Re: [osg-users] osgViewer + Fox Toolkit example

2007-07-11 Thread Markus Hein
you have to replace getEventQueue()->mouseButtonPress(event->click_x, event->click_x, 1); by getEventQueue()->mouseButtonPress( event->click_x, event->click_y, 1); ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mail

Re: [osg-users] osgViewer + Fox Toolkit example

2007-07-11 Thread Markus Hein
RJ schrieb: I tried building the example on linux using osg-2.0 and fox-1.6 but the executable is giving sementationfault as soon as i run the program. Has anybody tried this example on linux. Hi, yes it works fine on my linux installation, using FOX-1.7 & OSG-2.0. havn't tried older

Re: [osg-users] osgViewer + Fox Toolkit example

2007-07-10 Thread Markus Hein
Hi Alexandre, amalric alexandre schrieb: I had to do this for my own application. In example's directory of osgViewer integration there is no example for FOX. It's quite simple but I hope it will help some people who wants to integrate OSG in their Fox application. I've attached a Visual 20

Re: [osg-users] LightPointNode and shaders

2007-07-03 Thread Markus Hein
Hi Brad, Can shaders be added to a osg::LightPointNode? I'm trying to add both a vertex and fragment shader (pointsprite) but I just don't see any effect. I don't have problems with shader based pointsprites on nvidia hardware. don't forget this line: stateset->setMode(GL_VERTEX_PROGRAM_P

Re: [osg-users] can someone reccomend a good starting point ?

2007-05-30 Thread Markus Hein
Hi Bryan , I would like to be able to view this model using OSG, since examples I've seen show fast rendering among other things. I have also written an animation of a growin neuron using matlab and VRML's extrusion capabilites, which I believe osg has, and I would like to recreate this in osg.

Re: [osg-users] Texture switching in Real time...

2007-03-03 Thread Markus Hein
it should also work on elder GPUs based systems /adegli 2007/3/2, Markus Hein < [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>: Hi Adrian, maybe if you put the textures in 2 different texture units, adding Sampler2D uniforms and a

Re: [osg-users] Texture switching in Real time...

2007-03-02 Thread Markus Hein
Hi Adrian, maybe if you put the textures in 2 different texture units, adding Sampler2D uniforms and a fragment program like this: --- uniform sampler2D firstTexture; uniform sampler2D secondTexture; uniform float osg_FrameTime; void main(

Re: [osg-users] license - using osg example code

2007-02-26 Thread Markus Hein
Hi Robert, How far advanced are you with gl2benchmark? What is your delivery schedule? Some people tested it yesterday and reported their results. Some useful comments came and i have to implement more functionality and exception handling for old hardware, ati hardware :-) etc. The fi

Re: [osg-users] license - using osg example code

2007-02-26 Thread Markus Hein
Hi Robert, thanks for the info. You could, but why not just point people at OpenSceneGraph-Data? to make the installation process simple for novice users (apt-get install gl2benchmark) you can be sure that the HUD permanetly shows "OpenSceneGraph" in big letters :-) the source has info a

[osg-users] license - using osg example code

2007-02-26 Thread Markus Hein
Hi Robert, i wrote a little noncommercial tool (a simple bench) which is meant to check and measure the implementation of OpenGL 2.0 on different systems. I wonder how to license this? The application itself is open source, is linking against OT|OP|OSG Debian Packages. Distributed as BinP

Re: [osg-users] OSG feedback examples

2007-02-25 Thread Markus Hein
Hi bm, None of that is very useful but it is fun to play with, so I thought I'd share it with the group. i saw the video and i like to see artistic uses of OSG. Even if it is mostly just for fun so it shows how powerful OSG is to make demos, pre-process images etc. I remember i did some

Re: [osg-users] Precision - using FBO image targets as VertexTexture

2007-02-09 Thread Markus Hein
Hi Robert, I'm struggling to follow what bits work and what doesn't. Is it that _image->getInternalTexureFormat() is not GL_RGBA32F_ARB? yes, finally after a debug session I found out that setting up the internal Format for the RenderBuffer (is done via: FrameBufferAttachment::FrameBuffer

Re: [osg-users] Precision - using FBO image targets as VertexTexture

2007-02-08 Thread Markus Hein
Hi Robert, I just wonder how to debug such tings on the GPU ? Has someone played with FBO's and VertexTexture this way ? Which image-extensions (using Nvidia hardware) er best? using osg from cvs. after debugging inside of FrameBufferObject.cpp & RenderStage.cpp in FrameBufferObject.cpp:

Re: [osg-users] Point Cloud Aliasing

2007-01-25 Thread Markus Hein
Hi Andrew, Does anyone know how I can diminish or remove the aliasing effect? have you tried PointSprites instead of GL_POINTS ? Modify the StateSet for using PointSprites and add a suited Texture and the pointsize-gl-extension. Then you can control the appearance of your points from a GLS

Re: [osg-users] Ephemeris Skydome

2007-01-15 Thread Markus Hein
Hi Scott, May, Scott schrieb: I tried this for the moon, but during daytime it is still not blending into the sky. The moon is a dark blue compared to the sky. We are using a moon light source could that be the problem? Any ideas? right now, I have no osgEphemeris installed here, but I hope

Re: [osg-users] Hang in Producer on nVidia 8800 cards

2007-01-11 Thread Markus Hein
Hi, Now that the 1.0-9746 drivers are released, maybe someone with something other than an 8800 nvidia card can try running a Producer app and let us know if it hangs in the same spot. I wonder if it's an 8800 issue or an issue for all nvidia cards. as i know , the 8800 driver under linux is

Re: [osg-users] Ephemeris Skydome

2007-01-11 Thread Markus Hein
May, Scott schrieb: We just upgraded from to osg 1.2 and now we can see through the Ephemeris Skydome into the Stars during the day. Is there a fix or change that will return the sky to be opaque? -Thanks for all the good advise you guys give, this mailing list is great! -SRM -

[osg-users] Precision - using FBO image targets as VertexTexture

2007-01-10 Thread Markus Hein
Hi all, i did some testings with a modified osgPrerender example: what i tried was to use the image target of a CameraNode as input for a VertexTexture, controlling the vertex.z of a model in the scenegraph ( using a vertexshader ). It works good, but it seems for me that the GPU internal pre

Re: [osg-users] What do you want from viewer functionality?

2007-01-06 Thread Markus Hein
Hi Robert, hi all, I'd like feedback from the community on what you needs are on the viewer front. the applications i think about would have multiple views , sharing the same scene. what i would need to build my gui-dependent stuff on it is: Interactive Editor Views: - right-hand popup-

Re: [osg-users] osgfadetext

2006-11-28 Thread Markus Hein
Hi Robert, To cut a long story short, a cvs update will fix the problem ;-) thanks for fixing this :) I tried to trace back , but I didn't dig so deep. I gave up after I saw that it is the creation of userData located in createNewFadeTextUserData(osg::View* view) ... - Markus --

Re: [osg-users] osgfadetext

2006-11-05 Thread Markus Hein
Robert Osfield schrieb: Hi Markus, I have just done some testing on my machine with osgfadetext and top does show an increasing memory usage when the fade text arn't culled. Don't know what the cause is, reproducing the problem is half of the battle so I don't think it'll be too difficult to fix

[osg-users] osgfadetext

2006-11-04 Thread Markus Hein
Hi All, has someone the same memory problem with osgText::FadeText:? I'm using the current code from CVS. When running osgfadetext example, my system is rapidly running out of memory . I changed the example code, so it uses osgText::Text and tried again. Now it runs without problems, and me

[osg-users] uniform-value, updated in vertexshader ?

2006-08-23 Thread Markus Hein
Hi All, based on osgParametric-example i try to get a vertexshader to update a Uniform from a sum of perVertex-operations. I tried to read the result back into the application. While there is no problem to "feed" the VertexShader with updated values from a UniformCallback, i can't update a uni