Re: [osg-users] Multi-Node?

2008-02-17 Thread Paul Pocock
Thanks Robert - osgcluster seems a good starting point.

Regards



On Sat, 2008-02-16 at 11:07 +, Robert Osfield wrote:
> Hi Paul,
> 
> On Feb 16, 2008 11:26 PM, Tanja & Paul <[EMAIL PROTECTED]> wrote:
> > Thanks Robert - Yes I meant  multiple displays, thanks for your response. I
> > saw a thread a while back in regards to openProducer, cant recall it but I
> > believe Don was saying openProducer supported multiple channels or a cluster
> > of machines. Does anyone know if OpenProducer has this support.
> 
> Producer only supports multiple displays on a single machine, it has
> no cluster support.
> 
> osgViewer that exist in 2.x replaces osgProducer/Producer and has the
> multi threaded muiltiple display capability that Producer has plus
> extra OSG centric high level viewer classes, threading models and
> support for distortion correction.  osgVierwer like Producer doesn't
> have out of the box support cluster though.
> 
> There are various ways to do clustering.  The osgcluster example is a
> very very basic example that uses UDP packets to sync the view
> matrices and frames update.   3rd party solutions like Equalizer and
> VR Juggler has cluster support and integrate with the OSG.   Lots of
> companies roll their own clustering solution too.
> 
> Robert.
> 
> Robert.
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Re: [osg-users] Setting the camera matrix for a viewer

2008-02-17 Thread Per Rosengren

using viewer.frame() instead of viewer.run() solved it!

How do I remove the default camera manipulator? Do I remove the 
corresponding event handler?


Paul Martz wrote:
If you have a Camera manipulator attached to your Viewer, it will  
override any changes to the Camera matrices. Viewer attaches a Camera  
manipulator by default.


Paul Martz
Skew Matrix Software


On Feb 17, 2008, at 5:31 PM, Per Rosengren <[EMAIL PROTECTED]> wrote:


Hod do I set the camera matrix for a viewer. If use

viewer.getCamera()->setViewMatrix(viewMatrix);
viewer.getCamera()->setProjectionMatrix(projectionMatrix);

the camera isn't affected.

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[osg-users] LOD problems using OSG with TerraPage

2008-02-17 Thread Kiff Loh
Hi,

I'm using OSG viewer to see a txp terrain generated by Terra Vista. I
have 10m and 1m imagery, with multiple LODs.

I noticed that when I'm doing low level flying using OSG viewer, my most
detailed LOD sometimes switches to the 2nd LOD. I'm flying just above
the terrain, so it is quite impossible that the 2nd distances switched
in.

I've tried 3 LOD (10m) with high resolution insets (1m), 3 LOD (10m)
with 6 LOD AOI (1m), and I noticed the problem pops most of the time
when I generate the database. I've tried shifting the 2nd LOD to 50,000m
to avoid the problem, but it still appears.

Please help. 

777



-Original Message-


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Re: [osg-users] Setting the camera matrix for a viewer

2008-02-17 Thread Paul Martz
If you have a Camera manipulator attached to your Viewer, it will  
override any changes to the Camera matrices. Viewer attaches a Camera  
manipulator by default.

Paul Martz
Skew Matrix Software


On Feb 17, 2008, at 5:31 PM, Per Rosengren <[EMAIL PROTECTED]> wrote:

> Hod do I set the camera matrix for a viewer. If use
>
> viewer.getCamera()->setViewMatrix(viewMatrix);
> viewer.getCamera()->setProjectionMatrix(projectionMatrix);
>
> the camera isn't affected.
> 
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[osg-users] Setting the camera matrix for a viewer

2008-02-17 Thread Per Rosengren

Hod do I set the camera matrix for a viewer. If use

viewer.getCamera()->setViewMatrix(viewMatrix);
viewer.getCamera()->setProjectionMatrix(projectionMatrix);

the camera isn't affected.
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Re: [osg-users] Framerate vs stats?

2008-02-17 Thread Jean-Sébastien Guay
Hello Guy,

> How could it be a driver bug if it's debug/release issue?!?
> Don't both versions use the same driver?

Not sure we're talking about the same issue here. Re-read my message: I 
said "if you're in release mode, then it might be a driver bug". The 
premise is that you should never do any performance analysis in debug 
mode anyways, as in debug mode, weird things can happen to your 
framerate, and you might suspect an application or driver bug where 
there is none. But if the issue is present in release (no matter whether 
it's present in debug or not), then it might be caused by a driver bug 
since not everyone sees the issue (therefore it might be dependent on 
driver version).

I did not say that the bug might be present in release but not in debug 
or inversely...

Note that we've gotten a bit further in the investigation of this 
particular issue... Please read the thread to the end. :-)

J-S
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Re: [osg-users] Loading an image file

2008-02-17 Thread Jean-Sébastien Guay
Hello Per,

> I too need to show images. Since osg is (and should be) 3d-based, the 
> way to do is seemed to be to display a rectange Geometry infront of an 
> orthographic camera, and set the rectangle texture to be the image.

To that end, there is a utility function in the Geometry header.

#include 

osg::Geode* createNodeWithMyImageOnIt(const std::string& filename)
{
 osg::Geode* geode = new osg::Geode;
 osg::Geometry* geometry =
 osg::createTexturedQuadGeometry(osg::Vec3(0,0,0),
 osg::Vec3(1,0,0),
 osg::Vec3(0,0,1),
 0, 0, 1, 1);
 geode->addDrawable(geometry);
 osg::Texture2D* texture =
 new osg::Texture2D(osgDB::readImageFile(filename));
 geode->getOrCreateStateSet()->setTextureAttributeAndModes(0,
 texture, osg::StateAttribute::ON);
 geode->getOrCreateStateSet()->setTextureMode(0, GL_TEXTURE_2D,
 osg::StateAttribute::ON);

 return geode;
}

Note this is off the top of my head, untested, possibly incomplete. But 
it should give you an idea. Look up the doxygen for 
osg::createTexturedQuadGeometry for details.

Hope this helps,

J-S
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Re: [osg-users] another one - osg and C#

2008-02-17 Thread Glenn Waldron
Sherman,

With C++/CLI and its IJW ("It Just Works") interop, you don't run into the
issues you do with C#. C++/CLI is a superset of C++. That said there are a
couple things to keep in mind:

First, C++/CLI lets you mix managed and unmanaged C++, and there are some
restrictions in how you are allowed to do that. These usually come down to
memory management. For example, you cannot have an osg::ref_ptr as a
member of a managed C++ class IIRC. Likewise an unmanaged class can't have a
managed reference as a member (although there are ways around this). In any
case these are minor issues and easy to work around.

Second, and this is a little nebulous, there is something "going on" when
OSG code calls back into user code in a mixed assembly. I mean something
like a cull callback, or an OSG class override. Something that causes the
flow of execution to go into the OSG libs and then come back into the mixed
assembly. I've seen ever-so-slight performance drops when this happens. To
test this, I subclassed DatabasePager, override NO methods, installed an
instance of my new object, and got a slightly lower frame rate!

Finally is the issue of continuous rendering. Some OSG mechanisms (like
paging) rely on a continuously running frame loop. .NET's synchronous timers
can't really give you deterministic frame timing. So if you are writing a
simulator and need exact frame timing, you will probably need to run the OSG
renderer in another thread and marshal your controller calls across the
thread boundary. It's a hassle but .NET's delegate/invoke construct come in
very handy for doing this.

HTH. -gw

On Feb 17, 2008 12:55 PM, sherman wilcox <[EMAIL PROTECTED]> wrote:

> Glenn - ever run into any issues where you found portions of OSG not
> to "work" with C++/CLI? I believe the OSG/C# folks run into this a
> lot. Any odd difficulties or does everything just work?
>
> Follow-up question - have you written any OSG/C++/CLI WPF apps?
> Winforms? How well does all this stuff "play" together?
>
> On Feb 16, 2008 10:16 PM, Glenn Waldron <[EMAIL PROTECTED]> wrote:
> > Sherman,
> > I'll vouch for it ... I've written dozens of apps using C++/CLI and OSG
> and
> > it works great. It is very convenient to be able to mix managed and
> > unmanaged code virtually at will (there are a few restrictions) as the
> > interop is handled transparently by the CLR. Plus with .NET 2.0, it's
> simple
> > to write an OSG .NET Control in a C++/CLI assembly, and then use it in
> all
> > your C# UI code.
> > -gw
> >
> > --
> > Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
> 703-652-4791
> >
> >
> >
> > On Feb 16, 2008 10:10 PM, sherman wilcox <[EMAIL PROTECTED]>
> wrote:
> > > Ok - so it sounds as if using C# with OSG is bad idea. Sounds possible
> > > - just painful. On the plus side I hear (on occasion) good things said
> > > about C++/CLI. Can anyone else comment on their experience using OSG
> > > and C++/CLI?
> > >
> > >
> > >
> > >
> > > On Feb 14, 2008 10:48 AM, hesicong2006 <[EMAIL PROTECTED]> wrote:
> > > > Hi,
> > > > You should try OSG.NET project, but the project does not contains
> every
> > > > feature OSG could provide. A much better solution will be use of
> > > > C++/CLI, this language can create mix native C++ and managed code.
> The
> > > > main C# UI design benefit is also contained in C++/CLI. I have use
> > > > C++/CLI to integrate OSG and .NET, very well, you should try it. But
> the
> > > > plain will be the much lower compile speed due to lots of inline
> code of
> > > > OSG.
> > > >
> > > >
> > > > sherman wilcox wrote:
> > > > > I've read a few posts and I'm a bit fuzzy on the subject. I have
> an
> > > > > OSG app wrapped up in a C++ library. Now I need a UI. I can attach
> > > > > this and drive this libarary from a console app, MFC GUI, or even
> the
> > > > > standard Windows API, etc. - All in C++. However, I'm considering
> > > > > using C#. I've heard lots of good things about C# from a UI
> > > > > development perspective. From an OSG/C# point of view - there
> seems to
> > > > > be lots of pain.
> > > > >
> > > > > I'm not a C# developer - it's all Greek to me - so what I'm
> imagining
> > > > > may not be practical in reality hence this post. Is it possible to
> > > > > link in my OSG app wrapped up in a C++ blanket and use my own API
> from
> > > > > with a C# GUI? Is it painful? What would I lose by going this
> route?
> > > > > Is possible that at some point I won't be able to take advantage
> of
> > > > > some latest OSG feature due to some unforeseen incapability? My
> > > > > current UIs (I'm thinking of one MFC UI in particular) don't
> really
> > > > > interact with the OSG - that's all handled by my own C++ API. I'm
> just
> > > > > not sure how well all this would glue together using C#.
> > > > >
> > > > > Can some of the veterans comment?
> > > > >
> > > > >
> > > >
> > > >
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Re: [osg-users] another one - osg and C#

2008-02-17 Thread Jason Beverage
Glenn,

That seems like a great design choice, thanks for your insight.  It's always
nice to get another perspective.

Thanks!

Jason

On Feb 17, 2008 1:09 PM, Glenn Waldron <[EMAIL PROTECTED]> wrote:

> Jason,
>
> Architecturally I will usually treat the OSG API as a low-level
> implementation detail. So rather than a thin layer over OSG, I usually will
> encapsulate OSG code inside controller interfaces that accompany the OSG
> .NET Control.
>
> So for example, there will be a single C++/CLI assembly that will expose
> the .NET control, which handles repainting, mouse/keyboard events, and the
> rendering loop.
>
> That control will then expose various Controller interfaces, like:
>
> * ViewController - for setting/getting the camera
> * ContentController - for adding/removing/toggling models or layers in the
> scene
> * AssetController - for managing named dynamic objects/entities
> * AnnotationController - for managing text labels
> ...and so on.
>
> So this assembly becomes an application-level toolkit that abstracts away
> not only OSG but the whole concept of the scene graph. Then the C# UI code
> (in a referencing assembly) will look kind of like:
>
> SceneControl scene = new SceneControl();
> myForm.Controls.Add( scene );
> ...
> scene.Content.AddLayer( "f:/data/terrain.osga" );
> scene.Content.AddLayer( "f:/data/trees.osga" );
> ...
> scene.View.LookAt( x, y );
>
> and so on. Now if you are looking for more re-use, you can break the
> Controller interfaces our into their own separate assemblies. It just
> depends on the complexity of your app. -gw
>
> --
> Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791
>
> On Feb 17, 2008 10:52 AM, Jason Beverage <[EMAIL PROTECTED]> wrote:
>
> > Hi Glenn,
> >
> > We're using c# and OSG as well, but we're using hand crafted wrappers
> > that attempt to expose all of the OSG functionality to C# (like the
> > osgDotNet wrappers).  This works well for the most part, but I often feel
> > that sometimes it is more complicated than it is worth.  I've also written a
> > simple OSG control that binds an osgViewer to a window in C++/CLI like you
> > mentioned, and it actually is surprisingly simple.
> >
> > When you write your applications that use OSG and C#, how is your
> > application architecture typically set up?  Do you just maintain a thin
> > layer of C++/CLI code that deals with OSG?  Just curious to get your opinion
> > and learn something from your experience:)
> >
> > Thanks!
> >
> > Jason
> >
> >
> > On Feb 16, 2008 11:16 PM, Glenn Waldron <[EMAIL PROTECTED]> wrote:
> >
> > > Sherman,
> > > I'll vouch for it ... I've written dozens of apps using C++/CLI and
> > > OSG and it works great. It is very convenient to be able to mix managed 
> > > and
> > > unmanaged code virtually at will (there are a few restrictions) as the
> > > interop is handled transparently by the CLR. Plus with .NET 2.0, it's
> > > simple to write an OSG .NET Control in a C++/CLI assembly, and then use it
> > > in all your C# UI code.
> > > -gw
> > >
> > > --
> > > Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
> > > 703-652-4791
> > >
> > >
> > > On Feb 16, 2008 10:10 PM, sherman wilcox <[EMAIL PROTECTED]>
> > > wrote:
> > >
> > > > Ok - so it sounds as if using C# with OSG is bad idea. Sounds
> > > > possible
> > > > - just painful. On the plus side I hear (on occasion) good things
> > > > said
> > > > about C++/CLI. Can anyone else comment on their experience using OSG
> > > > and C++/CLI?
> > > >
> > > > On Feb 14, 2008 10:48 AM, hesicong2006 <[EMAIL PROTECTED]> wrote:
> > > > > Hi,
> > > > > You should try OSG.NET project, but the project does not contains
> > > > every
> > > > > feature OSG could provide. A much better solution will be use of
> > > > > C++/CLI, this language can create mix native C++ and managed code.
> > > > The
> > > > > main C# UI design benefit is also contained in C++/CLI. I have use
> > > > > C++/CLI to integrate OSG and .NET, very well, you should try it.
> > > > But the
> > > > > plain will be the much lower compile speed due to lots of inline
> > > > code of
> > > > > OSG.
> > > > >
> > > > >
> > > > > sherman wilcox wrote:
> > > > > > I've read a few posts and I'm a bit fuzzy on the subject. I have
> > > > an
> > > > > > OSG app wrapped up in a C++ library. Now I need a UI. I can
> > > > attach
> > > > > > this and drive this libarary from a console app, MFC GUI, or
> > > > even the
> > > > > > standard Windows API, etc. - All in C++. However, I'm
> > > > considering
> > > > > > using C#. I've heard lots of good things about C# from a UI
> > > > > > development perspective. From an OSG/C# point of view - there
> > > > seems to
> > > > > > be lots of pain.
> > > > > >
> > > > > > I'm not a C# developer - it's all Greek to me - so what I'm
> > > > imagining
> > > > > > may not be practical in reality hence this post. Is it possible
> > > > to
> > > > > > link in my OSG app wrapped up in a C++ blanket and use my own
> > 

Re: [osg-users] another one - osg and C#

2008-02-17 Thread Glenn Waldron
Jason,

Architecturally I will usually treat the OSG API as a low-level
implementation detail. So rather than a thin layer over OSG, I usually will
encapsulate OSG code inside controller interfaces that accompany the OSG
.NET Control.

So for example, there will be a single C++/CLI assembly that will expose the
.NET control, which handles repainting, mouse/keyboard events, and the
rendering loop.

That control will then expose various Controller interfaces, like:

* ViewController - for setting/getting the camera
* ContentController - for adding/removing/toggling models or layers in the
scene
* AssetController - for managing named dynamic objects/entities
* AnnotationController - for managing text labels
...and so on.

So this assembly becomes an application-level toolkit that abstracts away
not only OSG but the whole concept of the scene graph. Then the C# UI code
(in a referencing assembly) will look kind of like:

SceneControl scene = new SceneControl();
myForm.Controls.Add( scene );
...
scene.Content.AddLayer( "f:/data/terrain.osga" );
scene.Content.AddLayer( "f:/data/trees.osga" );
...
scene.View.LookAt( x, y );

and so on. Now if you are looking for more re-use, you can break the
Controller interfaces our into their own separate assemblies. It just
depends on the complexity of your app. -gw

-- 
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791

On Feb 17, 2008 10:52 AM, Jason Beverage <[EMAIL PROTECTED]> wrote:

> Hi Glenn,
>
> We're using c# and OSG as well, but we're using hand crafted wrappers that
> attempt to expose all of the OSG functionality to C# (like the osgDotNet
> wrappers).  This works well for the most part, but I often feel that
> sometimes it is more complicated than it is worth.  I've also written a
> simple OSG control that binds an osgViewer to a window in C++/CLI like you
> mentioned, and it actually is surprisingly simple.
>
> When you write your applications that use OSG and C#, how is your
> application architecture typically set up?  Do you just maintain a thin
> layer of C++/CLI code that deals with OSG?  Just curious to get your opinion
> and learn something from your experience:)
>
> Thanks!
>
> Jason
>
>
> On Feb 16, 2008 11:16 PM, Glenn Waldron <[EMAIL PROTECTED]> wrote:
>
> > Sherman,
> > I'll vouch for it ... I've written dozens of apps using C++/CLI and OSG
> > and it works great. It is very convenient to be able to mix managed and
> > unmanaged code virtually at will (there are a few restrictions) as the
> > interop is handled transparently by the CLR. Plus with .NET 2.0, it's
> > simple to write an OSG .NET Control in a C++/CLI assembly, and then use it
> > in all your C# UI code.
> > -gw
> >
> > --
> > Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
> > 703-652-4791
> >
> >
> > On Feb 16, 2008 10:10 PM, sherman wilcox <[EMAIL PROTECTED]>
> > wrote:
> >
> > > Ok - so it sounds as if using C# with OSG is bad idea. Sounds possible
> > > - just painful. On the plus side I hear (on occasion) good things said
> > > about C++/CLI. Can anyone else comment on their experience using OSG
> > > and C++/CLI?
> > >
> > > On Feb 14, 2008 10:48 AM, hesicong2006 <[EMAIL PROTECTED]> wrote:
> > > > Hi,
> > > > You should try OSG.NET project, but the project does not contains
> > > every
> > > > feature OSG could provide. A much better solution will be use of
> > > > C++/CLI, this language can create mix native C++ and managed code.
> > > The
> > > > main C# UI design benefit is also contained in C++/CLI. I have use
> > > > C++/CLI to integrate OSG and .NET, very well, you should try it. But
> > > the
> > > > plain will be the much lower compile speed due to lots of inline
> > > code of
> > > > OSG.
> > > >
> > > >
> > > > sherman wilcox wrote:
> > > > > I've read a few posts and I'm a bit fuzzy on the subject. I have
> > > an
> > > > > OSG app wrapped up in a C++ library. Now I need a UI. I can attach
> > > > > this and drive this libarary from a console app, MFC GUI, or even
> > > the
> > > > > standard Windows API, etc. - All in C++. However, I'm considering
> > > > > using C#. I've heard lots of good things about C# from a UI
> > > > > development perspective. From an OSG/C# point of view - there
> > > seems to
> > > > > be lots of pain.
> > > > >
> > > > > I'm not a C# developer - it's all Greek to me - so what I'm
> > > imagining
> > > > > may not be practical in reality hence this post. Is it possible to
> > > > > link in my OSG app wrapped up in a C++ blanket and use my own API
> > > from
> > > > > with a C# GUI? Is it painful? What would I lose by going this
> > > route?
> > > > > Is possible that at some point I won't be able to take advantage
> > > of
> > > > > some latest OSG feature due to some unforeseen incapability? My
> > > > > current UIs (I'm thinking of one MFC UI in particular) don't
> > > really
> > > > > interact with the OSG - that's all handled by my own C++ API. I'm
> > > just
> > > > > not sure how well all this would 

Re: [osg-users] another one - osg and C#

2008-02-17 Thread sherman wilcox
Glenn - ever run into any issues where you found portions of OSG not
to "work" with C++/CLI? I believe the OSG/C# folks run into this a
lot. Any odd difficulties or does everything just work?

Follow-up question - have you written any OSG/C++/CLI WPF apps?
Winforms? How well does all this stuff "play" together?

On Feb 16, 2008 10:16 PM, Glenn Waldron <[EMAIL PROTECTED]> wrote:
> Sherman,
> I'll vouch for it ... I've written dozens of apps using C++/CLI and OSG and
> it works great. It is very convenient to be able to mix managed and
> unmanaged code virtually at will (there are a few restrictions) as the
> interop is handled transparently by the CLR. Plus with .NET 2.0, it's simple
> to write an OSG .NET Control in a C++/CLI assembly, and then use it in all
> your C# UI code.
> -gw
>
> --
> Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791
>
>
>
> On Feb 16, 2008 10:10 PM, sherman wilcox <[EMAIL PROTECTED]> wrote:
> > Ok - so it sounds as if using C# with OSG is bad idea. Sounds possible
> > - just painful. On the plus side I hear (on occasion) good things said
> > about C++/CLI. Can anyone else comment on their experience using OSG
> > and C++/CLI?
> >
> >
> >
> >
> > On Feb 14, 2008 10:48 AM, hesicong2006 <[EMAIL PROTECTED]> wrote:
> > > Hi,
> > > You should try OSG.NET project, but the project does not contains every
> > > feature OSG could provide. A much better solution will be use of
> > > C++/CLI, this language can create mix native C++ and managed code. The
> > > main C# UI design benefit is also contained in C++/CLI. I have use
> > > C++/CLI to integrate OSG and .NET, very well, you should try it. But the
> > > plain will be the much lower compile speed due to lots of inline code of
> > > OSG.
> > >
> > >
> > > sherman wilcox wrote:
> > > > I've read a few posts and I'm a bit fuzzy on the subject. I have an
> > > > OSG app wrapped up in a C++ library. Now I need a UI. I can attach
> > > > this and drive this libarary from a console app, MFC GUI, or even the
> > > > standard Windows API, etc. - All in C++. However, I'm considering
> > > > using C#. I've heard lots of good things about C# from a UI
> > > > development perspective. From an OSG/C# point of view - there seems to
> > > > be lots of pain.
> > > >
> > > > I'm not a C# developer - it's all Greek to me - so what I'm imagining
> > > > may not be practical in reality hence this post. Is it possible to
> > > > link in my OSG app wrapped up in a C++ blanket and use my own API from
> > > > with a C# GUI? Is it painful? What would I lose by going this route?
> > > > Is possible that at some point I won't be able to take advantage of
> > > > some latest OSG feature due to some unforeseen incapability? My
> > > > current UIs (I'm thinking of one MFC UI in particular) don't really
> > > > interact with the OSG - that's all handled by my own C++ API. I'm just
> > > > not sure how well all this would glue together using C#.
> > > >
> > > > Can some of the veterans comment?
> > > >
> > > >
> > >
> > >
> > > ___
> > > osg-users mailing list
> > > osg-users@lists.openscenegraph.org
> > >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
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Re: [osg-users] Adding nodes to the scene while theviewer is running

2008-02-17 Thread Gordon Tomlinson
Yes you can add new objects to your application whiles its running all you
need is a pointer to your scene graphs and use addChild on that node 

The man caveat is that you cannot do this in the cull or draw so you have to
add your objects before the CULL and draw are dispatched.

Also make sure your loading your model in the same thread as the app/update
thread


__
Gordon Tomlinson 

Email   : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM  : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com 

__
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but is a function of how quickly and intensely one 
can arouse one's instinct for survival" 
-Master Tambo Tetsura 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Guy
Sent: Saturday, February 16, 2008 11:52 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Adding nodes to the scene while theviewer is
running

Robert,
If it is possible to add objects while running, what is the purpose of the
realize function? I thought it initialize not only the camera. Is it
possible to add ANY object while running or there are some limitations to
this?

Thanks,
 Guy.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Per
Rosengren
Sent: Saturday, February 16, 2008 11:32 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Adding nodes to the scene while the viewer is
running

Thank you! A small typo in my code resulted in that my geodes didn't get

any children. No wonder they weren't visible...

Robert Osfield wrote:
> Hi Per,
> 
> Is it simply that the new objects aren't in the current camera's view?
>  Try moving the camera around the scene.  Try pressing space bar to 
> force the camera manipulator back to its home position.
> 
> Robert.
> 
> 2008/2/15 Per Rosengren <[EMAIL PROTECTED]>:
>> I try to add Geoms to the scene of my running osgViewer::Viewer. If I 
>> print all children of Viewer::getCamera(), the new nodes are there,
but
>> they are not visible in the viewer.
>> They are added to a Switch in the scene, and they are set to be
visible.
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
>>
>>
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Re: [osg-users] Loading an image file

2008-02-17 Thread Per Rosengren
I too need to show images. Since osg is (and should be) 3d-based, the 
way to do is seemed to be to display a rectange Geometry infront of an 
orthographic camera, and set the rectangle texture to be the image.


Instead of this, I chose to use OpenCV (CV for Computer Vision), but you 
can also use gtk, qt or SDL.


Maybe another way to do it in osg would be to set the pixelbuffer to the 
image. Don't know how to do that though.


wanyama harold wrote:

Hi guys,
how do i get to load an image file.iam able to load
.osg file formats and i have set the directory path
that contains the image in the OSG_PATH.
the only issue is afte i read the image ie
osg::Image* image=osgDB::readImageFile("output1.png");
how can i now view it as it cant be viewed by the
osgViewer class.
thx guys


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Re: [osg-users] another one - osg and C#

2008-02-17 Thread Jason Beverage
Hi Glenn,

We're using c# and OSG as well, but we're using hand crafted wrappers that
attempt to expose all of the OSG functionality to C# (like the osgDotNet
wrappers).  This works well for the most part, but I often feel that
sometimes it is more complicated than it is worth.  I've also written a
simple OSG control that binds an osgViewer to a window in C++/CLI like you
mentioned, and it actually is surprisingly simple.

When you write your applications that use OSG and C#, how is your
application architecture typically set up?  Do you just maintain a thin
layer of C++/CLI code that deals with OSG?  Just curious to get your opinion
and learn something from your experience:)

Thanks!

Jason

On Feb 16, 2008 11:16 PM, Glenn Waldron <[EMAIL PROTECTED]> wrote:

> Sherman,
> I'll vouch for it ... I've written dozens of apps using C++/CLI and OSG
> and it works great. It is very convenient to be able to mix managed and
> unmanaged code virtually at will (there are a few restrictions) as the
> interop is handled transparently by the CLR. Plus with .NET 2.0, it's
> simple to write an OSG .NET Control in a C++/CLI assembly, and then use it
> in all your C# UI code.
> -gw
>
> --
> Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791
>
>
> On Feb 16, 2008 10:10 PM, sherman wilcox <[EMAIL PROTECTED]> wrote:
>
> > Ok - so it sounds as if using C# with OSG is bad idea. Sounds possible
> > - just painful. On the plus side I hear (on occasion) good things said
> > about C++/CLI. Can anyone else comment on their experience using OSG
> > and C++/CLI?
> >
> > On Feb 14, 2008 10:48 AM, hesicong2006 <[EMAIL PROTECTED]> wrote:
> > > Hi,
> > > You should try OSG.NET project, but the project does not contains
> > every
> > > feature OSG could provide. A much better solution will be use of
> > > C++/CLI, this language can create mix native C++ and managed code. The
> > > main C# UI design benefit is also contained in C++/CLI. I have use
> > > C++/CLI to integrate OSG and .NET, very well, you should try it. But
> > the
> > > plain will be the much lower compile speed due to lots of inline code
> > of
> > > OSG.
> > >
> > >
> > > sherman wilcox wrote:
> > > > I've read a few posts and I'm a bit fuzzy on the subject. I have an
> > > > OSG app wrapped up in a C++ library. Now I need a UI. I can attach
> > > > this and drive this libarary from a console app, MFC GUI, or even
> > the
> > > > standard Windows API, etc. - All in C++. However, I'm considering
> > > > using C#. I've heard lots of good things about C# from a UI
> > > > development perspective. From an OSG/C# point of view - there seems
> > to
> > > > be lots of pain.
> > > >
> > > > I'm not a C# developer - it's all Greek to me - so what I'm
> > imagining
> > > > may not be practical in reality hence this post. Is it possible to
> > > > link in my OSG app wrapped up in a C++ blanket and use my own API
> > from
> > > > with a C# GUI? Is it painful? What would I lose by going this route?
> > > > Is possible that at some point I won't be able to take advantage of
> > > > some latest OSG feature due to some unforeseen incapability? My
> > > > current UIs (I'm thinking of one MFC UI in particular) don't really
> > > > interact with the OSG - that's all handled by my own C++ API. I'm
> > just
> > > > not sure how well all this would glue together using C#.
> > > >
> > > > Can some of the veterans comment?
> > > >
> > > >
> > >
> > >
> > > ___
> > > osg-users mailing list
> > > osg-users@lists.openscenegraph.org
> > >
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
>
>
>
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[osg-users] Loading an image file

2008-02-17 Thread wanyama harold
Hi guys,
how do i get to load an image file.iam able to load
.osg file formats and i have set the directory path
that contains the image in the OSG_PATH.
the only issue is afte i read the image ie
osg::Image* image=osgDB::readImageFile("output1.png");
how can i now view it as it cant be viewed by the
osgViewer class.
thx guys


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[osg-users] Printing the scene graph as text

2008-02-17 Thread Per Rosengren
I order to debug the osg program I am currently working on, I have 
written some functions to print the scene graph as text. For instance,


notify(NOTICE) << myNode;

will print the following to stdout:

Camera:
Group: Scene root
Group: ../../models/polis-tri-v2.3ds
Geode: Cube
Geometry: : Vertices: 194
Geode: Cylinder
Geometry: : Vertices: 392
Switch: Switch blobs on/off:  On: 0 1
PositionAttitudeTransform: : Pos: ( -3.21639, -1.86514, 
0.587853 ), Scale: ( 1, 1, 1 )

Geode:
ShapeDrawable:  -> Sphere: : Radius: 0.1
PositionAttitudeTransform: : Pos: ( 2.39094, -1.85198, 
-0.263018 ), Scale: ( 1.5, 1.5, 1.5 )

Geode:
ShapeDrawable:  -> Sphere: : Radius: 0.1
PositionAttitudeTransform: : Pos: ( -0.351465, -1.85198, -0.231732 
), Scale: ( 1.9, 1.9, 1.9 )

Geode:
ShapeDrawable:  -> Sphere: : Radius: 0.1
PositionAttitudeTransform: : Pos: ( 2.39094, -1.85198, -0.263018 ), 
Scale: ( 1.9, 1.9, 1.9 )

Geode:
ShapeDrawable:  -> Sphere: : Radius: 0.1




This is very useful for me, and would probably be useful for others as 
well. Should I add these functions to osg, and in that case, where and how?


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[osg-users] LineSegment and Plane Intersection

2008-02-17 Thread Renan Mendes
Hi, everyone.

I'm having some trouble with computing the coordinates of the intersection
between a osg::Plane and an osg::LineSegment. In addition, I'd like to be
able to compute only the intersection with the plane, and forget about the
rest of my scene... Is it possible?

Thanks,

Renan M Z Mendes
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[osg-users] Test www.osgChina.org , A fatal error(about visiting) have fixed

2008-02-17 Thread FreeSouth
 
 Hello Rebort and all :
 
  A fatel error about some area can't visiting the website have been fixed.
 
  Please test it www.osgChina.org.
 
  And I want to applicate a link to www.openscenegraph.org. How to do it?
 
Thanks all 
Yang ShiXing
2008  2  17
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