the serialiser plugins

2010-11-04 Thread Thomas Hogarth
robert.osfi...@gmail.com wrote: Hi Thomas Wang Rui, On Thu, Nov 4, 2010 at 6:16 AM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: Are these Static import functions related USE_DOTOSGWRAPPER(AlphaFunc)? This reminds me of an item on the TODO list for serializers - support for statically

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-04 Thread Thomas Hogarth
. Cheers Tom On 4 November 2010 09:29, Robert Osfield robert.osfi...@gmail.com wrote: Hi Thomas, Interesting investigation and fix. Does this issue occur on the target hardware and software emulators of it? Robert. On Thu, Nov 4, 2010 at 5:56 AM, Thomas Hogarth thomas.hoga

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-03 Thread Thomas Hogarth
Hi Stephan, Robert With the svn/trunk version of the OSG GLU has been directly integrated and should be fully supported under OpenGLES code paths. The IPhone git branch may well not have these changes yet. Sounds great will defo check that out Updating ShaderGen to work with GLES2

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-03 Thread Thomas Hogarth
a better understanding of what is happening with the renderbufferframebuffer when using a framebufferobject? Cheers Tom On 3 November 2010 16:45, Thomas Hogarth thomas.hoga...@googlemail.comwrote: Hi Stephan, Robert With the svn/trunk version of the OSG GLU has been directly integrated and should

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-03 Thread Thomas Hogarth
So I've found the problem with the FBOs and am in look of a solution. The problem is, is that ios uses framebuffer objects for everything including the main views rendering. The current setup uses the swapbufferes method to Display the renderbuffer then ensure the view framebuffer is bound with

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-03 Thread Thomas Hogarth
Fixed it, So after a bit of thinking I realised that the default buffer must be re binded at some point so did another search and found 3 calls to fbo_ext-glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0); And my earlier hunch was correct that ios' default buffer id is actually 1 so changing to the

Re: [osg-users] Real-Time geometry editing - changing

2010-11-02 Thread Thomas Hogarth
Hi Simon 1. Is there a way to configure the StateSet object or the Geometry object to somehow tell each vertex what texture it should use (given I don't want to change the order of the vertices - which I fear I will have to)? The easiest way I can think to do this is with shaders and

Re: [osg-users] glGetString(GL_VENDOR) return null

2010-11-02 Thread Thomas Hogarth
Hi Aitor You need to use a drawCallback to make sure you have access to the glContext (the context has been made current). I use the attached to gather lots of gl info in one shot. Most of the infomation is avaliable through other osg structures I just find it's nice to have it all in one place.

Re: [osg-users] OSGs OpenGLES 2.0 status

2010-11-02 Thread Thomas Hogarth
Hi Christian/Robert Christian about your questions - Which nodekits/plugins run without modifications on OpenGLES 2.0? I have built every plugin and node kit that does not require any external libs. i havn't tested them all but have tested. IVE, OSG, IMAGEIO, FREETYPE (but think this might

Re: [osg-users] FBX Up axis bug

2010-10-31 Thread Thomas Hogarth
hi Sukender As far as I know, the FBX format itself doesn't define its own orientation. I'm referring to which axis is used as local up when exporting from 3ds max. For example 3ds max uses the z axis as it's default up axis, but many opengl based applications use Y as up. The option i'm

[osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
Hi all I'm trying to push the IPhone fps to the limit, at moment I can render 10,000 + triangles with diffuse/normal/reflection mapping at 30 fps but I think we can squeeze a lot more out of it. So i'm writing a node visitor which could eventually be added to the optimizer to remove all un used

Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
that need to depth sorted. Do you think you are CPU limited by the sorting of transparent bin? Robert. On Wed, Oct 27, 2010 at 11:19 AM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: Hi all I'm trying to push the IPhone fps to the limit, at moment I can render 10,000 + triangles

[osg-users] FBX Up axis bug

2010-10-27 Thread Thomas Hogarth
Hi all Just a little heads up for anyone using fbx plugin with fbx sdk 2011.2. I found a bug with the up axis. When exporting from 3ds max the axis are stored as x=0 y=1 z=2 But for some reason the fbx sdk 2011.2 sets the eUpVector enum in kfbxaxissystem.h to the following enum eUpVector {

Re: [osg-users] Disabing depth sorting and other optimizations

2010-10-27 Thread Thomas Hogarth
, Robert Osfield robert.osfi...@gmail.com wrote: Hi Thomas, On Wed, Oct 27, 2010 at 12:12 PM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: At the moment I'd say my scene isn't complex enough to really tell, everything is in one location and there aren't many geodes. Main reason I'm

Re: [osg-users] Render to texture for IPhone

2010-10-27 Thread Thomas Hogarth
...@digitalmind.de wrote: Hi, Am 22.10.10 05:47, schrieb Thomas Hogarth: I'm gonna continue digging but would really appreciate if you could lend a hand. Once this is working I think we have the full set of features I commonly use in OSG all working for IPhone. I tried some stuff to get

Re: [osg-users] Render to texture for IPhone

2010-10-21 Thread Thomas Hogarth
Hi Stephan perhaps all you have to do is this: replace #define LOAD_FBO_EXT .. in FrameBufferObject.cpp (around line 42) with #if defined(OSG_GLES1_AVAILABLE) #define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), ( std::string(#name)+std::string(OES) ).c_str() ) #else

Re: [osg-users] Render to texture for IPhone

2010-10-21 Thread Thomas Hogarth
it returns. Interesting, could that be a problem with my setup rather then the FBOs themselves? Tom On 22 October 2010 04:47, Thomas Hogarth thomas.hoga...@googlemail.comwrote: Hi Stephan perhaps all you have to do is this: replace #define LOAD_FBO_EXT .. in FrameBufferObject.cpp (around line

[osg-users] Render to texture for IPhone

2010-10-20 Thread Thomas Hogarth
Hi All Have a quick question about render to texture. I'm trying to use it in an AR app on IPhone so I can do some post processing on my final scene etc. At the moment only FRAME_BUFFER mode works and is quite slow. I know OpenGLES supports FRAME_BUFFER_OBJECTS I know these to be a little faster

Re: [osg-users] Render to texture for IPhone

2010-10-20 Thread Thomas Hogarth
for these functions is working for GLES2. A general note, FBO's are at worst as just as fast as pbuffers, but typically will be faster as there is no need for managing multiple contexts. Robert. On Wed, Oct 20, 2010 at 2:06 PM, Thomas Hogarth thomas.hoga...@googlemail.com wrote: Hi All Have

Re: [osg-users] Render to texture for IPhone

2010-10-20 Thread Thomas Hogarth
or an IPad specific issue. I've got a changed file to send you and also a slightly changed IPhoneWindow file that adds the defines so gles 2 works properly. Cheers Tom On 20 October 2010 17:47, Stephan Huber ratzf...@digitalmind.de wrote: Hi Tom, Am 20.10.10 17:53, schrieb Thomas Hogarth: To save me

Re: [osg-users] texture SubloadCallback and TextureObject generating

2010-10-14 Thread Thomas Hogarth
Hi Robert, Mikhail Mikhail thanks for pointing me to this as a solution to my subload problems. Robert, i'll take a look at the new code, but I assume this can be used to solve my problem of not wanting the object released if the image demensions are different to the texture dimensions? Tom

Re: [osg-users] OSG using OpenGL ES 2.0 on IPhone

2010-10-13 Thread Thomas Hogarth
Hi Rti Just found this post while finally trying out gles2 myself, saved me a ton of messing around thanks. Seems odd apple would do that removal of the OES. I'll make sure these changes get added to the git repository. Also if you check out the latest version there is now support for high

Re: [osg-users] Texture2D subload callback gone mad

2010-10-06 Thread Thomas Hogarth
Hi Robert, All Bit more info on this bug, well not so much a bug more be bending the OSG in funny ways :) So in the function Texture2D::apply right near the top we have // get the texture object for the current contextID. TextureObject* textureObject = getTextureObject(contextID);

Re: [osg-users] IPhone retina displays

2010-10-01 Thread Thomas Hogarth
Huber ratzf...@digitalmind.dewrote: Hi Tom, Am 30.09.10 09:59, schrieb Thomas Hogarth: Hi Stephan I have one last issue before I can send you my changes, but might be fixed your end already. I'm getting a crash when releasing _viewController in GraphicsWindowIPhone::closeImplementation

Re: [osg-users] IPhone retina displays

2010-09-30 Thread Thomas Hogarth
Hi Stephan I have one last issue before I can send you my changes, but might be fixed your end already. I'm getting a crash when releasing _viewController in GraphicsWindowIPhone::closeImplementation(). I don't really understand why it's happening as _viewController is just inherited from

Re: [osg-users] IPhone retina displays

2010-09-30 Thread Thomas Hogarth
Hi Stephan, Bit more info on memory issues etc, I just ran the osg simple example with the leaks interments and it appears osg::Alpha func is leaking also, do you see this behaviour? Tom On 30 September 2010 08:59, Thomas Hogarth thomas.hoga...@googlemail.comwrote: Hi Stephan I have one

Re: [osg-users] osgart 2.0 with osg2.9.8 video blinking

2010-09-28 Thread Thomas Hogarth
Hi Huan i compiled osgart 2.0 RC3 with osg2.9.8, when running the video screen was blinking, but before that i used osgart with osg2.8.3 ?everything all right, does anyone meet the same problem? i use win7 64bit and vs2008 compile 32bit osg Are you using texture 2d for your video streams, if so

Re: [osg-users] IPhone retina displays

2010-09-28 Thread Thomas Hogarth
Good news on this All seems to be working, I've also improved the IPhoneWindowingSystemInterface to handle true resolutions and multiple screens. So on IPad we should now be able to set a window to an external screen and also change the res of the screen (I don't have an IPad though so needs

Re: [osg-users] IPhone retina displays

2010-09-26 Thread Thomas Hogarth
alsmost like a 'my res is full screen' indicator. i'll try do the changes today and send to you to check in to the git. Tom PS Is it best for me to send my whole git repository to you or just the files i've changed? On 25 September 2010 13:13, Thomas Hogarth thomas.hoga...@googlemail.comwrote

[osg-users] IPhone retina displays

2010-09-25 Thread Thomas Hogarth
Hi All So finally got hold of an IPod 4th gen which has the new retina display with a res of 640x960. It does cause a bit of an issue with the iphone port of osg however. For backwards compatibility reasons iOS uses points (not pixels) for it's ui sizes. The point res of the screen is still

[osg-users] Including osgAnimation/EaseMotion

2010-09-17 Thread Thomas Hogarth
Hi All I have a problem witth the EaseMotion header from osgAnimation. I've been using it in some projects no problem, but it seems sometimes I can't get it to compile unless I find the perfect place to include it (normally the absolute first include) When I compile I get the following errors

Re: [osg-users] Including osgAnimation/EaseMotion

2010-09-17 Thread Thomas Hogarth
Never mind, me being an idiot, I had a #define PI laying around elsewhere in my code. Cheers Tom On 17 September 2010 10:58, Thomas Hogarth thomas.hoga...@googlemail.comwrote: Hi All I have a problem witth the EaseMotion header from osgAnimation. I've been using it in some projects

Re: [osg-users] Including osgAnimation/EaseMotion

2010-09-17 Thread Thomas Hogarth
Hi Robert Is this an include ordering issue? Is some other header doing a #define of PI that is introducing problems? Yeah it was, thanks for the help though. Boy do I feel amateurish now :) Tom On 17 September 2010 10:58, Thomas Hogarth thomas.hoga...@googlemail.comwrote: Hi All I have

Re: [osg-users] osgGA modifications for IPhone and other

2010-09-14 Thread Thomas Hogarth
Looks ace Stephan I've not had a chance to checkout your osgGA changes yet, but now I can't wait. Also nice to see it's been tested on the IPad, I've only got an IPod touch so the testing has been pretty limited. I'm getting and IPod touch 4th gen this week so I can finally use gles 2.0, it's

[osg-users] osgGA modifications for IPhone and other stuff

2010-09-11 Thread Thomas Hogarth
Hi Stephan and everyone else I've been thinking a little about multi touch support for osgGA for use with IPhones and other multi touch devices. I've got a few things I'd like others thoughts on before beginning. -Firstly do we treat multi touch inputs as completely separate event types, or do

Re: [osg-users] iOS license revised...may allow dynamic linking?

2010-09-10 Thread Thomas Hogarth
On 9 September 2010 23:07, Eric Wing ewmail...@gmail.com wrote: On 9/9/10, Thomas Hogarth thomas.hoga...@googlemail.com wrote: Hi Eric But in fact, you must dynamically link to Apple's frameworks so dynamic linking does indeed work. So for iOS itself, I can't imagine needing a new version

Re: [osg-users] iOS license revised...may allow dynamic linking?

2010-09-09 Thread Thomas Hogarth
Hi Eric Sounds interesting, I've never actually tried to create and load a dynamic lib for iOS as I thought it wasn't possible. Does doing it require an OS upgrade or has it always worked and just wouldn't pass the approval process? All in all in terms of OSG it's not a bad thing that we have to

Re: [osg-users] IPhone CMake support

2010-09-04 Thread Thomas Hogarth
Hi Guys Thanks for the great info Eric, I've started to look into the xconfig stuff, looks promising but i'll need quite a bit of spare time to seek out all the requirements I think :) I've managed to find a flag for not compiling for thumb which seems to work (-mno-thumb), it all compiles at

[osg-users] IPhone CMake support

2010-08-29 Thread Thomas Hogarth
Hi Stephan, Robert and anyone else interested in the IPhone port of OSG Finally got round to downloading the git hub version of the IPhone port. Nice one for setting that up guys. I've had some success getting CMake support for IPhone in OSG and surprisingly the changes are very few, but

Re: [osg-users] Texture2D subload callback gone

2010-08-24 Thread Thomas Hogarth
Hi Robert I've rolledback a minor version to 2.8.3 and that has fixed the problem (no changes to my code). I've had to do this as we are on a deadline. However my home project uses a similar setup so I will be back with an example app showing the issue at some point Cheers Tom

Re: [osg-users] Texture2D subload callback gone

2010-08-23 Thread Thomas Hogarth
, Thomas Hogarth thomas.hoga...@googlemail.comwrote: Hi Robert With the latest OSG in svn/trunk and the 2.9.x series there is support for texture object pool that is able to reuse texture objects which shouldn't effect things, other than enable better reuse and hence more subloads instead

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