RE: [osg-users] RE: Frame Buffer Object readback

2006-12-07 Thread Andy Preece
llback? b) Is the readImageFromCurrentTexture warning a bug in OSG or is it user error? c) Is method (4) the 'correct' way to achieve my desired result? Regards, Andy. -Original Message- From: Amir Meteraso [mailto:[EMAIL PROTECTED] Sent: 28 November 2006 08:11 To: Andy Preece Cc: [E

[osg-users] RE: Frame Buffer Object readback

2006-11-23 Thread Andy Preece
this. Robert. On 11/23/06, Andy Preece <[EMAIL PROTECTED]> wrote: > > > Hi All, > > Following the osgprerender example I have configured a CameraNode to render > to a frame buffer object. That seems to work fine for me and I can use a > rectangle to display the captured

[osg-users] (no subject)

2006-11-23 Thread Andy Preece
Hi All, Following the osgprerender example I have configured a CameraNode to render to a frame buffer object. That seems to work fine for me and I can use a rectangle to display the captured texture fine. Now what I would like to do is to read back a small part of the frame buffer object te

RE: [osg-users] Setting SceneView Near and Far clip planes

2006-11-17 Thread Andy Preece
clip planes Hi Andy, Which version of the OSG are your using? On 11/17/06, Andy Preece <[EMAIL PROTECTED]> wrote: > In my MFC application I create an osgUtilSceneView (shown below) and attach > a simple scene graph with a Switch node as the root. Initially all the > children of the Swi

[osg-users] Setting SceneView Near and Far clip planes

2006-11-17 Thread Andy Preece
Hi All, In my MFC application I create an osgUtilSceneView (shown below) and attach a simple scene graph with a Switch node as the root. Initially all the children of the Switch node are set off. When I execute the program, I get the following message displayed every frame until I enable the Sw

RE: [osg-users] Shader debug

2006-11-03 Thread Andy Preece
PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Preece Sent: 03 November 2006 14:42 To: osg users Subject: RE: [osg-users] Shader debug   Hi Dan,   Here is my code snippet. Can you spot what I am doing wrong? It looks like your suggested fix!   I always get the message ‘Loaded Shader

RE: [osg-users] Shader debug

2006-11-03 Thread Andy Preece
// contextID  bool logFound = shader->getGlShaderInfoLog(contextID, log);   This did the trick for me at least.   Hope this helps,   -- Dan   > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Andy Preece > Sent: Thursday, Octob

RE: [osg-users] Shader debug

2006-10-26 Thread Andy Preece
ed to the terminal when you run. Maybe that helps.. -charlie Andy Preece wrote: > Hi All, > > > > Can anyone show me how to get the shader info log from an osg::shader > class? > > I have tried using the osg::Shader::getGlShaderInfoLog() method but it > always retu

[osg-users] Shader debug

2006-10-26 Thread Andy Preece
Hi All,   Can anyone show me how to get the shader info log from an osg::shader class? I have tried using the osg::Shader::getGlShaderInfoLog() method but it always return false and the string returned is always NULL.   Regards, Andy __

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  

[osg-users] Multiple rendering stages

2006-10-03 Thread Andy Preece
Hi All,   I am developing an OSG application that renders a scene, captures the framebuffer, analyses the contents and then renders some additional geometry based on the results of analysis.   I can render and capture the scene but I am having problems creating a second rendering pass t

RE: [osg-users] How to disable osg::StateSet properties

2006-09-26 Thread Andy Preece
CTED] On Behalf Of Paul Melis Sent: 26 September 2006 13:42 To: osg users Subject: Re: [osg-users] How to disable osg::StateSet properties Andy Preece wrote: > Hi All, > > > > I have an osg::StateSet with a texture map. I would like to disable > the texture map during run tim

[osg-users] How to disable osg::StateSet properties

2006-09-26 Thread Andy Preece
Hi All,   I have an osg::StateSet with a texture map. I would like to disable the texture map during run time but not lose the texture map pointer.   I have tried using;   stateset  -> setTextureMode( TEXUNIT_0, GL_TEXTURE_2D, osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF ) ;

RE: [osg-users] Shader debug

2006-09-26 Thread Andy Preece
rce thru GLSL Validate to confirm that it is valid GLSL code. http://developer.3dlabs.com/downloads/glslvalidate/index.htm Run GLSL ParserTest on your drivers to determine their compliance with the GLSL specification. http://developer.3dlabs.com/downloads/glslparsertest/index.htm Cheers -- mew And

[osg-users] Shader debug

2006-09-25 Thread Andy Preece
Hi All,   I have a simple GLSL OSG shader program that runs fine on my Windows XP laptop with an ATI Radeon X1600, but does not work on my desktop Windows XP machine with an NVidia GeForce 6600.   I have updated the drivers to the latest ForceWare 91.47 version (that claims to support O

RE: [osg-users] OSG debug with VS 2005

2006-09-19 Thread Andy Preece
NFO and it'll lots of info about what its doing, and > finally DEBUG to print out debug information as well. > > You can also set the notification level using > osg::setNotifyLevel(osg::INFO); > > As the cause of the particular problem I have no clue, as I'm not even sur

[osg-users] Texture/Colour look up tables

2006-09-19 Thread Andy Preece
Hi All,   Has anyone used OSG with texture and/or colour look up tables?   I can’t seem to find any obvious references to them in either the OSG documentation or the example code. Are they supported?   Regards, Andy ___

[osg-users] OSG debug with VS 2005

2006-09-19 Thread Andy Preece
Hi All,   I am working with OSG 1.1 and MS VS 2005. In the IDE I can switch between debug and release builds. I am working with the OSGMFC example program.   When I compile and run with a debug build and I exit the program (using the File -> Exit menu option) I get a mass of messages pr

RE: [osg-users] Stats display

2006-09-11 Thread Andy Preece
( swapBuffersToken, waitTime ); std::cout << "Waited " << waitTime << " seconds to retieve the swapBuffers time" << std::endl;  With a little enginuity you can minimize the wait time by double buffering your tokens and retrieving your draw and swap

RE: [osg-users] Stats display

2006-09-08 Thread Andy Preece
ow many state swaps etc). How do I get this information from an osgUtil::SceneView?   Regards, Andy   From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: 08 September 2006 10:08 To: osg users Subject: Re: [osg-users] Stats display   Hi Andy, On 9/8/

RE: [osg-users] Stats display

2006-09-08 Thread Andy Preece
n src/osgProducer/ViewerEventHandler.cpp. Robert. On 9/7/06, Andy Preece <[EMAIL PROTECTED]> wrote: Hi All,   I am using the osgUtil::SceneView class to do my rendering instead of the osgProducer::Viewer class.   Is there and easy way to get display performance statistics (frame rat

[osg-users] Stats display

2006-09-07 Thread Andy Preece
Hi All,   I am using the osgUtil::SceneView class to do my rendering instead of the osgProducer::Viewer class.   Is there and easy way to get display performance statistics (frame rate etc) with SceneView as is done in Viewer?   Regards, Andy. ___

[osg-users] OSG with Visual Studio 2005

2006-08-09 Thread Andy Preece
Hi OSG Gents,   I am new to OSG, although I am familiar with scene graphs having worked with Performer for the last 15 or so years.   I recently downloaded OSG 1.1 and I have been compiling it with VS 2005 (VS ver 8.0 I think) and running the examples and so far all of them have worked