[osg-users] [build] convert inventor 2.1 file to inventor 2.0 file

2009-05-24 Thread Abhinav Dubey
Hi,
i need to convert inventor 2.1 file to inventor 2.0 file. how can i do it?
how and where to use ivdowngrade..please can anybody give the stepwise 
process

... 


Thank you!

Cheers,
Abhinav

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Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Paul Griffiths

Simon wrote:
> Paul Griffiths wrote:
> 
> > Ive worked out whats required to get my effect working , though im only 
> > guessing right now at the math required.
> > 
> > Just need 4 clipPlanes facing into the into the scene surrounding the 
> > panel. Simple, in theory lol
> > 
> > Cheers,
> > PaulG
> > 
> 
> Given 3 points on a plane, the plane equation is:
> 
> osg::Vec3 n = (pt1 - pt0) ^ (pt2 - pt1);
> float d = -n * pt0;
> osg::ClipPlane*cp = new osg::ClipPlane(i, n.x(), n.y(), n.z(), d);
> 
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Thanks for the math, was wondering how to project a plane based on 3 points.  :D

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Re: [osg-users] Destruction order for static objects

2009-05-24 Thread Fredrik Orderud
It appears that others are also experiencing RenderBinPrototypeList destruction 
problems when building osg as a static lib:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-April/026550.html

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Re: [osg-users] Capping holes made by clipping?

2009-05-24 Thread Paul Griffiths
Hi,

I know I said I wouldnt need this feature for a while yet, but i do. I need to 
impliment this before my toolkit gets too large.

So in the hope that someones up to the challenge I present here a simple 
example of a shadowed scene containing a cube which has been split in half by a 
clipPlane leaving a hole.
The challenge is to fill this hole.

Heres hoping,
Thank you!

Cheers,
PaulG


Code:
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 

static int ReceivesShadowTraversalMask = 0x1;
static int CastsShadowTraversalMask = 0x2;

int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc, argv);

// construct the viewer.
osgViewer::Viewer viewer(arguments);

osg::ref_ptr shadowedScene = new 
osgShadow::ShadowedScene;


shadowedScene->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
shadowedScene->setCastsShadowTraversalMask(CastsShadowTraversalMask);

osg::ref_ptr sm = new osgShadow::ShadowMap;
shadowedScene->setShadowTechnique(sm.get());

int mapres = 1024;
sm->setTextureSize(osg::Vec2s(mapres,mapres));

osg::Vec4 lightpos;
lightpos.set(0.5f,0.25f,0.8f,0.0f);

osg::ref_ptr ls = new osg::LightSource;
ls->getLight()->setPosition(lightpos);
ls->getLight()->setAmbient(osg::Vec4(0.2,0.2,0.2,1.0));
ls->getLight()->setDiffuse(osg::Vec4(0.8,0.8,0.8,1.0));

osg::ref_ptr clipNode= new osg::ClipNode;
clipNode->setCullingActive(false);

osg::ref_ptr clipNodeTransform = new 
osg::MatrixTransform;
osg::Matrix clipNodeTrans;
clipNodeTrans = osg::Matrix::translate(0.f, 5.f, 0.f);
clipNodeTransform->setMatrix(clipNodeTrans);
clipNodeTransform->addChild(clipNode);
shadowedScene->addChild(clipNodeTransform);

osg::ref_ptr hints = new osg::TessellationHints;
hints->setDetailRatio(2.0f);
osg::ref_ptr geode = new osg::Geode();
geode->addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 
0.0f, -2.0f), 2.f, 2.f, 2.f), hints));
clipNode->addChild(geode.get());

osg::ClipPlane* clipPlane = new osg::ClipPlane();
osg::Vec4d plane;
plane.set(0.5f, 1.f, 0.f, 0.f);
clipPlane->setClipPlane(plane);
clipNode->addClipPlane(clipPlane);

shadowedScene->addChild(ls.get());

viewer.setSceneData(shadowedScene.get());

viewer.setCameraManipulator(new osgGA::TrackballManipulator);

// create the windows and run the threads.
viewer.realize();

while (!viewer.done())
{
{
osgShadow::MinimalShadowMap * msm = 
dynamic_cast( shadowedScene->getShadowTechnique() 
);

if( msm ) {

// If scene decorated by CoordinateSystemNode 
try to find localToWorld 
// and set modellingSpaceToWorld matrix to 
optimize scene bounds computation

osg::NodePath np = 
viewer.getCoordinateSystemNodePath();
if( !np.empty() ) {
osg::CoordinateSystemNode * csn = 

dynamic_cast( np.back() );

if( csn ) {
osg::Vec3d pos = 

viewer.getCameraManipulator()->getMatrix().getTrans();


msm->setModellingSpaceToWorldTransform
( 
csn->computeLocalCoordinateFrame( pos ) );
}
}
}
}

viewer.frame();
}

return 0;
}



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[osg-users] Binaries packages uploadedfo 2.8.1: Win32 VC8 and Linux (Ubuntu) GCC

2009-05-24 Thread suky0001
Hi Robert, hi all

I uploaded binaries packages for 2.8.1: Win32 VC8 and Linux (Ubuntu 9.04) GCC 
32 bits.
I'm *not* a linux maintainer, but as I compiled it and as it seems the binaries 
are not ready yet... :)
Please tell if everything is okay.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Simon
Paul Griffiths wrote:
> Ive worked out whats required to get my effect working , though im only 
> guessing right now at the math required.
> 
> Just need 4 clipPlanes facing into the into the scene surrounding the panel. 
> Simple, in theory lol
> 
> Cheers,
> PaulG

Given 3 points on a plane, the plane equation is:

osg::Vec3   n = (pt1 - pt0) ^ (pt2 - pt1);
float   d = -n * pt0;
osg::ClipPlane  *cp = new osg::ClipPlane(i, n.x(), n.y(), n.z(), d);

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Re: [osg-users] Regression in .zip loader?

2009-05-24 Thread neil.hughes
Hi Ulrich,

If you've taken the recent trunk checkins, then the answer is yes, there have 
been some recent changes to the .zip loader. However, I had hoped that there 
would be no downsides to the amendments made. Essentially, where as previously 
the expansion of the .zip file was performed to the local filing system - ie 
your hard disk - now the unpacking process is all done in memory.

There were some issues in getting the modification to compile on unix boxes, 
but I believe Robert solved that, and another maillist member made a 
modification to get it to compile on Mac's. So I thought it was all working.

One issue that may now arise, and something that Robert and I are pondering, is 
where a model references a texture contained within the same zip file. At the 
moment, using the in-memory unpacking, this is not supported. Essentially we 
need to figure out how to use the .zip as an archive that can be interrogated 
for files during a model load operation. Hopefully Robert or I will have 
something on this in the near future. 

Until then...you could rename the original_readnode function in the .zip plugin 
to replace the new readnode (this would put you back to unpacking to the local 
file system). I understand that Robert is offline for a few days with a nasty 
cold/flu, but when he's back, we could look to make an amendment to provide an 
options switch to control which unpacking method is used. I may submit this 
anyway, and leave it to Robert to decide on acceptance.

Hope the info helps, and sorry for any inconvenience that the amendment may 
have caused.

Kind regards

Neil.


 Ulrich Hertlein  wrote: 
> Hi all,
> 
> have there been any recent changes in the .zip loader?  I just noticed that I 
> can no 
> longer load a bunch of zipped .x files.  OSG_NOTIFY_LEVEL=DEBUG shows that 
> all plugins are 
> found (.zip, .x, .bmp) but I still get 'No data loaded' from osgviewer.
> 
> If I unpack the .zip file and load the .x directly everything is fine.
> 
> Cheers,
> /ulrich
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Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Paul Griffiths
Ive worked out whats required to get my effect working , though im only 
guessing right now at the math required.

Just need 4 clipPlanes facing into the into the scene surrounding the panel. 
Simple, in theory lol

Cheers,
PaulG

[Image: http://img411.imageshack.us/img411/713/clipplanes.png ]

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[osg-users] Regression in .zip loader?

2009-05-24 Thread Ulrich Hertlein

Hi all,

have there been any recent changes in the .zip loader?  I just noticed that I can no 
longer load a bunch of zipped .x files.  OSG_NOTIFY_LEVEL=DEBUG shows that all plugins are 
found (.zip, .x, .bmp) but I still get 'No data loaded' from osgviewer.


If I unpack the .zip file and load the .x directly everything is fine.

Cheers,
/ulrich
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Re: [osg-users] Cannot find a suitable ZIP program

2009-05-24 Thread Sukender
Hi Mattias,

I have installed 7Zip in a non standard path. I modified CPackZIP.cmake. Thanks 
for the tip.
I'll upload binaries ASAP.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Sun, 24 May 2009 15:34:44 +0200, Mattias Helsing  a 
écrit:

> Hi Sukender,
>
> On Sun, May 24, 2009 at 12:16 PM, Sukender  wrote:
>> Hi all,
>>
>> Not much time STOP
>> Wanted to make Win32 MSVC8 binaries for 2.8.1 STOP
>> Had error "CPack Error: Cannot find a suitable ZIP program" when building 
>> "Packages" targets STOP
>> Solution ? Thanks STOP
>
> Last time I looked Cmake could use winzip or 7-zip. CMake tries to
> locate these in %ProgramFiles%. See CPackZIP.cmake script in your
> cmake distribution. More info at:
> http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging
>
> cheers
> Mattias
>
>>
>> --
>> Sukender
>> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Cannot find a suitable ZIP program

2009-05-24 Thread Sukender
Hi Mattias,

I have installed 7Zip in a non standard path. I modified CPackZIP.cmake. Thanks 
for the tip.
I'll upload binaries ASAP.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Sun, 24 May 2009 15:34:44 +0200, Mattias Helsing  a 
écrit:

> Hi Sukender,
>
> On Sun, May 24, 2009 at 12:16 PM, Sukender  wrote:
>> Hi all,
>>
>> Not much time STOP
>> Wanted to make Win32 MSVC8 binaries for 2.8.1 STOP
>> Had error "CPack Error: Cannot find a suitable ZIP program" when building 
>> "Packages" targets STOP
>> Solution ? Thanks STOP
>
> Last time I looked Cmake could use winzip or 7-zip. CMake tries to
> locate these in %ProgramFiles%. See CPackZIP.cmake script in your
> cmake distribution. More info at:
> http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging
>
> cheers
> Mattias
>
>>
>> --
>> Sukender
>> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>> ___
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>>
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Re: [osg-users] Cannot find a suitable ZIP program

2009-05-24 Thread Mattias Helsing
Hi Sukender,

On Sun, May 24, 2009 at 12:16 PM, Sukender  wrote:
> Hi all,
>
> Not much time STOP
> Wanted to make Win32 MSVC8 binaries for 2.8.1 STOP
> Had error "CPack Error: Cannot find a suitable ZIP program" when building 
> "Packages" targets STOP
> Solution ? Thanks STOP

Last time I looked Cmake could use winzip or 7-zip. CMake tries to
locate these in %ProgramFiles%. See CPackZIP.cmake script in your
cmake distribution. More info at:
http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging

cheers
Mattias

>
> --
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> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Simon Hammett
2009/5/24 Paul Griffiths :
> Just to let people know, portals is not quite what im looking for, its more 
> of an extended type portal, i believe a portal is a plane with a texture of a 
> scene applied to give to look of a scene within a scene, im looking for 
> scenes within scenes but with models coming out from the portal front too.
>
portals don't use textures. it's just clip planes, though
you will need to clear the depth buffer within the portal.

if you want the model sticking out the front you'll have to
have another instance of it, with the in portal side clipped off.

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[osg-users] Cannot find a suitable ZIP program

2009-05-24 Thread Sukender
Hi all,

Not much time STOP
Wanted to make Win32 MSVC8 binaries for 2.8.1 STOP
Had error "CPack Error: Cannot find a suitable ZIP program" when building 
"Packages" targets STOP
Solution ? Thanks STOP

-- 
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Paul Griffiths
Just to let people know, portals is not quite what im looking for, its more of 
an extended type portal, i believe a portal is a plane with a texture of a 
scene applied to give to look of a scene within a scene, im looking for scenes 
within scenes but with models coming out from the portal front too.

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Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Simon Hammett
2009/5/24 Paul Martz :
>> http://www.sstk.co.uk/portalRendering/portal.php
>
> Unless I'm missing something, couldn't you do this in OSG using an Occluder
> (for host-side culling) and the stencil buffer (to control screen
> rendering)?
>
You don't even need that.

Just set up the clip planes properly.

Translate the cameras position into the portals coordinate frame,
then use each edge of the portal and the camera position to construct
a clip plane.

This should be easy to do in osg.

Just need to know where to put the callback.

Course it will all go pear shaped if the stuff though the portal uses
clip planes,
unless your h/w supports lots of them.

But I suspect that might happen even with using the stencil buffer.

I think you need to get clever to support multi level portals. ie ones where
you can see a portal through a portal.

IIRC most games with portal rendering don't support multiple levels.

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