Re: [osg-users] Modifying Scene Graph in viewing loop...

2006-10-04 Thread Robert Osfield
HI Stephen,Modifying the scene graph between viewer.sync() and viewer.frame() is the appropriate thing to do.  As to what might be the cause of the problem I have can't say with so little to go on.Robert. On 10/5/06, Stephen Northcott <[EMAIL PROTECTED]> wrote: Hi there..I am running a piece of tes

[osg-users] Modifying Scene Graph in viewing loop...

2006-10-04 Thread Stephen Northcott
Hi there.. I am running a piece of test code that has worked fine on my Mac installation of OSG before.. However, on the PC it is giving spurious crashes. One's which I am unable to pin a solution on, other than some kind of random corruption of data, or conflict.. Basically I am modify

Re: [osg-users] OSG binary comptilibity between VC7.1 and VC8?

2006-10-04 Thread Mike Weiblen
Hi Ben, on your vc8 page below, is step #3 (regarding win32 native libraries) basically addressed by the Platform SDK install described at http://msdn.microsoft.com/vstudio/express/visualc/usingpsdk/ Thanks -- mew Ben Discoe wrote: > I'd like to provide a single set of pre-compiled libraries (

[osg-users] Creating New Nodes on Update

2006-10-04 Thread Willy P
Hey, I am through Joseph Sullivan's "Callbacks" tutorial and I was wondering if someone could point me to at tutorial / example that adds nodes / geometry to a scene graph in response to user events. I get how to alter geometry and states but not how to add a new node to a scene dynamically. Tha

Re: [osg-users] osgVRPN with a joystick

2006-10-04 Thread Julian Looser
Hi Mike, I changed the code in my loop to: analog->update(); for (int i = 0; i < analog->getNumChannels(); i++) { std::cout << analog->getValue(i) << " "; } std::cout << std::endl; And now it works great! Thanks again, Julian. Mike Weiblen wrote: Hi Julian, analo

Re: [osg-users] OSG binary comptilibity between VC7.1 and VC8?

2006-10-04 Thread Mike Weiblen
Hi Ben, I'm not yet using VS8. However, to avoid the maintenance burden of essentially identical parallel project files, I'd lean toward continuing to use the existing VC6 .dsp/.dsw files in VS8 but simply build into a separate OSG filesystem, rather than peer subdirectories with slightly differ

Re: [osg-users] osgVRPN with a joystick

2006-10-04 Thread Mike Weiblen
Hi Julian, analog->getNumChannels() returns the size of the last actual received packet of Analog data, not the potential channel capacity of an Analog device; see osgVRPN/Analog.h. The example below queries getNumChannels() immediately after device creation but before any packet handing; after d

RE: [osg-users] Retrieving texture contents from ARB float FBO RTT

2006-10-04 Thread Brad Colbert
Chuck, You have to define the camera as an FBO as well as attaching an image as a target: camera->setRenderTargetImplementation(osg::CameraNode::FRAME_BUFFER_OBJE CT); Normally the camera renders to a standard OGL frame buffer which will clamp the values when red back into the osg::Image. The a

Re: [osg-users] Re: Highland gathering

2006-10-04 Thread Colin Dunlop
Hi Gareth,   I'd agree with Robert and go "across" the bridge though rather than "croos" it and follow the A82/A811/A81 all the way to Callander. Coming through Glasgow at that time will be like swimming against a strong tide of metal. It'll take you about 75 to 90 minutes depending on traffi

Re: [osg-users] osgVRPN with a joystick

2006-10-04 Thread Julian Looser
Hi Amin, Thanks for your reply. It seems our posts have crossed over and you've replied to my initial message. What you've described is exactly what I've done so far. I began with an AnalogFly entry in the vrpn.cfg file, but I removed it because I just want the raw values from the joystick at

[osg-users] Re: Problems loading 3DS files since OSG 1.1

2006-10-04 Thread Marc Bernatchez
Hi Mike and Robert, I will let you know what comes out of the NVidia ticket. No news so far. I would say that the best approach would be that you go ahead and try to contact them using your more direct contact route and let them know an other user already tried contacting them about the same i

Re: [osg-users] Drawing text over geometry

2006-10-04 Thread Andreas Ekstrand
Hi Robert, No need to reproduce, I found the problem. In the overloaded copy-constructor of my subclass I didn't call Drawable's copy constructor or copy the state set manually. I reuse a lot of my text objects so I probably never saw the originals which were the only ones working w.r.t. dept

RE: [osg-users] osgVRPN with a joystick

2006-10-04 Thread Amin Ghadersohi
Quoted from http://www.cs.unc.edu/Research/vrpn/DirectInput.html: "Before using a DirectInput joystick, you need to download the DirectInput SDK from www.microsoft.com/directx. Install it in the recommended directory (C:\DXSDK). Once the SDK is installed, edit the vrpn_Configure.h. file and uncomm

Re: [osg-users] How dose osg support spatialindexed data source?

2006-10-04 Thread mark_barnes
Hi Robert, I can offer a brieft summary: Spatial Indexing refers to DBMS that support (fundamentally) multi-part key indexes and associated acceleration structures like kd- and r- trees. The common "spatial" use-case is a multi-part (primary, secondary, and tertiary) key of [X,Y,Z] or [lat,long,e

RE: [osg-users] OSG binary comptilibity between VC7.1 and VC8?

2006-10-04 Thread Roger James
Hmmm, This all has me really worried. I recently noticed that a number of Micorsoft's own system DLL's shipped with Windows XP SP2 have a dependency on an old version of the c runtime viz. msvcp60.dll A particular example is shell32.dll (version 6.0.2900.2951) which has a dependency chain leadin

RE: [osg-users] Proper way to tell if shaders are supported / fai ledtoload

2006-10-04 Thread Gilbert, Daniel R.
Hi Andy,   Thank you!  This code snippet should work out just fine.   -- Dan From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy PreeceSent: Wednesday, October 04, 2006 1:36 AMTo: osg usersSubject: RE: [osg-users] Proper way to tell if shaders are supported

Re: [osg-users] How dose osg support spatialindexed data source?

2006-10-04 Thread Robert Osfield
HI Larry,I haven't hearing of spaitial indexing before, care to explain?Thee PagedLOD node that manges the LOD ranges and what tiles to page in can be as set in pretty any spatial way you want, typically it'd be a quad tree group hanging off the second child (the external tile) and the first tile w

RE: [osg-users] Re: Problems loading 3DS files since OSG 1.1

2006-10-04 Thread Mike Wittman
Hi Robert,   That sounds reasonable to me, assuming that Marc and any others can validate this workaround.   -Mike   From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Wednesday, October 04, 2006 10:15 AM To: osg users Subject: Re: [osg-users]

Re: [osg-users] Producer::Camera intrinsic and extrinsic params

2006-10-04 Thread Don Burns
Hi Goran, Call camera->getLensParams(left, right, bottom, top, near, far, xshear, yshear); Your principle point will be cx = (right - left) + (xshear * (right-left)); cy = (top - bottom) + (yshear * (top - bottom)); Focal length (If I'm understanding the term correctly): fx = right - left;

[osg-users] How dose osg support spatialindexed data source?

2006-10-04 Thread larry davis
Hi, After a brief look at the databasepager and the readerwriter plug-in, I wonder how can OSG handle data source that supports spatial indexing, so that the data source don't have to be tiled. Can someone point out to some examples about osg and spatial indexed source data, if there is any. L

[osg-users] Producer / VS8 / current CVS issues

2006-10-04 Thread Paul Martz
I just updated OT/P/OSG this morning to current CVS. I built OT in VS8 without any issues. However, I encountered problems with Producer.   When loading the VS7 .sln file into VS 8, I get the message:   Project file 'C:\Producer\VC++7\KeyboardMouseTest\KeyboardMouseTest.vcproj' could not be

Re: [osg-users] white border around textures

2006-10-04 Thread Chris Hanson
Goldstein, Gregory A. wrote: Are you sure the other program uses alpha-blend and not alpha-clip? I would try alpha clipping if I knew how to do it. Is there a state attribute for this? Alpha clip, with a low clip threshold, can work even if you have partial transparency. Alpha clip can be

Re: [osg-users] OSG binary comptilibity between VC7.1 and VC8?

2006-10-04 Thread Chris Hanson
Gordon Tomlinson wrote: HI Ben Ditto everything that Gordon said. I had to rebuild every library we use for VC++8, and I had no end of headaches until I did. I read your migration page -- we encountered pretty much every single thing you did, just the same. Good on you for documenting

[osg-users] Re: Drawing text over geometry

2006-10-04 Thread Colin McDonald
Hi, On 10/3/06, Kawicki, Ryan H > wrote: >/ />/ I am actually experiencing somewhat the same thing you are experiencing. />/ />/ All of our text is rendered on a different layer, which is usually the />/ highest render bin, so it can be viewe

Re: [osg-users] Drawing text over geometry

2006-10-04 Thread Robert Osfield
HI Andreas,I'm curious about the problem with using your own StateSet.  Could you try modifying osgfadetext to reproduce the problem?Robert.On 10/4/06, Andreas Ekstrand <[EMAIL PROTECTED]> wrote: Robert,Actually I don't touch the state set in my subclass, I just apply a newstate set from outside.

Re: [osg-users] osg::Image::dirty( Rect )

2006-10-04 Thread Daniel Larimer
Ulrich, I don't have a problem implementing a subload call back. I only suggested it because I thought that if I have to implement it anyway that others could benefit. Unfortunately I do have to worry about far more considerations than most because I am developing a Virtual Reality API

Re: [osg-users] Drawing text over geometry

2006-10-04 Thread Andreas Ekstrand
Robert, Actually I don't touch the state set in my subclass, I just apply a new state set from outside. So I don't see why using a subclass should matter in this case. However, I decided to use getOrCreateStateSet and just work in the Text's existing state set. This way it works fine. By the

Re: [osg-users] osg::Image::dirty( Rect )

2006-10-04 Thread Ulrich Hertlein
Hi Daniel, Daniel Larimer wrote: > Internally osg::Image could maintain a union of all of the dirty rects > and then update only the part that needs it. > > Looking through the OSG code I see that there is already support for a > "subload" callback. I would rather not have to implement that an

Re: [osg-users] Drawing text over geometry

2006-10-04 Thread Robert Osfield
On 10/4/06, Kawicki, Ryan H <[EMAIL PROTECTED]> wrote: We are running with OSG veresion 1.2.Try applying your own StateSet on each layer of Text, rather than setting the Text's default StateSet, as this StateSet is shared between Text instances - for state sorting as well as controlling the bi

Re: [osg-users] osg::Image::dirty( Rect )

2006-10-04 Thread Robert Osfield
Hi Daniel,I have avoided such approaches as it'd complicate the osg::Image and osg::Texture API's quite a bit, you can still implement it yourself they via a custom Texture::SubloadCallback. On 10/4/06, Daniel Larimer <[EMAIL PROTECTED]> wrote: All, I have currently setup an osg::Image use the buff

Re: [osg-users] Re: Problems loading 3DS files since OSG 1.1

2006-10-04 Thread Robert Osfield
Hi Mike,I think a possible workaround would be to make an osg::isGLExtensionSupported call inside SceneView::init(), just before the GLObejctsVisitor traverses the scene.  I suspect this might be more reliable than the previous disable of the compile of display lists inside the GLObjectsVistor. Rob

Re: [osg-users] Re: Highland gathering

2006-10-04 Thread Robert Osfield
Hi Gareth,On 10/4/06, Roberts, Gareth <[EMAIL PROTECTED]> wrote: I will be arriving in Glasgow airport at 1700 and picking up a hire car; if anyone needs a lift to Callander, let me know. The Arden House website says to arrive bertween 3 and 6 pm. I doubt if I can be there by 6 - it seems to

Re: [osg-users] A weird one.. Autotransform and multiple views

2006-10-04 Thread Robert Osfield
Hi John,I can't say exactly what the problem is, but osg::AutoTransform is only able to cope with a single view point, so this may well be the root of the problem.  To get round it you could use a group with two AutoTransform's below it, each sharing the same subgraph, then use a traversal mask for

RE: [osg-users] Drawing text over geometry

2006-10-04 Thread Kawicki, Ryan H
We are running with OSG veresion 1.2.   Ryan Kawicki Software Engineer The Boeing Company Training Systems and Services (314) 777 - 6863   From: Robert Osfield [mailto:[EMAIL PROTECTED] Sent: Wednesday, October 04, 2006 4:09 AMTo: osg usersSubject: Re: [osg-users] Drawing text over geome

[osg-users] osg::Image::dirty( Rect )

2006-10-04 Thread Daniel Larimer
All, I have currently setup an osg::Image use the buffer of a QImage.  Every time I use a QPainter to update the QImage I call osg::Image::dirty() which causes OSG to update the texture.   QImage qimage  = QImage(  width, height,     QImage::Format_ARGB32_Premultiplied );   osg::ref_ptr ima

RE: [osg-users] Re: Problems loading 3DS files since OSG 1.1

2006-10-04 Thread Mike Wittman
Hi Marc, If the bug is solely caused by calling wglGetProcAddress("wglGetExtensionsStringARB") within the initial display list compilation, then I believe that adding the call to osg::isGLExtensionSupported for each context prior to SceneView::init *should* avoid the problem by forcing the call to

RE: [osg-users] white border around textures

2006-10-04 Thread Goldstein, Gregory A.
That worked. I should've asked this group days ago. I don't think I would've figured that out by myself. Anyway, thanks a lot Dan and Chris. Greg -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gilbert, Daniel R. Sent: Wednesday, October 04, 2006 9:49

[osg-users] Still fighting with my paged LOD

2006-10-04 Thread Jackson, Frank L., Jr.
Hey all I've been having a problem with getting my LOD code to work correctly. I've attached the main file and one of the directories that will be using the intersect code on the paged .ive. I was wondering if I was missing something please let me know if you need anymore information or anyth

RE: [osg-users] Re: Highland gathering

2006-10-04 Thread Roberts, Gareth
Hi, I will be arriving in Glasgow airport at 1700 and picking up a hire car; if anyone needs a lift to Callander, let me know. The Arden House website says to arrive bertween 3 and 6 pm. I doubt if I can be there by 6 - it seems to be about 40 miles by road. I'll let my esteemed employers pa

RE: [osg-users] white border around textures

2006-10-04 Thread Gilbert, Daniel R.
Hey Greg, You place items in the transparent bin by setting the RenderingHint on the stateset: stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); And as you mentioned before, you want to make sure and have blending on if the billboards include partial transparency: stat

[osg-users] A weird one.. Autotransform and multiple views

2006-10-04 Thread Argentieri, John-P63223
Title: A weird one.. Autotransform and multiple views Hello again. I have set my program up to use multiple sceneview objects in multiple rendersurfaces on multiple windows, although I am not sure that is the easiest way to put it :) . I have a single scene graph though and plan to keep it

RE: [osg-users] white border around textures

2006-10-04 Thread Goldstein, Gregory A.
> Are your billboards z-sorted by putting them in the transparent bin? I'm not sure what this means. How would I do this? > Are you sure the other program uses alpha-blend and not alpha-clip? I would try alpha clipping if I knew how to do it. Is there a state attribute for this? Thanks Chri

RE: [osg-users] Possible particle effects logic error

2006-10-04 Thread Argentieri, John-P63223
Sorry Robert, my mistake. One of these days I'll make a contribution of some kind, I swear. From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert OsfieldSent: Wednesday, October 04, 2006 9:34 AMTo: osg usersSubject: Re: [osg-users] Possible particle effects logic error Hi

Re: [osg-users] Possible particle effects logic error

2006-10-04 Thread Robert Osfield
Hi John,The _automaticSetup is setup in the ParticleEffect constructor.  See include/osgParticle/ParticleEffect.Robert.On 10/4/06, Argentieri, John-P63223 <[EMAIL PROTECTED]> wrote: Robert,   in ExplosionDebrisEffect.cpp, the last line of functionExplosionDebrisEffect::ExplosionDebrisEffect(

RE: [osg-users] Possible particle effects logic error

2006-10-04 Thread Argentieri, John-P63223
Robert,   in ExplosionDebrisEffect.cpp, the last line of functionExplosionDebrisEffect::ExplosionDebrisEffect(const osg::Vec3& position, float scale, float intensity)   in ExplosionEffect.cpp, the last line of functionExplosionEffect::ExplosionEffect(const osg::Vec3& position, float scale, f

Re: [osg-users] Possible particle effects logic error

2006-10-04 Thread Robert Osfield
Hi John,What file/line number are you refering to?Robert.On 10/4/06, Argentieri, John-P63223 < [EMAIL PROTECTED]> wrote: Hello all. I solved my particle effects issues by browsing the source code. I might be wrong, but it looks like the constructor for the particle effects which takes a

[osg-users] Possible particle effects logic error

2006-10-04 Thread Argentieri, John-P63223
Title: Possible particle effects logic error Hello all. I solved my particle effects issues by browsing the source code. I might be wrong, but it looks like the constructor for the particle effects which takes a position, scale, and intensity attempts to read the _automaticSetup member vari

RE: [osg-users] OSG binary comptilibity between VC7.1 and VC8?

2006-10-04 Thread Gordon Tomlinson
HI Ben A pain but it really is better to build all for which ever compiler a user is using An issue is that .sln and .proj files etc are also not compatible between versions, way to go Microsoft Thus dsw are the only files that Robert is willing to support which is understandable This me

[osg-users] solved (WAS Retrieving texture contents from ARB float FBO RTT)

2006-10-04 Thread Chuck Seberino
Guillaume,   I don't exactly know what combination you are referring to, but using an osg::Image as an attachment does not allow unclamped float values.  While I can attach a float texture to an FBO and have it generate results in unclamped values, there is no way to get those values out

Re: [osg-users] crash on Qt app end Glut app with OSG 1.2

2006-10-04 Thread gines belando
Hi J.P, The lines suggested by Robert work fine. By the way, I don't understand why, but it work. The PB with the texture and the picking was a migration problem in my code. Now all is OK. Thak you very much, Gines. J.P. Delport a écrit : Hi, by: "by the textures are not OK, the picking (

Re: [osg-users] crash on Qt app end Glut app with OSG 1.2

2006-10-04 Thread J.P. Delport
Hi, by: "by the textures are not OK, the picking (Intercept) don't work," do you mean that the textures looks right, but the picking is broken? If so, you might want to try the newest CVS version of OSG. The crash in your Debug build, does it occur with or without the added lines suggested b

[osg-users] Producer::Camera intrinsic and extrinsic params

2006-10-04 Thread Goran Tusek
Hi osg-users, I have a Producer::Camera object and I need to get the intrinsic parameters (cx, cy): coordinates of the principal point (fx, fy): focal length by the axes x and y and the extrinsic parameters (R, t): rotation matrix R and translation vector t that relate the world coordin

RE: [osg-users] OSG binary comptilibity between VC7.1 and VC8?

2006-10-04 Thread Ben Discoe
Thanks Gordon. That's what i was afraid of. So, in order to support my users, who need to build on OSG, and who might have either VC7 or VC8, i clearly need to provide two sets of .lib/.dll files. >From what i can tell, this isn't supported in the OSG .sln/.vcproj files (yet). There isn't a VC8

Re: [osg-users] complex AnimationPath usage

2006-10-04 Thread Robert Osfield
Hi Pasquale,Sounds like a cool app, gotta love space when your a geek ;-)  Anyway back to code...  You could use the AnimationPathCallback to allow you to offset and scale the time that is used to extract the control points from the AnimationPath.  This would give you the hiding you want, but it mi

Re: [osg-users] osgsimple and Visual Studio

2006-10-04 Thread Robert Osfield
Thanks for the notification, dependecny now added.On 10/3/06, John Ivar Haugland <[EMAIL PROTECTED]> wrote: Hi,The visual studio project file for osgsimple example in CVS version of OSG is missing the osgGA dependancy.Regards,--John Ivar HauglandDepartment of Petroleum Engineering and Applied Geoph

Re: [osg-users] Drawing text over geometry

2006-10-04 Thread Robert Osfield
Hi Ryan,Which version of the OSG are you using?Robert.On 10/3/06, Kawicki, Ryan H <[EMAIL PROTECTED] > wrote:I am actually experiencing somewhat the same thing you are experiencing. All of our text is rendered on a different layer, which is usually the highest render bin, so it can be viewed above

Re: [osg-users] Drawing text over geometry

2006-10-04 Thread Robert Osfield
Hi Andreas,osgText::Text does some non standard management osg the attached StateSet to cover cases where no StateSet is manually attached, this is done to  help state sorting and the approrpriate default binning of osgText::Text.  For 1.2 this behavior changed a bit, making it more flexible in fa

Re: [osg-users] VS2005 warnings

2006-10-04 Thread Robert Osfield
On 10/3/06, [EMAIL PROTECTED] <[EMAIL PROTECTED] > wrote:On Tue, 2006-10-03 at 21:28 +0100, Robert Osfield wrote:> Or do we create another subclass from osg::Obejct something like > ObjectWithPotentailOpenGLObjectThatMightNeedReleasing...Yes I agree (thanks to the discussion up to this point). Exte

Re: [osg-users] crash on Qt app end Glut app with OSG 1.2

2006-10-04 Thread gines belando
Hi, I have a look in the thread "Problems loading...". I have added in the code this lines suggested by Robert:     sceneview->setInitVisitor(new             osgUtil::GLObjectsVisitor(osgUtil::GLObjectsVisitor::COMPILE_STATE_ATTRIBUTES)); My app don't crash now wtih this, by the textures are

RE: [osg-users] Proper way to tell if shaders are supported / failed toload

2006-10-04 Thread Andy Preece
Hi Dan,   Perhaps the following is what your are looking for:   osgUtil::SceneView *m_SceneView = new osgUtil::SceneView ; unsigned int contextID = m_SceneView -> getState() -> getContextID() ; osg::GL2Extensions* gl2Ext = osg::GL2Extensions::Get( contextID, true ) ;   float glver  

Re: [osg-users] crash on Qt app end Glut app with OSG 1.2

2006-10-04 Thread J.P. Delport
Hi, have a look at the workarounds suggested in the thread "Problems loading 3DS files since OSG 1.1" and report if it works for you. Could you also elaborate on your configuration, OS, Video Card, Drivers. jp gines belando wrote: > Hello, > I'm porting my app from OSG 1.0 to OSG 1.2. > I use QT

[osg-users] crash on Qt app end Glut app with OSG 1.2

2006-10-04 Thread gines belando
Hello, I'm porting my app from OSG 1.0 to OSG 1.2. I use QT V3 and MSVC6. The application crash now on the culling stage on binding the textures. I can reproduce this with the Glut simple example with a little model. Must we add some initialisations on OSG 1.2 ? Can you help me? Regards, Gines. be