[osg-users] Off-axis frustum with RTT

2014-02-11 Thread Bolstad, Mark
I have a multi-projector setup that is currently using RTT cameras (ala 
osgdistortion), but the client now wants to add asymmetric frustums. My setup 
has N slave cameras, each with a nested camera(s) [very similar to 
createDistortionSubgraph]. Each slave is offset M degrees from its neighbor (we 
have cylindrical displays). The RTT cameras are using a RELATIVE_RF setup (If 
this is all unclear, I can post the appropriate snippets).

So, the question is where to set the frustum (using 
setProjectionMatrixAsFrustum)? I thought that setting the slave projection 
matrix would work. Wrong. Bashing the RTT camera’s matrix works in that it does 
something, but it’s wrong because of the relative_rf setting. It sort of works 
if I bash the slave’s projection offset matrix, but I have to multiply by the 
current camera’s projection matrix inverse to get reasonable results.

Ideas?

Mark
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[osg-users] osg::CullSettings::ClampProjectionMatrixCallback

2014-02-11 Thread Trajce Nikolov NICK
Hi Community,

Any insights how this works? I have inherited from this class and tried to
set my computation of the znear/zfar but it seam it is not called. The code
is like this:

class MyClass : public osg::CullSettings::ClampProjectionMatrixCallback
{
...
 bool clampProjectionMatrixImplementation(osg::Matrixf projection,
double znear, double zfar) const
{
znear = 1.0;
zfar = 1000;
return true;
}
// same for the double implementation

then this callback is attached to the main camera, but it is not called ever

Any clue? Thanks a bunch

Nick

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Re: [osg-users] osg::CullSettings::ClampProjectionMatrixCallback

2014-02-11 Thread Robert Osfield
Hi Nick,

The callback is only called when you have enable the compute near far mode.
 I don't recall the details off the top of my head, but I'd guess if you
have slave Camera's in action you'll need to attach to the Slave Camera.

Robert.


On 11 February 2014 17:56, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 Any insights how this works? I have inherited from this class and tried to
 set my computation of the znear/zfar but it seam it is not called. The code
 is like this:

 class MyClass : public osg::CullSettings::ClampProjectionMatrixCallback
 {
 ...
  bool clampProjectionMatrixImplementation(osg::Matrixf projection,
 double znear, double zfar) const
 {
 znear = 1.0;
 zfar = 1000;
 return true;
 }
 // same for the double implementation

 then this callback is attached to the main camera, but it is not called
 ever

 Any clue? Thanks a bunch

 Nick

 --
 trajce nikolov nick

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Re: [osg-users] osg::CullSettings::ClampProjectionMatrixCallback

2014-02-11 Thread Trajce Nikolov NICK
yeah, I have
set setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); for
the camera. Removing it did the work. Thanks for the hint Robert

Nick


On Tue, Feb 11, 2014 at 9:02 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Nick,

 The callback is only called when you have enable the compute near far
 mode.  I don't recall the details off the top of my head, but I'd guess if
 you have slave Camera's in action you'll need to attach to the Slave Camera.

 Robert.


 On 11 February 2014 17:56, Trajce Nikolov NICK 
 trajce.nikolov.n...@gmail.com wrote:

 Hi Community,

 Any insights how this works? I have inherited from this class and tried
 to set my computation of the znear/zfar but it seam it is not called. The
 code is like this:

 class MyClass : public osg::CullSettings::ClampProjectionMatrixCallback
 {
 ...
  bool clampProjectionMatrixImplementation(osg::Matrixf projection,
 double znear, double zfar) const
 {
 znear = 1.0;
 zfar = 1000;
 return true;
 }
 // same for the double implementation

 then this callback is attached to the main camera, but it is not called
 ever

 Any clue? Thanks a bunch

 Nick

 --
 trajce nikolov nick

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[osg-users] dependencies, who built them?

2014-02-11 Thread Bengt Gustafsson

Here, directly from the home page, click download/dependencies:

http://www.openscenegraph.org/index.php/download-section/dependencies

The first link on that page...

Now, I have some good news:

I was able to build Collda DOM: I skipped all of the cmake stuff and 
just poured all cpp files into a new visual studio project instead. As 
the names of the DOM directory files for 1.4 and 1.5 conflict I selected 
just the 1.4 ones. Then as the missing include files flowed in I added 
include directories from the 3RDPARTY directory I downloaded. It all 
came together just fine, except that I had to download PCRE (it beats me 
why a collada parser needs regexes but anyway).


Apart from this I had to rename the prebuilt dysfunctional collada 
directory in the 3rdparty directory, I think that's about it.


This means that even though collada DOM comes with a set of super old 
prebuilt dependencies it is actually not relying on those specific versions.


To get it all together I had to define two symbols: 
COLLADA_DOM_SUPPORT141 and

DOM_INCLUDE_LIBXML

So far however, I have only used colladaDOM in itself directly from my 
code, I have not tried to compile the DAE plugin for OSG towards it yet.


The colladaDOM version I downloaded is 2.4, the newest one, and it has 
the possiblity to support both collada 1.4 and 1.5 in the same 
application. So far I have only compiled 1.4, but ideally I guess that 
OSG plugin should support both. I think this will be a lot of work 
however, if it has not already been done.


--
Bengt Gustafsson
CEO, Beamways AB
Westmansgatan 37A
582 16 Linköping, Sweden
+46 13 465 10 85
www.beamways.com

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Re: [osg-users] dependencies, who built them?

2014-02-11 Thread Chris Hanson
On Tue, Feb 11, 2014 at 1:29 PM, Bengt Gustafsson 
bengt.gustafs...@beamways.com wrote:

 Here, directly from the home page, click download/dependencies:
 http://www.openscenegraph.org/index.php/download-section/dependencies
 The first link on that page...


  I assume you mean
http://www.osgvisual.org/public_download/3rdParty_VS2013_v120_x86_x64_V9_small.7z

  Those are Torben Dannhauer's thirdparty binaries. You'll probably have to
chat with him.


 This means that even though collada DOM comes with a set of super old
 prebuilt dependencies it is actually not relying on those specific versions.


  I'm not 100% certain, but if I recall, the reason it includes those is
that it doesn't work properly with newer ones. It might compile, but I'm
told it is incompatible. If you have evidence otherwise, I'd love to hear
it. Those included libraries were a major hassle for us.


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