Re: [osg-users] Problem with OpenThreads::Atomic when buildingapplication with OSG 2.6.0 on SUSE 10.2

2008-10-08 Thread Jean-Sébastien Guay
Hello Björn, We actually build OSG out-of-source on each machine. So the OpenTreads/Config file is generated and used on each computer. So the problem seems to be something else... Hmmm, yes in that case it seems to be something else. Sorry, I was under the impression that you were not

Re: [osg-users] osgText crash

2008-10-08 Thread Jean-Sébastien Guay
Hi Chris, I create my Text in response to a keystroke, and add it to the scene. The next keystroke removes and deletes it. Each time I create it, the initial rendered text string does not change. This is more of a workaround than an actual fix, but why are you adding/removing/deleting the

Re: [osg-users] OpenSceneGraph - down the skin

2008-10-09 Thread Jean-Sébastien Guay
Hello Sajjad, I am attaching a pdf file that gives a brief overview of the scene graph concept and i would like to know which files in the source implement these( opengl commands specified in the attached file) down the hood. You want us to tell you how to implement what is given in OpenGL

Re: [osg-users] How to speed up osg:Shapedrawable with many instances

2008-10-10 Thread Jean-Sébastien Guay
Hi Mike, I have an OSG application where I am using osg::Shapedrawable(new osg::Sphere(...)) to represent errors ellipsoids (all have various sizes and locations) for targets on a terrain. Prior to their introduction into the scene, I am getting around 40 frames per second. After introducing

Re: [osg-users] Is OSG Website down?

2008-10-10 Thread Jean-Sébastien Guay
Hello Ed, Is OSG Website down? Can't get to it from desktop, laptop, blackberry nothing... IIRC, they've been having power trouble in the facility that hosts the OSG website's servers recently... Check the archives. It usually comes back pretty quickly. J-S --

Re: [osg-users] Soliciting osgWidget Advice (osgWidget::Frame)

2008-10-14 Thread Jean-Sébastien Guay
Hi Jeremy, I can see from a high-level how, if you rotate the entire texture 90 CW, you could use horizontal texture repeat to achieve the desired effect. This doesn't, unfortunately, give me any hints as to how to actually implement this in osgWidget. You could just rotate sections 3 and 4

Re: [osg-users] Soliciting osgWidget Advice (osgWidget::Frame)

2008-10-14 Thread Jean-Sébastien Guay
Hi Jeremy, I can see from a high-level how, if you rotate the entire texture 90 CW, you could use horizontal texture repeat to achieve the desired effect. This doesn't, unfortunately, give me any hints as to how to actually implement this in osgWidget. You could just rotate sections 3 and 4

[osg-users] Compile errors in current SVN

2008-10-14 Thread Jean-Sébastien Guay
Hi Robert, First in the new osgrobot example: 27..\..\..\examples\osgrobot\osgrobot.cpp(154) : error C2065: 'M_PIl' : undeclared identifier 27..\..\..\examples\osgrobot\osgrobot.cpp(253) : error C2065: 'M_PI_2' : undeclared identifier Probably use osg::PI etc? Second in osgdb_ive:

Re: [osg-users] Compile errors in current SVN

2008-10-14 Thread Jean-Sébastien Guay
Hi Robert, OK, converted across to osg::PI and osg::PI_2 and checked into SVN. Ok thanks. Which does have the INCLUDE_DIRECTORIES directive in there as well, so a couple of things seem to be in play, first that CMake itself believes that your have Zlib installed, is this correct? Yes,

Re: [osg-users] Reporting Builds

2008-10-15 Thread Jean-Sébastien Guay
Hi Mathieu, This new feature (BUILD_DASHBOARD_REPORTS option defaulted to OFF) will permit to some people willing to share some build time on various platforms to submit compilation results on a regular if not automatic basis. Interesting! One question I have is, if CMake automatically

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Jean-Sébastien Guay
Hi David, In the case where the objects that are casting shadows have expensive fragment shaders, I would prefer to turn these shaders off so that we just get a quick depth only pass. Fortunately my expensive shaders sit above the object's scenegraph, and so I can envisage an approach in

Re: [osg-users] Statistics display without needing a GUIEventHandler

2008-10-15 Thread Jean-Sébastien Guay
Hi Alex, I am getting closer now; one thing I still cannot manage to do is display GPU stats correctly. This works with the original StatHandler, but not with my modified one. This obviously depends on whether the GraphicsContexts of all Cameras of the hosting Viewer (just one in my case)

Re: [osg-users] Sharing Vertex Arrays between Geometry Nodes

2008-10-15 Thread Jean-Sébastien Guay
Hi Aitor, I can't use your code because I don't create new geometries. Instead of this, I get an osg::geode from an obj file. At this moment, I can only get a single geometry from the geode and apply a single texture to it. But this is not what I want. The obj file represents a human

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Jean-Sébastien Guay
Hi Wojtek, No, they won't be solid. As they are not solid in for trees drawn in island scene. But you have to use alpha ref. On the other hand if your transparency does not use alpha ref and sets Z-values it will still be solid even if color buffer would end transparent. Alpha ref? What's

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Jean-Sébastien Guay
Hi David, Thanks for the help. My pleasure. While I'm here, is there any reason why the shaded objects shouldn't do the TexGen in a vertex shader? They do... :-) Thinking about it though, I suppose that setting shadowCast to false on an intermediate node between the mirror and the

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Jean-Sébastien Guay
Hi Wojtek, Ok, now I think I understand - I will submit fix for this case or if You prefer you may do it. Basically we would want to add setter and getter for the flag which will turn off render bin override, right ? Hmmm... I added an osg::AlphaFunc with comparison GL_GREATER 0.0 to the

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Jean-Sébastien Guay
Hi Wojtek, J-S please look at this and add/adapt to your needs. Looks good and extensible too. Works fine as I expected. However, I've confirmed that disabling the renderbin override is not necessary if I put an AlphaFunc on my root node, so I'd also be happy with the status quo if no one

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Jean-Sébastien Guay
Hi Wojtek, I think your observations prove that AlphaFunc is activated by Transparent bin. IMHO safest way with dealing with AlphaFunc/AlphaTest is to activate it explicitly as a node state attribute whenever BLEND is activated or TransparentBin is selected through RenderingBin hint. That

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Jean-Sébastien Guay
Hello Wojtek, I suppose that single overriden render bin with AlphaFunc/AlphaTest turned only when needed should be faster in theory. Other options turn AlphaFunce even when not needed. But in practice I doubt difference will be noticable. Even though you managed to activate AlphaFunc, I

Re: [osg-users] PDF rendering inside OSG

2008-10-15 Thread Jean-Sébastien Guay
Hi Jeremy, Okay, so, from the man who brought you all kinds of other useless software [...] Hey, with an introduction like that how can you possibly go wrong! comes PDF rendering directly to an osg::Image (more specifically, osgCairo::Image) using osgCairo + poppler. Obligatory

Re: [osg-users] Advice on interacting with osgShadow

2008-10-15 Thread Jean-Sébastien Guay
Hi Wojtek, Turning on AlphaTest/AlphaFunc is not mutually exclusive with RenderBin override. I don't want to make decision that has to be its either this or that. I would like to leave RenderBin override as default. I would also add setShadowMapRenderingSettings/getShadowMapRenderingSettings

Re: [osg-users] StateSet - newbie

2008-10-16 Thread Jean-Sébastien Guay
Hello Sajjad, You seem to be confused on the usage of pointers and when you're required to make a copy of an object. I suggest you review a good C++ book to get a good grasp of these concepts, because writing good OSG code kind of requires that you know how to write good C++ code.

Re: [osg-users] Advice on interacting with osgShadow

2008-10-16 Thread Jean-Sébastien Guay
Hi Wojtek, However, I understand that overridng proper Shadow class and their ViewData might be bit more complicated than overriding simpler things like node callback. So as a mid-solution for those lazy or those who don't know how to override a class, I would propose adding

Re: [osg-users] Sharing Vertex Arrays between Geometry Nodes

2008-10-16 Thread Jean-Sébastien Guay
Hi Aitor, I'm also having some strange problems with the light or something like that because I only see the textures from the back of the human figure. If I see the figure from the front everything is black... It's strange because when I had only a single geometry everything was ok and I

Re: [osg-users] Sharing Vertex Arrays between Geometry Nodes

2008-10-16 Thread Jean-Sébastien Guay
Hi Robert, Can't you use the a modelling tool yourself and fix the model? We've been over this with him (Paul and I mostly). We've explained why fixing the model directly in a modeling tool would be preferable, what the tradeoffs are, etc. If at this point he's decided to proceed this

Re: [osg-users] Advice on interacting with osgShadow

2008-10-17 Thread Jean-Sébastien Guay
Hi Wojtek, Ok, then lets postpone any changes to the moment we hear additional requests from others. Once you managed to solve your blending issue this discussion seems purely academic. Lets wait for some practical problems to appear. I think this is actually best choice. With every piece we

Re: [osg-users] Subtle manipulation (without setupDefaultGeometry)

2008-10-21 Thread Jean-Sébastien Guay
Hi Paul, I've got the same thing working with OSG with the osgmanipulators however these manipulators (seem to?) rely on setupDefaultGeometry() to create handles. I would rather have the original subtle approach, where the object itself acts as the handle and the scene is not cluttered with

Re: [osg-users] Having trouble grasping OSG concepts

2008-10-22 Thread Jean-Sébastien Guay
Hello Frank, OK, so now it does compile. Great! :) However, my question still stands, if anybody could point me to some documentation on OSG which describes how OpenSceneGraph works, why it works that way and consequently what one needs to do in writing programs. Some documentation which

Re: [osg-users] Having trouble grasping OSG concepts

2008-10-22 Thread Jean-Sébastien Guay
Hello Frank, However, I haven't the faintest idea of what I'm doing and why I'm doing the things I'm doing. I can copy code, change a few file/path strings, even add some drawables to a scene and view the new scene in the basic viewer (following the tutorials) and it all looks really pretty.

[osg-users] PolytopeIntersector and occlusion

2008-10-22 Thread Jean-Sébastien Guay
Hello all, I am implementing box-selection of objects using osgUtil::PolytopeIntersector. When I use LineSegmentIntersector, I know that the first intersection returned is the closest object that was intersected. In the case of PolytopeIntersector, I need something more. Basically, I need

Re: [osg-users] PolytopeIntersector and occlusion

2008-10-22 Thread Jean-Sébastien Guay
Hi Robert, The PolytopeIntersector just detects and records objects that intersect with the Polytope, there is no interrelation between the objects, there are all just independent intersections. So for the functionality you are after you'll need to post process the list of intersections. OK,

Re: [osg-users] Having trouble grasping OSG concepts

2008-10-22 Thread Jean-Sébastien Guay
Hello Frank, I think that it's probably due to the fact that I'm fairly new at this whole game. If you're new to graphics programming (that wasn't clear from your previous messages, I thought you were just new to OSG but had some background knowledge of graphics programming) I highly

Re: [osg-users] Having trouble grasping OSG concepts

2008-10-23 Thread Jean-Sébastien Guay
Hello Frank, [SNIP long, very helpful text] Heh, speed-read that as SNIP very long, helpful text :-) Yes, I can be long-winded sometimes. :-) J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED]

Re: [osg-users] Advice on interacting with osgShadow

2008-10-23 Thread Jean-Sébastien Guay
Hi David, Good to know you've got some progress. Regarding shader management, I think that it *would *be appropriate for OSG to provide something here. ( Obviously I realise that this is a large amount of code - I'm arguing about the appropriateness, not actually demanding that someone

Re: [osg-users] Test Paged database online

2008-10-28 Thread Jean-Sébastien Guay
Hi Robert, Last night I uploaded a 547Mb paged database to openscenegraph.org. Nice, can't check it out yet as I'm waiting on a full compile but will check it out as soon as I can. About the animation path: Grab this then run osgviewer with the path: osgviewer

Re: [osg-users] Test Paged database online

2008-10-28 Thread Jean-Sébastien Guay
Hi Robert, The readsome() returns if data isn't available yet, it doesn't wait like read. You could try changing the code across to using read() and gcount() to find out how many bytes have been read. What platform are you working on? Just to add another report, I get the same error as

[osg-users] World-space bounds of a node

2008-10-28 Thread Jean-Sébastien Guay
Hi all, I was wondering, what's the correct way to get the world space bounds of a node? I can do the following: osg::ComputeBoundsVisitor cbbv; node-accept(cbbv); osg::BoundingBox bb = cbbv.getBoundingBox(); I also have the localToWorld matrix of the node. But just transforming

Re: [osg-users] Group Info (Off-topic)

2008-10-28 Thread Jean-Sébastien Guay
Hi Jeremy, Whoa! I'm the #7 poster (since Jul of last year, it looks like)! I've really got to cut back, jeeze... You think you need to cut back? Not only am I second in the last month, but I'm second AND fifth of all time! J-S -- __

Re: [osg-users] World-space bounds of a node

2008-10-29 Thread Jean-Sébastien Guay
Hi Paul, Hi J-S -- I recently wrote my own visitor to flatten transforms. To do this, I use osg::computeLocalToWorld(osg::NodePath) to get the local-to-world matrix, and transform all vertices by that matrix. Yes, I've done that in the past too, and after fiddling for a while with the order

Re: [osg-users] World-space bounds of a node

2008-10-29 Thread Jean-Sébastien Guay
Hi all, Any ideas? Anyone? J-S (previous message below in case you don't know what I'm talking about) Jean-Sébastien Guay wrote: Hi Paul, Hi J-S -- I recently wrote my own visitor to flatten transforms. To do this, I use osg::computeLocalToWorld(osg::NodePath) to get the local-to-world

Re: [osg-users] World-space bounds of a node

2008-10-29 Thread Jean-Sébastien Guay
Hi Paul, _min = ( -1.4047172 , -0.94869113 , -1.9402435 ) _max = ( 2.7989883 , 0.95002991 , 0.33612174 ) ... _min = ( -1.4047172 , -0.94869113 , -11.940244 ) _max = ( 2.7989883 , 0.95002991 , -5.3083067 ) Interestingly enough min xseems to have been decremented by twice -5... won't

Re: [osg-users] mingw build problems

2008-10-29 Thread Jean-Sébastien Guay
Hi Csaba, 2) None of the OPENTHREADS_ATOMIC_USE flags work. I assume either gcc or win32 interlocked would be the right choice. As I am using gcc, I went for the GCC builtins first, but I get errors: Matthias will give you the complete answer, but I think the gcc builtins need a recent gcc

Re: [osg-users] World-space bounds of a node

2008-10-30 Thread Jean-Sébastien Guay
Hi, osg::Vec3 radiusVec(bs._radius, 0, 0); radiusVec = osg:Matrixd::transform3x3(radiusVec, localToWorld); bs._radius = radiusVec.length(); Or as Vincent noted: radius *= localToWorld.getScale().x(); But that would only be correct if the scale is uniform. If not, the bounding sphere is a

Re: [osg-users] World-space bounds of a node

2008-10-30 Thread Jean-Sébastien Guay
Hi Paul, PS Interestingly, Microsoft has a patent on cheaply computing bounding sphere radii in a scene graph. See US patent 6,664,975 in case you're interested Well, then forget I ever said anything about this. :-) J-S -- __

Re: [osg-users] OpenSceneGraph Stereo Viewer question

2008-10-30 Thread Jean-Sébastien Guay
Hello Thanh, It's very easy to load a model using stereo display by add an argument --stereo on console line, such as osgviewer --stereo cow.osg but how can I implement the stereo display on my application? I have searched all over but can not find it anywhere. Check

[osg-users] osgManipulator::Dragger and osg::AutoTransform

2008-10-30 Thread Jean-Sébastien Guay
Hi guys, Once again, a question about something pretty specific, so bear with me please... I want an osgManipulator::Dragger to be always the same size on the screen, independently of how far away the camera is (if someone is familiar with Maya, something like that). So I thought putting it

Re: [osg-users] problem with image

2008-10-31 Thread Jean-Sébastien Guay
Hi Gordon, 2 things 1: osg::Sphere is does not have texture coords so you would not see a texture anyway ( search the archives on Shapes and what they were designed for ) Sorry to enter a thread for this, but yes, osg::ShapeDrawables have texcoords. See src/osg/ShapeDrawable.cpp,

Re: [osg-users] osgManipulator::Dragger and osg::AutoTransform

2008-10-31 Thread Jean-Sébastien Guay
Hi all, Replying to myself again. So no one has any ideas about this? I guess I'll go with my hunch and see where it goes. I found a solution to my problem. For reference, what I did is that since my dragger is a composite dragger, I made it so that the structure was CompositeDragger -

Re: [osg-users] Debugging using Visual Studio

2008-10-31 Thread Jean-Sébastien Guay
Hi Renan, You've said that: If you want to debug into OSG itself, you'll need to have compiled OSG with debug symbols too (i.e. in Debug configuration), and link to that. I didn't understand this... What does it mean to debug into OSG itself? If you want to trace into an OSG function, say

Re: [osg-users] Untextured materials = pure black

2008-11-02 Thread Jean-Sébastien Guay
Hi Jefferson, Just to add to what Terry said: b) set a simple default texture (for example, a 1x1 white texture) on the root node of your scene. This is what ShadowMap does (and the new ViewDependentShadow too) which is why you don't have that problem when using ShadowMap. SoftShadowMap

Re: [osg-users] Disable self shadows (ShadowMap)

2008-11-02 Thread Jean-Sébastien Guay
Hi Jefferson, Once again, a complement to the info David provided: Create a shader - you can use the GLSL in ShadowMap.cpp as a starting point - and then bind it to your car node stateset with the usual methods Or, attach an empty osg::Program to get the fixed pipeline. If you're just using

Re: [osg-users] Debugging using Visual Studio

2008-11-03 Thread Jean-Sébastien Guay
Hi Renan, I've realized I wasn't too specific... Next time I'll come with details. But thanks, anyway. Yes, that will help pinpoint the problem. As I said, you should be able to debug without too much trouble, so if you're having problems, we can help you get through them. J-S --

Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Jean-Sébastien Guay
Hi all, I'm pretty sure that J-S got pkg-config in Windows when he installed (or had already installed) The Gimp for Windows when messing around w/ osgCairo and whatnot. I could be wrong, but this is the path I will be taking when I try it on my own machine... Yes, you can get a gtk binary

Re: [osg-users] VNC client done in 3D

2008-11-03 Thread Jean-Sébastien Guay
Hi Robert, osgvnc --host 10.0.0.1 --host 10.0.0.2 Just curious, what if the VNC server requests a password? Is there a command-line argument to specify this? J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED]

Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Jean-Sébastien Guay
Hi Jeremy, osgPango and osgCairo require their respective libs (but not GTK, that's way larger and unnecessary and is only used for creating interface), Yeah, sorry, that was me being overly ambiguous... I meant that pango and cairo are libs that are required by gtk and thus are part of gtk

Re: [osg-users] Untextured materials = pure black

2008-11-03 Thread Jean-Sébastien Guay
Hello Jefferson, Can you tell me, please, how to set a default texture for the root? See src/osgShadow/ShadowMap.cpp around line 290, which starts with this comment: // fake texture for baseTexture, add a fake texture // we support by default at least one texture layer //

Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Jean-Sébastien Guay
Hi Peter, like you said just to forums instead.. every descent forum has thread notifications. So no need to track down forums, you will get an email when someone has answered or posted in your forum thread. So you prefer getting e-mail *and* going to a forum rather than just getting

Re: [osg-users] Pergunta

2008-11-04 Thread Jean-Sébastien Guay
Hello Renan, In my application, I'm trying to create a point (a small sphere) and alter its properties, like shininess and transparency. When I execute the following method, the point is created with shininess effects alright. However, no matter how much I change the values related to

Re: [osg-users] The osgModeling Project

2008-11-04 Thread Jean-Sébastien Guay
Hello Wang Rui, They are tessellated at a given detail level, that is, they are all derived from osg::Geometry and can be regard as geometries. I know it is more efficient to use geometry shaders, but maybe it is more easier to save and modify data from vertices arrays, and make the library

Re: [osg-users] Pergunta

2008-11-04 Thread Jean-Sébastien Guay
Hello Renan, Can is probably right, blending is probably not enabled on your node. If you enable it, setting the transparency through the material will probably work. You will probably also need to give OSG a hint that your node contains transparency:

Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Jean-Sébastien Guay
Hi Peter, I can see that having both systems at the same time would be nice, but how would you solve the problem about catagory, topics, threads, subjects.. in a mailing list you only have a subject. so if we parsed the mailist and got the forum in sync then all posts would just come in one

Re: [osg-users] The osgModeling Project

2008-11-04 Thread Jean-Sébastien Guay
Hello Wang Rui, The osgModeling library is available online today! Very interesting! There was discussion a while ago about implementing something like that for OSG, good to see it get done at last! Some quick questions (I have not checked the code, I'm just curious): How are the

Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay
Hi Cedric, If somes could test on windows, it would be helpful Grabbed the SVN branch, compiling now. I'll keep you posted. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/

Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay
Hi Cedric, Grabbed the SVN branch, compiling now. I'll keep you posted. I get this error when configuring with CMake: CMake Warning (dev) at CMakeModules/OsgMacroUtils.cmake:244 (ADD_EXECUTABLE): Policy CMP0002 is not set: Logical target names must be globally unique. Run cmake

Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay
Hi Cedric, I guess it's because there are two examples in the same directory. I could split it if necessary. I'll try that locally and see if it makes things better. A few other problems: ___ In include/osgAnimation/Export: #if defined(_MSC_VER)

Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay
Hi Cedric, I guess it's because there are two examples in the same directory. I could split it if necessary. I'll try that locally and see if it makes things better. Yep, that worked. The error is gone. Could you do that please? Thanks, J-S --

Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay
Hi Cedric, Waiting for the examples to compile, I'll check back in with the results soon. There's a missing OSGANIMATION_EXPORT on the osgAnimation::Bone::UpdateBone class. With that added, all compiles correctly. Running osganimationviewer osgAnimation/example.osg gives a window with

Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay
Hi Cedric, In order to see buttons in osganimationviewer you need to unpack http://www.plopbyte.net/tmp/osgAnimation-data.tar.gz in the directory of osg-data (or in the same directory of the .exe) else you will not see the buttons. So it's normal, it will be not a problem when commited in

Re: [osg-users] osgOcean(?)

2008-11-05 Thread Jean-Sébastien Guay
Hello Kim, So, I was wondering what would be the best way to go about this. The code comprises of a range of effects such as god-rays, particle systems for floating particulate matter, seabed silt and bubbles, many shader effects (single and multipass) and an FFT ocean simulation. I'm very

Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay
Hi Jeremy, Everyone asks about this, so I'll try and put a comment in the code somewhere to explain it. The bottom line is that it simply isn't possible to create a pixel-aligned 2D interface in OSG without at least initially forcing a window size. Sure, I could rely on whatever size the user

Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay
Hi Jeremy, viewer.setUpViewInSingleScreen(50, 50, w, h); Yeah, that's no problem. :) I can add this easy. OK good, that's at least a good start. As for letting the viewer set itself up, there should be ways of getting the size of the window after viewer.realize(): That's the key

Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay
Hi Jeremy, What is happening is that both animations are being played simultaneously and mixing over each other; for the time being, you have to explicitly stop any existing animations (if you want to just see one at a time). When multiple animations are mixing, should the stop button stop

Re: [osg-users] need to port an application from OSG v1.2 (OSG::Producer based) to OSG 2.0 (OsgViewer based)

2008-11-06 Thread Jean-Sébastien Guay
Hi Eric, hiding the mouse pointer is not supported osgViewer::GraphicsWindow::useCursor(false) should do that... Though you're on Mac so perhaps GraphicsWindowCarbon doesn't work properly? J-S -- __ Jean-Sebastien Guay[EMAIL

Re: [osg-users] osgOcean(?)

2008-11-06 Thread Jean-Sébastien Guay
Hi Kim, Right blimey, I didn't expect so much interest. Hehe, yeah it's a pretty interesting feature to have, and seems applicable to many different fields. Thanks a lot for the detailed explanations and the list of features. This is very useful. I look forward to seeing your code and

Re: [osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-07 Thread Jean-Sébastien Guay
Hi Sukender, However, the first problem still exists and *exists on others configs* (!): changing from OPAQUE_BIN to DEFAULT_BIN removes a strange behaviour. You mentioned earlier in the thread that your objects did not have a color array. This is exactly what would happen when that's the

Re: [osg-users] Teaching an intro to graphics course

2008-11-07 Thread Jean-Sébastien Guay
Hi Rick, We are looking for text book kinds of materials. Do you have recommendations in that regard, perhaps something you and Bob have already written? Like I mentioned, I would really like to start off with OpenGL and then show how OSG helps. Hehe, you do know that Paul wrote OpenGL

[osg-users] osgCairo and osgPango on Windows : some progress

2008-11-07 Thread Jean-Sébastien Guay
Hi all, Hi Jeremy, As I mentioned a little while ago, I stopped trying to get osgCairo and osgPango working on Windows because of time constraints (it was just for a personal project, so it didn't have much priority)... Well I've gone back to it tonight, and have some progress to report.

Re: [osg-users] Tagging triangles in the BSP

2008-11-08 Thread Jean-Sébastien Guay
Hello Andrew, I hear that the OSG now supports BSP tree capability. Perhaps what you heard was that OSG now supported intersection testing with a *kd-tree* structure? That would be true, but not BSP trees (yet). I was wondering if this included functionality for tagging metadata onto the

Re: [osg-users] osgCairo and osgPango on Windows : some progress

2008-11-08 Thread Jean-Sébastien Guay
it on Windows yet, it shouldn't be much of a problem... J-S The following random bytes came from Cubicool's keyboard : On Sat, 2008-11-08 at 00:20 -0500, Jean-Sébastien Guay wrote: Hi all, Hi Jeremy, Hey, I can't e-mail through work on the weekends, so I have to use gmail off lists. :) Feel

Re: [osg-users] controlling swap

2008-11-09 Thread Jean-Sébastien Guay
Hi Ed, After reading osgViewer::Viewer vs osgViewer::CompositeViewer, I think I might need to use CompositeViewer at some point in the future of my project, but not at the outset. Should I begin with the CompositeViewer, or make the necessary mods later? How difficult is it to change from

Re: [osg-users] osgCairo and osgPango on Windows : some progress

2008-11-09 Thread Jean-Sébastien Guay
Hi Robert, Getting this libs working under a Linux distribution will be trivial as most modern distributions will have them all precompiled with dev headers in the repositories only a click away, for Windows and OSX we'll have to explore how easy it is to build. J-S's work on getting osgPango

Re: [osg-users] osgCairo and osgPango on Windows : some progress

2008-11-10 Thread Jean-Sébastien Guay
Hi Jeremy, So, are you able to notice any difference in font quality under Windows? Versus what, normal osgText? Or the osgfont example? I'll check that out when I get home tonight (unless you've already merged my changes? :-) ) Each glyph should be sharp and crisp, with absolutely not

Re: [osg-users] osgCairo and osgPango on Windows : some progress

2008-11-10 Thread Jean-Sébastien Guay
Hi Jeremy, So, are you able to notice any difference in font quality under Windows? Each glyph should be sharp and crisp, with absolutely not visual anomalies of any sort. This is harder to do than you might think, so it was always the most important (and the reason for writing the kit in the

Re: [osg-users] Many RTT cameras, strange out of memory errors on Linux

2008-11-11 Thread Jean-Sébastien Guay
Hi Robert, This very much looks like a driver bug so we'll need to contact NVidia and get them on to. Anyone with a hotline to NVidia? The driver devs I met at Siggraph said that sending to [EMAIL PROTECTED] was our best bet when we found bugs in their OpenGL implementations. They also

Re: [osg-users] Some small osgPPU modifications

2008-11-11 Thread Jean-Sébastien Guay
Hi Art, thank you for the patch. Currently I have submitted only the CMake part, because the SSAO example is in progress. OK, that's what I figured. Thanks for applying. As to the installation path for the examples, you are probably right. We need something kind of same mechanism as for

Re: [osg-users] osgCairo and osgPango on Windows : some progress

2008-11-11 Thread Jean-Sébastien Guay
Hi Jeremy, I just noticed something: osgpangoanimation is the only example in osgCairo and osgPango that sets a fixed window size/position. Why is that? As far as getting the OSG viewer resolution is concerned, I'm probably more prone to just fixing the bug outright rather than working

Re: [osg-users] Introducing osgmemorytest

2008-11-11 Thread Jean-Sébastien Guay
Hi Robert, Here's a couple of tests that I'd appreciate it if users could run and report back results (along with platform/hardware info). I think there's something wonky on the Windows side for your example, because here are the results I get:

Re: [osg-users] osgCairo and osgPango on Windows : some progress

2008-11-12 Thread Jean-Sébastien Guay
Hi Jeremy, Ah thanks. :) I had changed so much in osgPango without committing I had to do the initial patch by hand (though I prefer that way anyways so I can see what's going on. :)) Looks like I missed some. No problem, yeah there were quite a bit of changes in osgPango... Thankfully I

Re: [osg-users] Introducing osgmemorytest

2008-11-12 Thread Jean-Sébastien Guay
Hi Robert, Looks like the vista drivers are doing much better on window/pbuffer and fbo allocation. Here are my results, Core 2 Quad 2.4GHz, 3GB memory, NVidia 9800GTX+, Vista SP1, Driver 178.13 _ 1) osgmemorytest --window -c 1000 At 112 I

Re: [osg-users] Introducing osgpdf

2008-11-12 Thread Jean-Sébastien Guay
Hi again, If you get things working under Windows or OSX could you please write in with what you had to do to get things installed. I'm working on it. I've got Cairo from the gtk+-bundle: http://www.gtk.org/download-windows.html Not sure about Poppler. It seems to only be available as

Re: [osg-users] Picking on billboards

2008-11-13 Thread Jean-Sébastien Guay
Hi Judd, Vincent, view-GetCamera ()-GetOSGCamera ()-accept (*mIntersectionVisitor); I think that may be essentially what the problem is with your code Vincent, you need to start your visitor from the camera so that the billboard can be rotated to the eye correctly. Is this what you're

Re: [osg-users] Introducing osgmemorytest

2008-11-13 Thread Jean-Sébastien Guay
Hi Robert, I ran the tests on my PC at home, and got some pretty weird results for the last one. See below. I think we're seeing that video card drivers are very inconsistent across versions (which we knew from experience, but now we can quantify it). AMD Athlon 64 X2 4200+, 2GB RAM, Vista

Re: [osg-users] Performance expectations

2008-11-13 Thread Jean-Sébastien Guay
Hi Ed, Am I expecting too much from OSG? Without knowing more about what exactly you wish to render at more than 1000Hz, it's hard to give a definitive answer. I will just say that if it's possible in raw OpenGL, it's possible with OSG. Depending on your scene, you should even get higher

Re: [osg-users] Performance expectations

2008-11-13 Thread Jean-Sébastien Guay
Hi Ed, Thanks for clarifying, your situation is interesting even though you can't divulge too much (we always like to know the cool new ways OSG is being used!) For example, I need to add a callback to my viewer, or where-ever it is appropriate, that will be called between the final render

Re: [osg-users] Performance expectations

2008-11-13 Thread Jean-Sébastien Guay
Hi Ed, I have just read the thread you started on overriding swapBuffersImplementation() and the last post I saw was written 38 weeks, 5 days, 8 hours and 55 minutes ago (Thanks gmane), Wow, I'll give you this: you're thorough :-) at which time, it appeared that you had not completely

Re: [osg-users] shaders in OSG...

2008-11-14 Thread Jean-Sébastien Guay
Hi Shayne, // shader code done at setup time tgpProgram = new osg::Program(); ... emptyProgram = new osg::Program(); First, I don't know if you meant not to put the type here, but I hope you're storing these in ref_ptrosg::Program. Otherwise, you create the program (refCount = 0), then

Re: [osg-users] shaders in OSG...

2008-11-14 Thread Jean-Sébastien Guay
Hi Shayne, At this point, anything will help. I believe I'm using a ref pointer but I will double check. I tried following the paradigm outlined in the osgshaders example which seems to be newing the same way I'm doing below (i.e. new osg::Program). As long as you're using ref_ptr, that's

Re: [osg-users] shaders in OSG...

2008-11-14 Thread Jean-Sébastien Guay
Hi Shayne, It turned out that I was NOT using ref_ptr. I made the correction and it no longer crashes...:). Yeah, always store pointers to reference counted objects in ref_ptrs if you intend to keep a pointer to it around. The OSG examples create nodes and other objects as raw pointers, but

Re: [osg-users] PNG and Collada

2008-11-15 Thread Jean-Sébastien Guay
Hi Alessandro, If you change this: rendering_hint DEFAULT_BIN to this: rendering_hint TRANSPARENT_BIN and then load the file in osgviewer, does that work? The two things you need to get proper transparency is enabling GL_BLEND and giving the TRANSPARENT_BIN rendering

Re: [osg-users] triangles count

2008-11-15 Thread Jean-Sébastien Guay
Hello sdb? (please sign your posts with a real human name, this goes a long way in making the mailing list discussions more friendly) Thanks Wang, I think that the solution for me is TriangleFunctor. Do you known if there is some example that I can found on internet? As Wang noted, see

<    5   6   7   8   9   10   11   12   13   14   >