Re: [osg-users] crash at delete mViewer

2008-10-31 Thread Ümit Uzun
Hi forest,

If you had implement cOSG class on your program, you should be careful about
destroying viewer and threads precedence. Sometimes it can be crash as you
experienced because when destroying threads process time need. In
osgviewerMFC project AfxMessageBox(Exit Rendering Thread); message is
giving because of gaining this waiting time. So you can give some time this
operation to not crash.

HTH.
Best Regards.

Umit Uzun

2008/10/31 forest37 [EMAIL PROTECTED]

  hi all,
 There is a class cOSG in example osgviewerMFC,i find that a sentence
  Sleep(1000); is added to the
 function cOSG::~cOSG().Maybe it's used to avoid crash at delete mViewer.But
 Sometimes I still get a crash at delete mViewer.Is it because of the thread
 is not stoped?
 How can i slove the problem?
 Thanks for advance.

 forest





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Re: [osg-users] mingw build problems

2008-10-31 Thread Alberto Luaces
Hi Csaba,

thank you very much for the pointers. As you said, activating the reports on 
cmake generates the DartConfiguration.tcl. Now I'm wrestling with some issues 
that I think are Cygwin specific. Hope to be a new neighbour soon :)


El Jueves 30 Octubre 2008ES 14:26:07 Csaba Halász escribió:
 On Thu, Oct 30, 2008 at 9:38 AM, Alberto Luaces [EMAIL PROTECTED] wrote:
  Hi Csaba,
 
  Out of curiosity, are you jester?

 Hi Alberto,
 Yes that's me :)

  If that were your machine, how did you manage to install Dart with Mingw?
  I am be interested in doing the same with a Cygwin build.

 I built tcl and installed Dart. But it didn't work properly, and later
 I found out you *don't* need dart/tcl at all.
 Current cmake has a ctest module that does everything. Somebody should
 put this in big fat letters somewhere :)
 So just enable the dart stuff in the config and you are done. (It will
 still use DartConfiguration.tcl, don't be surprised by that)


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Re: [osg-users] OpenSceneGraph Stereo Viewer question

2008-10-31 Thread Alberto Luaces
Hi Thanh,

In addition of what J-S said, you can also recover the options passed to your 
program with the ArgumentParser and then initialize the viewer with them:

int main(int argc, char **argv){
osg::ArgumentParser args( argc, argv);
osgViewer::Viewer v(args);

...

}

this will make your program mimic osgviewer behaviour, that is, you can 
run myprogram --stereo to get stereo rendering. The use of one or the other 
way depends on which fits best to your application.

Alberto

El Jueves 30 Octubre 2008ES 20:50:28 Jean-Sébastien Guay escribió:
 Hello Thanh,

  It's very easy to load a model using stereo display by add an argument
  --stereo on console line, such as
  osgviewer --stereo cow.osg
 
  but how can I implement the stereo display on my application? I have
  searched all over but can not find it anywhere.

 Check osg::DisplaySettings::setStereo. You would do for example

 osg::DisplaySettings::instance()-setStereo(true);
 osg::DisplaySettings::instance()-setStereoMode(...);

 before creating your graphics context (or before the viewer creates it).

  One more question: Where can I find the osgviewer source code?
  osgViewer/Viewer.cpp is not that, right?

 OpenSceneGraph/applications/osgViewer/osgviewer.cpp

 But it's pretty simple, you won't find for example the --STEREO option
 there, it's checked somewhere else. I suggest you do a find in files
 to find out where.

 Hope this helps,

 J-S


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[osg-users] Offscreen rendering in PixelBufferWin32 and readPixels

2008-10-31 Thread Matthias.Hellerer
Hi,

I currently try to render a setup of multiple cameras off screen in
order to read them to an osg::Image (raw data of some kind would be
enough - I know how to convert it to an osg::Image).
The point is, I want those cameras to be nicely arranged (the way I can
arrange them on other graphics contexts like osgViewer::CompositeViewer)
I tried different approaches but none worked so far.
The simplest one would be:


osg::GraphicsContext::Traits* t = new osg::GraphicsContext::Traits();
t-x = 1;
t-y = 1;
t-width = 1024;
t-height = 692;
t-pbuffer = true;
pb = new osgViewer::PixelBufferWin32(t);

camera-setGraphicsContext(pb);
camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER);
camera-setViewport(new osg::Viewport(x0,y0,w,h));

...

frame();
img-readPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE);
do_something(img);


Another approached was using PBOs. Something like:


img = new osg::Image;
img-allocateImage(1024,692,1,GL_BGRA,GL_UNSIGNED_BYTE);

osg::GraphicsContext::Traits* t = new osg::GraphicsContext::Traits();
t-x = 1;
t-y = 1;
t-width = 1024;
t-height = 692;
t-pbuffer = true;
pb = new osgViewer::PixelBufferWin32(t);

pb-getState()-setCurrentPixelBufferObject(img-getPixelBufferObject);

camera-setGraphicsContext(pb);
camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
camera-setViewport(new osg::Viewport(x0,y0,w,h));

...

pb-getState()-bindPixelBufferObject(img-getPixelBufferObject);
frame();
do_something(img);
pb-getState()-unbindPixelBufferObject(img-getPixelBufferObject);


But this doesen't work either.
Had some other approaches too, but those threw OpenGL errors claiming
some operation is not supported...

I'm kind of stuck with this. I know the data is some where - things like
attaching an image to a camera and reading it work - but I just can't
find it.
I would be really thankful for at least a hint.

Matthias
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Re: [osg-users] Offscreen rendering in PixelBufferWin32 and readPixels

2008-10-31 Thread Robert Osfield
HI Mathias,

I've haven't read through your post with a fine tooth come, but it
does kinda look like your are making things more complicated than they
need to be.   Setting up a pbuffer is as simple as setting the
osg::GraphicsContext::Traits::pbuffer to true, you shouldn't need to
directly construct a PixelBufferWIn32.  See the osgscreencapture
example.

Robert.

On Fri, Oct 31, 2008 at 9:54 AM,  [EMAIL PROTECTED] wrote:
 Hi,

 I currently try to render a setup of multiple cameras off screen in
 order to read them to an osg::Image (raw data of some kind would be
 enough - I know how to convert it to an osg::Image).
 The point is, I want those cameras to be nicely arranged (the way I can
 arrange them on other graphics contexts like osgViewer::CompositeViewer)
 I tried different approaches but none worked so far.
 The simplest one would be:


 osg::GraphicsContext::Traits* t = new osg::GraphicsContext::Traits();
 t-x = 1;
 t-y = 1;
 t-width = 1024;
 t-height = 692;
 t-pbuffer = true;
 pb = new osgViewer::PixelBufferWin32(t);

 camera-setGraphicsContext(pb);
 camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER);
 camera-setViewport(new osg::Viewport(x0,y0,w,h));

 ...

 frame();
 img-readPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE);
 do_something(img);


 Another approached was using PBOs. Something like:


 img = new osg::Image;
 img-allocateImage(1024,692,1,GL_BGRA,GL_UNSIGNED_BYTE);

 osg::GraphicsContext::Traits* t = new osg::GraphicsContext::Traits();
 t-x = 1;
 t-y = 1;
 t-width = 1024;
 t-height = 692;
 t-pbuffer = true;
 pb = new osgViewer::PixelBufferWin32(t);

 pb-getState()-setCurrentPixelBufferObject(img-getPixelBufferObject);

 camera-setGraphicsContext(pb);
 camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
 camera-setViewport(new osg::Viewport(x0,y0,w,h));

 ...

 pb-getState()-bindPixelBufferObject(img-getPixelBufferObject);
 frame();
 do_something(img);
 pb-getState()-unbindPixelBufferObject(img-getPixelBufferObject);


 But this doesen't work either.
 Had some other approaches too, but those threw OpenGL errors claiming
 some operation is not supported...

 I'm kind of stuck with this. I know the data is some where - things like
 attaching an image to a camera and reading it work - but I just can't
 find it.
 I would be really thankful for at least a hint.

 Matthias
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[osg-users] MAX to COLLADA or which format ?

2008-10-31 Thread Ümit Uzun
Hi Folks,

I follows mail list and I know there was a discussion about converting
animated MAX format to any format which osg can understand. I searched the
all archive and want to ask same question again around the different
content.

As I said, I have animated MAX format models and want to export another
format in animation too. But after searching, I understand that I only can
do this conversion in COLLADA format. Is it right ? And if right how should
I achive? I found colladamax exporter
http://www.feelingsoftware.com/content/view/65/79/lang,en/ There is anyone
who used this exporter? I am asking because of leading me to right way.

And Does using COLLADA formatted animated model useful or not on simulation
project? I have never use collada format before, so I don't know anything
about the efficiency.

Any advices would be appreciated with glad.

Best Regards.

Umit Uzun
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[osg-users] problem with image

2008-10-31 Thread Miriam D'Elia

Hi to all
in my application I am applying a texture (. bmp) to a sphere,
I have no problems with the plugin, but I do not see the image.
What can I do?

Miriam
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Re: [osg-users] problem with image

2008-10-31 Thread Tomlinson, Gordon
Not enough information or detail in you post to allow people to really
help you

How are you applying the texture to the sphere ?

How are you setting up you texture coordinates on the sphere ?

 


Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__

Self defence is not a function of learning tricks 
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 Miriam
D'Elia
Sent: Friday, October 31, 2008 7:45 AM
To: OpenSceneGraph Users
Subject: [osg-users] problem with image

Hi to all
in my application I am applying a texture (. bmp) to a sphere, I have no
problems with the plugin, but I do not see the image.
What can I do?

Miriam
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[osg-users] Browser integration

2008-10-31 Thread Andreas Goebel

Hello,

I would like to embed an osgviewer to standard-browsers (firefox, ie, 
safari). I already saw Luigi Caloris great work osg4web, but this aims 
at a much larger scale than what I need. I would just like to embed 
quite small osg-files to a 3d-gallery.


As I saw that browser-integration is on the osg-roadmap, I just wanted 
to know if there is an easy way to achieve this.


If not, I would like to ask if embedding a very simple osg-app into a 
webbrowser is very difficult. osg is embeded nicely into several 
toolkits, so my naive approach would be to change one of the 
toolkit-examples to a browser-plugin-framework. Are there huge pitfalls 
I am likely to stumble in?


If not, I might try this in the next weeks.

Regards,

Andreas
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Re: [osg-users] MAX to COLLADA or which format ?

2008-10-31 Thread Tomlinson, Gordon
On the animation front the Collada plug-in for OSG does not at this time 
support animation
 
As to efficiency not sure what you mean, but as a file format Collada is not 
about speed its about being an interchange format
 

Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
- Master Tambo Tetsura

 
 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: Friday, October 31, 2008 6:06 AM
To: OpenSceneGraph Users
Subject: [osg-users] MAX to COLLADA or which format ?


Hi Folks,

I follows mail list and I know there was a discussion about converting animated 
MAX format to any format which osg can understand. I searched the all archive 
and want to ask same question again around the different content.

As I said, I have animated MAX format models and want to export another format 
in animation too. But after searching, I understand that I only can do this 
conversion in COLLADA format. Is it right ? And if right how should I achive? I 
found colladamax exporter 
http://www.feelingsoftware.com/content/view/65/79/lang,en/ There is anyone who 
used this exporter? I am asking because of leading me to right way.

And Does using COLLADA formatted animated model useful or not on simulation 
project? I have never use collada format before, so I don't know anything about 
the efficiency.

Any advices would be appreciated with glad.

Best Regards.

Umit Uzun

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Re: [osg-users] CompositeViewer event delivery bug? [patch included]

2008-10-31 Thread Robert Osfield
Hi Thomas,

Could you please post the complete source file to osg-submissions.

Thanks,
Robert.

On Thu, Oct 30, 2008 at 7:06 PM, thomas weidner [EMAIL PROTECTED] wrote:
 Hi,

 I use osgViewer::CompositeViewer with several views. All views share
 parts of their scene graphs. Within these common part some nodes have
 event handlers which use the action adapter argument to the event
 handler to determinate which view received the event.
 Here is the problem, osgViewer::CompositeViewer::eventTraversal sets
 the action adapter field in the EventVisitor always to the last view
 which received an event, instead of using the view which actually
 received the event, so determination of the correct view does not work.
 I looked at the code a bit, and moved the code for setting the action
 adapter to a IMO better place.

 btw, on every mouse move all views seem to receive FRAME events, is
 that normal or is it some glitch within my application?

 thanks in advance, thomas

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Re: [osg-users] MAX to COLLADA or which format ?

2008-10-31 Thread Ümit Uzun
Hi Kim,

Thanks so much for reply. I remember, you have worked on VENUS project. In
this project how can you achieve fish motion modeling? Do you use only
shaders to give special motion mathematics on each skeletal model or do you
use sophisticated tools?

I mean, I want to model school of fish by using Reynold's Flocking
Algorithms and fish motions. At this point Do I have to model each fish
motion by using shaders (for example sinusoaidal travelling wave to modeling
fish waving) ? Or there is another way to to it except osganimation toolkit?

Thanks for advices.

Best Regards.

Umit Uzun

2008/10/31 Kim C Bale [EMAIL PROTECTED]

  In my experience the feelingsoftware collada exporter gives the most
 reliable results when exporting models from Max. However, as far as I know
 there is no way of getting any animation information out of max and into the
 OSG.



 I've noticed that the animation toolkit (osgATK/osgAnimation I forget the
 name), mentioned recently in the forum had a Blender importer/exporter that
 does support animation. Perhaps that is worth taking a look at.



 Hope that is of help.



 Kim.



 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun
 *Sent:* 31 October 2008 10:06
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] MAX to COLLADA or which format ?



 Hi Folks,

 I follows mail list and I know there was a discussion about converting
 animated MAX format to any format which osg can understand. I searched the
 all archive and want to ask same question again around the different
 content.

 As I said, I have animated MAX format models and want to export another
 format in animation too. But after searching, I understand that I only can
 do this conversion in COLLADA format. Is it right ? And if right how should
 I achive? I found colladamax exporter
 http://www.feelingsoftware.com/content/view/65/79/lang,en/ There is anyone
 who used this exporter? I am asking because of leading me to right way.

 And Does using COLLADA formatted animated model useful or not on simulation
 project? I have never use collada format before, so I don't know anything
 about the efficiency.

 Any advices would be appreciated with glad.

 Best Regards.

 Umit Uzun


 *
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 http://www.hull.ac.uk/legal/email_disclaimer.html

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[osg-users] multiple rotation with Quat

2008-10-31 Thread Vincent Bourdier
Hi,

This a math problem, depending on OSG.

I need to apply 2 rotation to a vector. I would be very simple if I can
cumulate the 2 quat in one.
How to do it ? Do Osg implement a method to combine two rotations ?

thanks.

Regards,

   Vincent.
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Re: [osg-users] Offscreen rendering in PixelBufferWin32 and readPixels

2008-10-31 Thread Robert Osfield
Hi Mathias,

If you are doing pbuffer work you don't need to QT at all, in fact I'd
strongly recommend that you just use the functionality in osgViewer as
3rd party window toolkits like often don't have good pbuffer support.
You should be able to mix and match osgViewer created pbuffers with
other windowing toolkits.

Robert.

On Fri, Oct 31, 2008 at 10:37 AM,  [EMAIL PROTECTED] wrote:
 Thank you Robert

 This was actually my first attempt (setting pbuffer true for my
 QTAdapterWidget) but it doesn't have the desired effect.
 Important for me is, that the graphics context is still rendered and
 grabbed correctly when the window is not completely visible.
 Just setting pbuffer true and using readPixels still produces undefined
 areas in my image.
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Re: [osg-users] QT4 ViewerQOSG and Q_OBJECT

2008-10-31 Thread Robert Osfield
HI MMBMGH

Could you sign your posts with the name your wish to be address as, it
helps us keep track of who's who and keep discussions more friendly.

Also could try to reply to previous posts in a thread, as just posting
an email in a new thread, that requires info from the other thread to
understand it makes things really had for others to understand things
without doing lots of detective work.  I for one have to read my
dozens of emails each day on as many different topics, each topic only
take a small slice of my time otherwise I end up totally bogged down.

Robert.

On Fri, Oct 31, 2008 at 3:57 AM,  [EMAIL PROTECTED] wrote:
 Could you post complete modified file as this will explain the changes
 without any chance of ambiguity.
 Sorry my mistake,
 Note if you want to use QT_OBJECT the ViewerQOSG class declaration
 should be in it's own header file.


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Re: [osg-users] Cull-Traversal Performance

2008-10-31 Thread Robert Osfield
Hi Sean,

Welcome back :-)

Transforms are relatively expensive, as the transforms need to be
tracked as well as the view frustum needing to be transformed into the
local coords below the transform for culling performance.  You two
subgraphs have 100 vs 10,000 transforms per frame, 100 won't take the
cull traversal much at all, but 10,000 will.

Second up having lots of separate osg::Geometry, even when a small
number of shared many times, requires lots of work in cull in doing
the actual cull test and more critically creating all the RenderLeaf
back end data structure required to represent the Geometry instance
with its final combination of modelview, projection and state.

So as a general rule, keep the number of transforms down, by applying
the transforms to the subgraphs and copying the geometry if required,
and keep the the number of separate geometries down by combining
smaller geometries into bigger groups.

Since you culls do look rather high even with the small scene set up,
while it's a bit of long shot, make sure that you do all your tests in
release/optimized build.

Another area you could look at at inspiration is the osgforest example
- it provides a range of implementations of forests that you can step
between, in the svn/trunk version of the OSG I've added in the
StatsHandler to show the relative costs of cull/draw and GPU.   You
run the osgforest example with a command line option to set the number
of trees for instance:

  osgforest --trees 1

This will give you an indication of the how each of the techniques
might work in your instance.  In particular the shader path would
probably be most applicable.

Other items you could look at is the use the multi-threaded use of
osgViewer, as the DrawThreadPerContext would certainly help hide the
cost of your long cull.

Finally we have had some check-in's since OSG-2.6 include
optimizations in Matrix that reduce the overhead associated with
Transforms.  So try out the SVN/trunk or 2.7.x developer releases.

Robert.
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Re: [osg-users] multiple rotation with Quat

2008-10-31 Thread Paul Melis

Vincent Bourdier wrote:

Hi,

This a math problem, depending on OSG.

I need to apply 2 rotation to a vector. I would be very simple if I 
can cumulate the 2 quat in one.

How to do it ? Do Osg implement a method to combine two rotations ?

Can't you simply multiply them? I.e
osg::Quat q1, q2, qf;
// set q1 and q2
qf = q1 * q2;

Paul


thanks.

Regards,

   Vincent.


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Re: [osg-users] MAX to COLLADA or which format ?

2008-10-31 Thread Kim C Bale
In my experience the feelingsoftware collada exporter gives the most reliable 
results when exporting models from Max. However, as far as I know there is no 
way of getting any animation information out of max and into the OSG. 

 

I've noticed that the animation toolkit (osgATK/osgAnimation I forget the 
name), mentioned recently in the forum had a Blender importer/exporter that 
does support animation. Perhaps that is worth taking a look at. 

 

Hope that is of help.

 

Kim.

 

From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: 31 October 2008 10:06
To: OpenSceneGraph Users
Subject: [osg-users] MAX to COLLADA or which format ?

 

Hi Folks,

I follows mail list and I know there was a discussion about converting animated 
MAX format to any format which osg can understand. I searched the all archive 
and want to ask same question again around the different content.

As I said, I have animated MAX format models and want to export another format 
in animation too. But after searching, I understand that I only can do this 
conversion in COLLADA format. Is it right ? And if right how should I achive? I 
found colladamax exporter 
http://www.feelingsoftware.com/content/view/65/79/lang,en/ There is anyone who 
used this exporter? I am asking because of leading me to right way.

And Does using COLLADA formatted animated model useful or not on simulation 
project? I have never use collada format before, so I don't know anything about 
the efficiency.

Any advices would be appreciated with glad.

Best Regards.

Umit Uzun

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Re: [osg-users] multiple rotation with Quat

2008-10-31 Thread Vincent Bourdier
Hi

I was not sure that the * operator would compute the quaternion that I'm
looking for.
I looked in the sources, but the code is very hard to understand for me.

If you are sure, I will do it of course.
thanks
  Vincent.

2008/10/31 Paul Melis [EMAIL PROTECTED]

 Vincent Bourdier wrote:

 Hi,

 This a math problem, depending on OSG.

 I need to apply 2 rotation to a vector. I would be very simple if I can
 cumulate the 2 quat in one.
 How to do it ? Do Osg implement a method to combine two rotations ?

 Can't you simply multiply them? I.e
 osg::Quat q1, q2, qf;
 // set q1 and q2
 qf = q1 * q2;

 Paul


 thanks.

 Regards,

   Vincent.
 

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Re: [osg-users] multiple rotation with Quat

2008-10-31 Thread Paul Melis

Vincent Bourdier wrote:

Hi

I was not sure that the * operator would compute the quaternion that 
I'm looking for.

I looked in the sources, but the code is very hard to understand for me.

It probably does what you expect: compute a combined quaternion.
Just try it with 2 rotations like 90 around X and 90 around Y and 
transform a single vec3 to check


Paul


If you are sure, I will do it of course.
thanks
  Vincent.

2008/10/31 Paul Melis [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]

Vincent Bourdier wrote:

Hi,

This a math problem, depending on OSG.

I need to apply 2 rotation to a vector. I would be very simple
if I can cumulate the 2 quat in one.
How to do it ? Do Osg implement a method to combine two
rotations ?

Can't you simply multiply them? I.e
osg::Quat q1, q2, qf;
// set q1 and q2
qf = q1 * q2;

Paul


thanks.

Regards,

  Vincent.


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[osg-users] Offscreen rendering in PixelBufferWin32 and readPixels

2008-10-31 Thread Matthias.Hellerer
Thank you Robert

This was actually my first attempt (setting pbuffer true for my
QTAdapterWidget) but it doesn't have the desired effect.
Important for me is, that the graphics context is still rendered and
grabbed correctly when the window is not completely visible.
Just setting pbuffer true and using readPixels still produces undefined
areas in my image.
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Re: [osg-users] problem with image

2008-10-31 Thread Tomlinson, Gordon
2 things

1:  osg::Sphere is does not have texture coords so you would not see a
texture anyway
( search the archives on Shapes and what they were designed for )


2) is rfi.TGA in your path, 
turn the debug notification up see whats being said , 
place a break point in the TGA loader or step in to
readImageFile?
is you system case sensative ?


Gordon

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Email  : gtomlinson @ overwatch.textron.com
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(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
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 Miriam
D'Elia
Sent: Friday, October 31, 2008 8:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with image

Sorry You're right!
Explain better:
when I run my application, the message is printed: no image.
Thanks


This is the code:

_
osg::Geode* logoGeode= new osg::Geode();
   
osg::ShapeDrawable* s= new osg::ShapeDrawable(new
osg::Sphere(osg::Vec3(0, 0, 0), 1.0));
logoGeode-addDrawable(s);


osg::Texture2D* texture = new osg::Texture2D;
texture-setDataVariance(osg::Object::DYNAMIC); // protect 
from being optimized away as static state.
osg::Image* img = osgDB::readImageFile(rfi.TGA);
   
if(img)
{
   
texture-setImage(img);
  
osg::StateSet* blendStateSet = new osg::StateSet();

osg::TexEnv* blendTexEnv = new osg::TexEnv;
blendTexEnv-setMode(osg::TexEnv::DECAL);

blendStateSet-setTextureAttributeAndModes(0,texture,osg::StateAttribute
::ON);
blendStateSet-setTextureAttribute(0,blendTexEnv);

logoGeode-setStateSet(blendStateSet);
}
else
std::coutno image;
  
view-setSceneData(logoGeode);

__


Tomlinson, Gordon ha scritto:
 Not enough information or detail in you post to allow people to really
 help you

 How are you applying the texture to the sphere ?

 How are you setting up you texture coordinates on the sphere ?

  


 Gordon

 __
 Gordon Tomlinson

 Product Manager 3D
 Email  : gtomlinson @ overwatch.textron.com
 __

 Self defence is not a function of learning tricks 
 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
Miriam
 D'Elia
 Sent: Friday, October 31, 2008 7:45 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] problem with image

 Hi to all
 in my application I am applying a texture (. bmp) to a sphere, I have
no
 problems with the plugin, but I do not see the image.
 What can I do?

 Miriam
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Re: [osg-users] problem with image

2008-10-31 Thread Miriam D'Elia

Sorry You're right!
Explain better:
when I run my application, the message is printed: no image.
Thanks


This is the code:
_
osg::Geode* logoGeode= new osg::Geode();
  
   osg::ShapeDrawable* s= new osg::ShapeDrawable(new 
osg::Sphere(osg::Vec3(0, 0, 0), 1.0));

   logoGeode-addDrawable(s);


   osg::Texture2D* texture = new osg::Texture2D;
   texture-setDataVariance(osg::Object::DYNAMIC); // protect 
from being optimized away as static state.

   osg::Image* img = osgDB::readImageFile(rfi.TGA);
  
   if(img)

   {
  
   texture-setImage(img);
 
   osg::StateSet* blendStateSet = new osg::StateSet();


   osg::TexEnv* blendTexEnv = new osg::TexEnv;
   blendTexEnv-setMode(osg::TexEnv::DECAL);
   
blendStateSet-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);

   blendStateSet-setTextureAttribute(0,blendTexEnv);

   logoGeode-setStateSet(blendStateSet);
   }
   else
   std::coutno image;
 
   view-setSceneData(logoGeode);

__


Tomlinson, Gordon ha scritto:

Not enough information or detail in you post to allow people to really
help you

How are you applying the texture to the sphere ?

How are you setting up you texture coordinates on the sphere ?

 



Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__

Self defence is not a function of learning tricks 
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 Miriam
D'Elia
Sent: Friday, October 31, 2008 7:45 AM
To: OpenSceneGraph Users
Subject: [osg-users] problem with image

Hi to all
in my application I am applying a texture (. bmp) to a sphere, I have no
problems with the plugin, but I do not see the image.
What can I do?

Miriam
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Re: [osg-users] multiple rotation with Quat

2008-10-31 Thread Vincent Bourdier
If I apply 2 quat on the same vector in the same line or in two instruction,
the result is the same...

so q = q1*q2 look the 2 rotation accumulation, depending of the order of
course.

thanks,
   Vincent.

2008/10/31 Paul Melis [EMAIL PROTECTED]

 Vincent Bourdier wrote:

 Hi

 I was not sure that the * operator would compute the quaternion that I'm
 looking for.
 I looked in the sources, but the code is very hard to understand for me.

 It probably does what you expect: compute a combined quaternion.
 Just try it with 2 rotations like 90 around X and 90 around Y and transform
 a single vec3 to check

 Paul


 If you are sure, I will do it of course.
 thanks
  Vincent.

 2008/10/31 Paul Melis [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]

Vincent Bourdier wrote:

Hi,

This a math problem, depending on OSG.

I need to apply 2 rotation to a vector. I would be very simple
if I can cumulate the 2 quat in one.
How to do it ? Do Osg implement a method to combine two
rotations ?

Can't you simply multiply them? I.e
osg::Quat q1, q2, qf;
// set q1 and q2
qf = q1 * q2;

Paul


thanks.

Regards,

  Vincent.

  

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Re: [osg-users] Browser integration

2008-10-31 Thread Wang Rui
Hi,

I have written an example before, which results in a very simple OCX file
that displays local/http models and images. The website below is in Chinese
but maybe you would like to look into some code. :)
http://www.osgchina.org/projects/osgChina/wiki/Support/3rd/OSGandIE.php

Wang Rui
2008/10/31 Andreas Goebel [EMAIL PROTECTED]

 Hello,

 I would like to embed an osgviewer to standard-browsers (firefox, ie,
 safari). I already saw Luigi Caloris great work osg4web, but this aims at a
 much larger scale than what I need. I would just like to embed quite small
 osg-files to a 3d-gallery.

 As I saw that browser-integration is on the osg-roadmap, I just wanted to
 know if there is an easy way to achieve this.

 If not, I would like to ask if embedding a very simple osg-app into a
 webbrowser is very difficult. osg is embeded nicely into several toolkits,
 so my naive approach would be to change one of the toolkit-examples to a
 browser-plugin-framework. Are there huge pitfalls I am likely to stumble in?

 If not, I might try this in the next weeks.

 Regards,

 Andreas
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[osg-users] Computing bullet collision models from .3ds files

2008-10-31 Thread Dusten Sobotta
I'm developing a 3d engine that will eventually support exporting collision
models from the lowest poly LOD node of a .3ds file for in-game
development.  The following functions can be used to load (or use existing
data in memory) to define the collision box for a .3ds model.


   btTriangleMesh* trimesh = new btTriangleMesh();

   for ( i=0;iNUM_VERTS_X-1;i++)
   {
  for (int j=0;jNUM_VERTS_Y-1;j++)
  {

 
trimesh-addTriangle(gVertices[j*NUM_VERTS_X+i],gVertices[j*NUM_VERTS_X+i+1],gVertices[(j+1)*NUM_VERTS_X+i+1]);

 
trimesh-addTriangle(gVertices[j*NUM_VERTS_X+i],gVertices[(j+1)*NUM_VERTS_X+i+1],gVertices[(j+1)*NUM_VERTS_X+i]);
  }
   }

   delete[] gVertices;

   bool useQuantizedBvhTree = true;
   btCollisionShape* trimeshShape  = new
btBvhTriangleMeshShape(trimesh,useQuantizedBvhTree);



*OR



*
   btTriangleIndexVertexArray* indexVertexArrays = new
btTriangleIndexVertexArray(totalTriangles,
  gIndices,
  indexStride,
  totalVerts,(btScalar*) gVertices[0].x(),vertStride);

   bool useQuantizedAabbCompression = true;
   trimeshShape  = new
btBvhTriangleMeshShape(indexVertexArrays,useQuantizedAabbCompression);




I've looked at a lot of the osg functions, and can't seem to find a function
to export the raw triangle mesh.  Do a set of functions exist in osg to
handle this?  If not, -where- should I make my modifications to support this
exportation?


Thanks in advance~
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Re: [osg-users] Computing bullet collision models from .3ds files

2008-10-31 Thread Brian R Hill
I'm not really sure what you are asking.

You can export any osg data using the .osg plugin.

osgDB::writeNodeFile(*your_node_or_sub_graph,your_filename.osg)

Then open the file (your_filename.osg) in any text editor and you'll see
your mesh data as Primitives and VertexArrays in Geometrys. The primitives
will be organized/represented based on how the geometry was created in osg.
You can easily write a parser to grab the mesh data from the .osg file.


Brian


[EMAIL PROTECTED] wrote: -


To: osg-users@lists.openscenegraph.org
From: Dusten Sobotta [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 10/31/2008 09:49AM
Subject: [osg-users] Computing bullet collision models from .3ds files

I'm developing a 3d engine that will eventually support exporting collision
models from the lowest poly LOD node of a .3ds file for in-game
development.  The following functions can be used to load (or use existing
data in memory) to define the collision box for a .3ds model.



   btTriangleMesh* trimesh = new btTriangleMesh();

   for ( i=0;iNUM_VERTS_X-1;i++)
   {
  for (int j=0;jNUM_VERTS_Y-1;j++)
  {
 trimesh-addTriangle(gVertices[j*NUM_VERTS_X+i],gVertices
 [j*NUM_VERTS_X+i+1],gVertices[(j+1)*NUM_VERTS_X+i+1]);
 trimesh-addTriangle(gVertices[j*NUM_VERTS_X+i],gVertices[(j
 +1)*NUM_VERTS_X+i+1],gVertices[(j+1)*NUM_VERTS_X+i]);
  }
   }

   delete[] gVertices;

   bool useQuantizedBvhTree = true;
   btCollisionShape* trimeshShape  = new btBvhTriangleMeshShape
   (trimesh,useQuantizedBvhTree);





OR




   btTriangleIndexVertexArray* indexVertexArrays = new
  btTriangleIndexVertexArray(totalTriangles,
  gIndices,
  indexStride,
  totalVerts,(btScalar*) gVertices[0].x(),vertStride);

   bool useQuantizedAabbCompression = true;
   trimeshShape  = new btBvhTriangleMeshShape
   (indexVertexArrays,useQuantizedAabbCompression);





I've looked at a lot of the osg functions, and can't seem to find a
function to export the raw triangle mesh.  Do a set of functions exist in
osg to handle this?  If not, -where- should I make my modifications to
support this exportation?


Thanks in advance~
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[osg-users] Two pass shader help

2008-10-31 Thread Tiziano Diamanti

Hi I have a problem with a two pass shader,
moving from release 1.9.8 of OSG to 2.2 and later.
The shader used to work properly, and now all I get
are black pixels!
I can see that the scene is actually there because I can pick
the objects, even if they are totally black.

The program is a two pass shader, that renders everything
on a texture and then sets up a quad where the texture is mapped
and a camera that looks at the quad.

Here are the simple versions of the shaders:
First pass vertex:
varying vec2 FragmentPosition;

void main(void)
{  
  gl_Position = ftransform();

  FragmentPosition = gl_MultiTexCoord0.st;
}

First pass fragment:
varying vec2 FragmentPosition;

uniform float DistanceMultiplier;
uniform float SelectedZone;

uniform vec4 HighlightColor;
uniform float HighlightWeight;

vec4 ReadFromRT(vec2 position);
float GetDistanceMultiplier();


void main(void)
{  
  vec4 originalColor = ReadFromRT(FragmentPosition);
  
  gl_FragColor = SelectedZone == 1.0 ? mix(originalColor, 
HighlightColor, originalColor[3] * HighlightWeight) : originalColor;

}

Second pass:
uniform sampler2D InputTexture;
vec4 ReadFromRT(vec2 position)
{
 return texture2D(InputTexture, position);
}

varying vec2 FragmentPosition;
void main(void)
{
 gl_Position = ftransform();
 FragmentPosition = gl_MultiTexCoord0.st;
}

vec4 ReadFromRT(vec2 position);
varying vec2 FragmentPosition;
void main(void)
{
  gl_FragColor = ReadFromRT(FragmentPosition);
}

I haven't changed the shaders since then. Any idea?
Thanks

--
Tiziano Diamanti Ph.D.
HPC and Visualization
Cineca
Italy

Tel. +39-051-6171717

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Re: [osg-users] problem with image

2008-10-31 Thread Jean-Sébastien Guay

Hi Gordon,


2 things

1:  osg::Sphere is does not have texture coords so you would not see a
texture anyway
( search the archives on Shapes and what they were designed for )


Sorry to enter a thread for this, but yes, osg::ShapeDrawables have 
texcoords. See src/osg/ShapeDrawable.cpp, 
DrawShapeVisitor::drawHalfSphere() for the case of an osg::Sphere :


glNormal3f(-c*nRatioBase,-s*nRatioBase,-nzBase);

glTexCoord2f(texCoord,vBase);
glVertex3f(c*rBase,s*rBase,zBase+zOffset);

etc.

It's if you want to *change* the texcoords, or anything else, or do more 
sophisticated things like multitexturing that you'll have trouble with 
ShapeDrawables. I can't argue with the comment that ShapeDrawables are 
not that useful for general use, but for simple things, they're pretty 
complete (including texcoords).


J-S
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Re: [osg-users] Cull-Traversal Performance

2008-10-31 Thread Sean Spicer
Robert, interesting.  Thank you for the detailed explanation.

Looking at the osgforest shader-path, one challenge that I see is that if
one needs to be able to pick the geometry, then the SG doesn't know about
where it is in space to run an interesector.  Any thoughts on a strategy to
overcome this?  I was thinking about hidden geometry, but the intersector
wouldn't see it.

cheers,

sean

On Fri, Oct 31, 2008 at 4:31 AM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Sean,

 Welcome back :-)

 Transforms are relatively expensive, as the transforms need to be
 tracked as well as the view frustum needing to be transformed into the
 local coords below the transform for culling performance.  You two
 subgraphs have 100 vs 10,000 transforms per frame, 100 won't take the
 cull traversal much at all, but 10,000 will.

 Second up having lots of separate osg::Geometry, even when a small
 number of shared many times, requires lots of work in cull in doing
 the actual cull test and more critically creating all the RenderLeaf
 back end data structure required to represent the Geometry instance
 with its final combination of modelview, projection and state.

 So as a general rule, keep the number of transforms down, by applying
 the transforms to the subgraphs and copying the geometry if required,
 and keep the the number of separate geometries down by combining
 smaller geometries into bigger groups.

 Since you culls do look rather high even with the small scene set up,
 while it's a bit of long shot, make sure that you do all your tests in
 release/optimized build.

 Another area you could look at at inspiration is the osgforest example
 - it provides a range of implementations of forests that you can step
 between, in the svn/trunk version of the OSG I've added in the
 StatsHandler to show the relative costs of cull/draw and GPU.   You
 run the osgforest example with a command line option to set the number
 of trees for instance:

  osgforest --trees 1

 This will give you an indication of the how each of the techniques
 might work in your instance.  In particular the shader path would
 probably be most applicable.

 Other items you could look at is the use the multi-threaded use of
 osgViewer, as the DrawThreadPerContext would certainly help hide the
 cost of your long cull.

 Finally we have had some check-in's since OSG-2.6 include
 optimizations in Matrix that reduce the overhead associated with
 Transforms.  So try out the SVN/trunk or 2.7.x developer releases.

 Robert.
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Executive Vice President  Chief Technology Officer
Aqumin (www.aqumin.com)
Office+1.281.466.4848
Mobile...+1.713.447.2706
Fax...+1.281.466.4849
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Re: [osg-users] problem with image

2008-10-31 Thread Miriam D'Elia

Executing yours example I get this:

itr='D:\Visual Studio Projects\RFI\RFI\Debug'
FindFileInPath() : trying D:\Visual Studio 
Projects\RFI\RFI\Debug\osgplugins-2.6

.1\osgdb_tgad.dll ...
FindFileInPath() : USING D:\Visual Studio 
Projects\RFI\RFI\Debug\osgplugins-2.6.

1\osgdb_tgad.dll
Opened DynamicLibrary osgPlugins-2.6.1/osgdb_tgad.dll
FindFileInPath(rfi.TGA): returning rfi.TGA
couldn't load texture, quitting.
close(1)019DFBE8
Doing discard of deleted OpenGL objects.
decrementUsageCount()0
GraphicsContext::decrementContextIDUsageCount(0) to 0
close(0)019DFBE8
GraphicsContext::unregisterGraphicsContext 019DFBE8
CompositeViewer::~CompositeViewer()
finished CompositeViewer::~CompsiteViewer()
Destructing osgViewer::View
Destructing osg::View
Done destructing osg::View
GraphicsContext::setWindowingSystemInterface()  104F3EBC
Closing DynamicLibrary osgPlugins-2.6.1/osgdb_tgad.dll




Tomlinson, Gordon ha scritto:

2 things

1:  osg::Sphere is does not have texture coords so you would not see a
texture anyway
( search the archives on Shapes and what they were designed for )


2) is rfi.TGA in your path, 
	turn the debug notification up see whats being said , 
   	place a break point in the TGA loader or step in to

readImageFile?
is you system case sensative ?


Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

Self defence is not a function of learning tricks 
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 Miriam
D'Elia
Sent: Friday, October 31, 2008 8:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with image

Sorry You're right!
Explain better:
when I run my application, the message is printed: no image.
Thanks


This is the code:

_
osg::Geode* logoGeode= new osg::Geode();
   
osg::ShapeDrawable* s= new osg::ShapeDrawable(new

osg::Sphere(osg::Vec3(0, 0, 0), 1.0));
logoGeode-addDrawable(s);


osg::Texture2D* texture = new osg::Texture2D;
texture-setDataVariance(osg::Object::DYNAMIC); // protect 
from being optimized away as static state.

osg::Image* img = osgDB::readImageFile(rfi.TGA);
   
if(img)

{
   
texture-setImage(img);
  
osg::StateSet* blendStateSet = new osg::StateSet();


osg::TexEnv* blendTexEnv = new osg::TexEnv;
blendTexEnv-setMode(osg::TexEnv::DECAL);

blendStateSet-setTextureAttributeAndModes(0,texture,osg::StateAttribute

::ON);
blendStateSet-setTextureAttribute(0,blendTexEnv);

logoGeode-setStateSet(blendStateSet);
}
else
std::coutno image;
  
view-setSceneData(logoGeode);


__


Tomlinson, Gordon ha scritto:
  

Not enough information or detail in you post to allow people to really
help you

How are you applying the texture to the sphere ?

How are you setting up you texture coordinates on the sphere ?

 



Gordon

__
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__

Self defence is not a function of learning tricks 
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


Miriam
  

D'Elia
Sent: Friday, October 31, 2008 7:45 AM
To: OpenSceneGraph Users
Subject: [osg-users] problem with image

Hi to all
in my application I am applying a texture (. bmp) to a sphere, I have


no
  

problems with the plugin, but I do not see the image.
What can I do?

Miriam
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Re: [osg-users] Cull-Traversal Performance

2008-10-31 Thread Robert Osfield
Hi Sean,

On Fri, Oct 31, 2008 at 2:16 PM, Sean Spicer [EMAIL PROTECTED] wrote:
 Looking at the osgforest shader-path, one challenge that I see is that if
 one needs to be able to pick the geometry, then the SG doesn't know about
 where it is in space to run an interesector.  Any thoughts on a strategy to
 overcome this?  I was thinking about hidden geometry, but the intersector
 wouldn't see it.

The where on earth is it paradox with vertex shaders..

Probably the easiest way to solve would be to manually create an
osg::KdTree for where the geometry would be if it had been transformed
and then attach this KdTree to the Drawable where the vertex shader is
playing games.  This would speed intersections as well as solve the
where on earth is it.

Robert.
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Re: [osg-users] Browser integration

2008-10-31 Thread Andreas Goebel

Hello Wang Rui,

if this is all code needed, it is quite simple. Very nice! Thank you for 
posting this.


Unfortunately I do not understand enough to see if this would be useful 
for me. Maybe my interest motivates you to translate your wiki (at least 
this part of it) to english, I am sure other users could benefit from it 
as well.


Regards,

Andreas

Wang Rui schrieb:

Hi,
 
I have written an example before, which results in a very simple OCX 
file that displays local/http models and images. The website below is 
in Chinese but maybe you would like to look into some code. :)

http://www.osgchina.org/projects/osgChina/wiki/Support/3rd/OSGandIE.php
 
Wang Rui

2008/10/31 Andreas Goebel [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]

Hello,

I would like to embed an osgviewer to standard-browsers (firefox,
ie, safari). I already saw Luigi Caloris great work osg4web, but
this aims at a much larger scale than what I need. I would just
like to embed quite small osg-files to a 3d-gallery.

As I saw that browser-integration is on the osg-roadmap, I just
wanted to know if there is an easy way to achieve this.

If not, I would like to ask if embedding a very simple osg-app
into a webbrowser is very difficult. osg is embeded nicely into
several toolkits, so my naive approach would be to change one of
the toolkit-examples to a browser-plugin-framework. Are there huge
pitfalls I am likely to stumble in?

If not, I might try this in the next weeks.

Regards,

Andreas
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Re: [osg-users] VNC client done in 3D

2008-10-31 Thread Cedric Pinson

Hi Robert,
It just great ! you can imagine a lot of cool stuff with that.
supervising a lot of computer screen :) could be good for a network teacher

very interesting

Cheers,
Cedric

Robert Osfield wrote:

Hi All,

Elements of the Volume rendering project that is now underway are to
do with doing multi-media/multi-application presentations in 3D, with
volume rendering the central media of interest, but also bring in
other media/applications is of interest.  This this end one of the
ideas we've come up with is putting a vnc window into a Present3D
presentation, originally I had expected this to be rather a large
task, but thankfully it's not been difficult at all thanks to to
availability of LIbVNCServer that does all the hard work for us ;-)

As a experiment I've written a very simple example, osgvnc, that has
an osg::Image that serves as the buffer that the LibVNCServer client
library fills in your us, this Image is just applied to a standard
Texture2D and standard osg::Geometry.  Added an event handler that
manages the projection of mouse coords onto the geometry and then into
the coords of the remote desktop, it then send the mouse events and
keyboard events to the remote desktop.  All this is done with just 268
lines of code.

To test it out you'll need to run a standard vnc server (tight vnc is
supported) on your remote machine - I'm just running two computers
here on a local network and running osgvnc like:

  osgvnc 10.0.0.2

This brings up fullscreen 3d window with a quad with the remote
desktop on it, moving the mouse on quad starts mouse on other remote
desktop moving, and type into a window term I've run osgviewer cow.osg
on the remote machine.  Attached is the result, 3d in 2d in 3d!

This little experiment doesn't solve the problem of getting a VNC
window into Present3D, for this my thought is to create plugin that
has code very similar to osgvnc embedded in it, and when you do a
readImageFile() or readNodeFile() on a string like 10.0.0.2.vnc it'll
create the scene graph that we can then use in any of apps, so one
would be able to do:

  osgviewer 10.0.0.2.vnc

And have it automatically create a usable subgraph for us.  At least
that's the theory.  It might actually be worth creating an osgWidget
class for managing such subgraphs - such as the input/output to it,
it's early days right now so I'm open to suggestions.

One of the fun possibilities to this vnc functionality would be to
have 3D virtual environments that map to the real world, such as to
have a virtual room with computers in it, and you could walk to a
computer, switch it on and get a connection to the real machine and
see its real desktop.

Or perhaps a more practical one - the zooming and panning capabilities
of a 3D surface are fluid, so perhaps it might make it possible to
have a remote desktop client for people with impaired sight.

Have fun!
Robert.
  






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Re: [osg-users] VNC client done in 3D

2008-10-31 Thread Jeremy Moles
On Fri, 2008-10-31 at 14:33 +, Robert Osfield wrote:
 Hi All,
 
 Elements of the Volume rendering project that is now underway are to
 do with doing multi-media/multi-application presentations in 3D, with
 volume rendering the central media of interest, but also bring in
 other media/applications is of interest.  This this end one of the
 ideas we've come up with is putting a vnc window into a Present3D
 presentation, originally I had expected this to be rather a large
 task, but thankfully it's not been difficult at all thanks to to
 availability of LIbVNCServer that does all the hard work for us ;-)
 
 As a experiment I've written a very simple example, osgvnc, that has
 an osg::Image that serves as the buffer that the LibVNCServer client
 library fills in your us, this Image is just applied to a standard
 Texture2D and standard osg::Geometry.  Added an event handler that
 manages the projection of mouse coords onto the geometry and then into
 the coords of the remote desktop, it then send the mouse events and
 keyboard events to the remote desktop.  All this is done with just 268
 lines of code.
 
 To test it out you'll need to run a standard vnc server (tight vnc is
 supported) on your remote machine - I'm just running two computers
 here on a local network and running osgvnc like:
 
   osgvnc 10.0.0.2

Also works with Gnome's Vino remote desktop VNC client. :) Coudn't
attach a screenshot (way too big), but here's a link:

http://the-bob.org/~jlmoles/osgvnc.png

 This brings up fullscreen 3d window with a quad with the remote
 desktop on it, moving the mouse on quad starts mouse on other remote
 desktop moving, and type into a window term I've run osgviewer cow.osg
 on the remote machine.  Attached is the result, 3d in 2d in 3d!
 
 This little experiment doesn't solve the problem of getting a VNC
 window into Present3D, for this my thought is to create plugin that
 has code very similar to osgvnc embedded in it, and when you do a
 readImageFile() or readNodeFile() on a string like 10.0.0.2.vnc it'll
 create the scene graph that we can then use in any of apps, so one
 would be able to do:
 
   osgviewer 10.0.0.2.vnc
 
 And have it automatically create a usable subgraph for us.  At least
 that's the theory.  It might actually be worth creating an osgWidget
 class for managing such subgraphs - such as the input/output to it,
 it's early days right now so I'm open to suggestions.
 
 One of the fun possibilities to this vnc functionality would be to
 have 3D virtual environments that map to the real world, such as to
 have a virtual room with computers in it, and you could walk to a
 computer, switch it on and get a connection to the real machine and
 see its real desktop.
 
 Or perhaps a more practical one - the zooming and panning capabilities
 of a 3D surface are fluid, so perhaps it might make it possible to
 have a remote desktop client for people with impaired sight.
 
 Have fun!
 Robert.
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Re: [osg-users] Browser integration

2008-10-31 Thread Wang Rui
Hi,

I don't think it easy for me to translate the whole page into english in a
short time. :) But I'm glad to share my project freely. I will send you a
private mail later in order not to bother others.

Wang Rui
2008/10/31 Andreas Goebel [EMAIL PROTECTED]

 Hello Wang Rui,

 if this is all code needed, it is quite simple. Very nice! Thank you for
 posting this.

 Unfortunately I do not understand enough to see if this would be useful for
 me. Maybe my interest motivates you to translate your wiki (at least this
 part of it) to english, I am sure other users could benefit from it as well.

 Regards,

 Andreas

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Re: [osg-users] MAX to COLLADA or which format ?

2008-10-31 Thread Kim C Bale
Hi Umit,

 

Yes, I am employed on the VENUS project, how on earth do you know that?

 

I, personally haven't worked with any flocking algorithms, it's a feature I 
haven't got round to adding yet.  However, I did supervise an MSc student 
project on flocking using OSG. In order to simulate fish body motion he used an 
animated vertex shader to distort the model with a dampened sine wave (as you 
mentioned). With a bit of tinkering this should provide nice results with 
minimal effort. However, if you want more accurate movement I think it would 
have to be modelled, but then of course you have the problem of loading the 
animation into the OSG..

 

Hope that's of use.

 

Kim.

 

From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: 31 October 2008 12:02
To: OpenSceneGraph Users
Subject: Re: [osg-users] MAX to COLLADA or which format ?

 

Hi Kim,

Thanks so much for reply. I remember, you have worked on VENUS project. In this 
project how can you achieve fish motion modeling? Do you use only shaders to 
give special motion mathematics on each skeletal model or do you use 
sophisticated tools? 

I mean, I want to model school of fish by using Reynold's Flocking Algorithms 
and fish motions. At this point Do I have to model each fish motion by using 
shaders (for example sinusoaidal travelling wave to modeling fish waving) ? Or 
there is another way to to it except osganimation toolkit?

Thanks for advices.

Best Regards.

Umit Uzun

2008/10/31 Kim C Bale [EMAIL PROTECTED]

In my experience the feelingsoftware collada exporter gives the most reliable 
results when exporting models from Max. However, as far as I know there is no 
way of getting any animation information out of max and into the OSG. 

 

I've noticed that the animation toolkit (osgATK/osgAnimation I forget the 
name), mentioned recently in the forum had a Blender importer/exporter that 
does support animation. Perhaps that is worth taking a look at. 

 

Hope that is of help.

 

Kim.

 

From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: 31 October 2008 10:06
To: OpenSceneGraph Users
Subject: [osg-users] MAX to COLLADA or which format ?

 

Hi Folks,

I follows mail list and I know there was a discussion about converting animated 
MAX format to any format which osg can understand. I searched the all archive 
and want to ask same question again around the different content.

As I said, I have animated MAX format models and want to export another format 
in animation too. But after searching, I understand that I only can do this 
conversion in COLLADA format. Is it right ? And if right how should I achive? I 
found colladamax exporter 
http://www.feelingsoftware.com/content/view/65/79/lang,en/ There is anyone who 
used this exporter? I am asking because of leading me to right way.

And Does using COLLADA formatted animated model useful or not on simulation 
project? I have never use collada format before, so I don't know anything about 
the efficiency.

Any advices would be appreciated with glad.

Best Regards.

Umit Uzun


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Re: [osg-users] Cull-Traversal Performance

2008-10-31 Thread Sean Spicer
Thanks.  Is there a primmer on osg::KdTree anywhere?

sean

On Fri, Oct 31, 2008 at 9:37 AM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Sean,

 On Fri, Oct 31, 2008 at 2:16 PM, Sean Spicer [EMAIL PROTECTED]
 wrote:
  Looking at the osgforest shader-path, one challenge that I see is that if
  one needs to be able to pick the geometry, then the SG doesn't know
 about
  where it is in space to run an interesector.  Any thoughts on a strategy
 to
  overcome this?  I was thinking about hidden geometry, but the
 intersector
  wouldn't see it.

 The where on earth is it paradox with vertex shaders..

 Probably the easiest way to solve would be to manually create an
 osg::KdTree for where the geometry would be if it had been transformed
 and then attach this KdTree to the Drawable where the vertex shader is
 playing games.  This would speed intersections as well as solve the
 where on earth is it.

 Robert.
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-- 
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Executive Vice President  Chief Technology Officer
Aqumin (www.aqumin.com)
Office+1.281.466.4848
Mobile...+1.713.447.2706
Fax...+1.281.466.4849
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Re: [osg-users] MAX to COLLADA or which format ?

2008-10-31 Thread Ümit Uzun
Hi Kim,

2008/10/31 Kim C Bale [EMAIL PROTECTED]

  Hi Umit,



 Yes, I am employed on the VENUS project, how on earth do you know that?

I have searched on internet and so know VENUS project and your MSc student
Franclin Foping and another student Philip Apery who worked same project
before. I have read these student thesis and implement in my animation.
(caustics, fish motion, aquatic floara, silt on sea bed, water refraction
and so on...)  Now I only want to much realistic fish motion as I said. So I
learned that I should try different tools like animetk or just like it.

I want to ask another question about god-rays. Did you implement god-rays to
VENUS? I want to create god-rays in my simulation, so is there any advices
and searh path you can give me?

Thanks for all advices Kim.

Best Regards.

Umit Uzun



 I, personally haven't worked with any flocking algorithms, it's a feature I
 haven't got round to adding yet.  However, I did supervise an MSc student
 project on flocking using OSG. In order to simulate fish body motion he used
 an animated vertex shader to distort the model with a dampened sine wave (as
 you mentioned). With a bit of tinkering this should provide nice results
 with minimal effort. However, if you want more accurate movement I think it
 would have to be modelled, but then of course you have the problem of
 loading the animation into the OSG..



 Hope that's of use.



 Kim.



 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun
 *Sent:* 31 October 2008 12:02
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] MAX to COLLADA or which format ?



 Hi Kim,

 Thanks so much for reply. I remember, you have worked on VENUS project. In
 this project how can you achieve fish motion modeling? Do you use only
 shaders to give special motion mathematics on each skeletal model or do you
 use sophisticated tools?

 I mean, I want to model school of fish by using Reynold's Flocking
 Algorithms and fish motions. At this point Do I have to model each fish
 motion by using shaders (for example sinusoaidal travelling wave to modeling
 fish waving) ? Or there is another way to to it except osganimation toolkit?

 Thanks for advices.

 Best Regards.

 Umit Uzun

 2008/10/31 Kim C Bale [EMAIL PROTECTED]

 In my experience the feelingsoftware collada exporter gives the most
 reliable results when exporting models from Max. However, as far as I know
 there is no way of getting any animation information out of max and into the
 OSG.



 I've noticed that the animation toolkit (osgATK/osgAnimation I forget the
 name), mentioned recently in the forum had a Blender importer/exporter that
 does support animation. Perhaps that is worth taking a look at.



 Hope that is of help.



 Kim.



 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun
 *Sent:* 31 October 2008 10:06
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] MAX to COLLADA or which format ?



 Hi Folks,

 I follows mail list and I know there was a discussion about converting
 animated MAX format to any format which osg can understand. I searched the
 all archive and want to ask same question again around the different
 content.

 As I said, I have animated MAX format models and want to export another
 format in animation too. But after searching, I understand that I only can
 do this conversion in COLLADA format. Is it right ? And if right how should
 I achive? I found colladamax exporter
 http://www.feelingsoftware.com/content/view/65/79/lang,en/ There is anyone
 who used this exporter? I am asking because of leading me to right way.

 And Does using COLLADA formatted animated model useful or not on simulation
 project? I have never use collada format before, so I don't know anything
 about the efficiency.

 Any advices would be appreciated with glad.

 Best Regards.

 Umit Uzun



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 http://www.hull.ac.uk/legal/email_disclaimer.html

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Re: [osg-users] Cull-Traversal Performance

2008-10-31 Thread Robert Osfield
On Fri, Oct 31, 2008 at 3:28 PM, Sean Spicer [EMAIL PROTECTED] wrote:
 Thanks.  Is there a primmer on osg::KdTree anywhere?

I'm afraid the source code and mailing lists discussions is all have
right now.  The KdTree data structure is actually quite simple, as is
the algorithm that build/intersects so I expect you'll be able to
review the source code and work out what's going on ;-)

Robert.
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Re: [osg-users] VNC client done in 3D

2008-10-31 Thread Robert Osfield
Hi Cedric,

On Fri, Oct 31, 2008 at 3:04 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
 It just great ! you can imagine a lot of cool stuff with that.
 supervising a lot of computer screen :) could be good for a network teacher

I haven't tried creating more than one client yet, whether it's
possible will depend upon LibVNCServer.  To try it I'll need to
refactor the code in osgvnc so that it's more encapsulated, once this
is done it'll be easier to create multiple image's that are pair with
a vnc client.

Robert.
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Re: [osg-users] problem with image

2008-10-31 Thread David Spilling
Miriam,

Just on the off chance that your problem is really simple:

in my application I am applying a texture (. bmp) to a sphere,


 and

 osg::Image* img = osgDB::readImageFile(rfi.TGA


You say your applying a .bmp, but you're trying to load a .tga. Could that
be it?

David
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Re: [osg-users] Computing bullet collision models from .3ds files

2008-10-31 Thread Paul Martz
Hi Dusten -- The short answer (probably) is that you should look at
osg::TriangleFunctor.

The longer answer:

I'm currently developing an open source library containing utilities for
integrating OSG with Bullet. Here is the code I use to create triangle
meshes. The code for ComputeTriMeshVisitor is attached.

 
btTriangleMeshShape* osgBullet::btTriMeshCollisionShapeFromOSG( osg::Node*
node )
{
  ComputeTriMeshVisitor visitor;
  node-accept( visitor );
  osg::Vec3Array* vertices = visitor.getTriMesh();
  if( vertices-size()  3 )
  {
osg::notify( osg::WARN )  osgBullet::btTriMeshCollisionShapeFromOSG,
no triangles found  std::endl;
return( NULL );
  }

  btTriangleMesh* mesh = new btTriangleMesh;
  for( size_t i = 0; i + 3  vertices-size(); i += 3 )
  {
osg::Vec3 p1 = ( *vertices )[ i ];
osg::Vec3 p2 = ( *vertices )[ i + 1 ];
osg::Vec3 p3 = ( *vertices )[ i + 2 ];
mesh-addTriangle( btVector3( p1.x(), p1.y(), p1.z() ),
btVector3( p2.x(), p2.y(), p2.z() ),
btVector3( p3.x(), p3.y(), p3.z() ) );
  }

  btBvhTriangleMeshShape* meshShape = new btBvhTriangleMeshShape( mesh, true
);
  return( meshShape );
}


I hope this is helpful. I'll post more info here when I make this code
publically available.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
/*
 *
 * Copyright (c) 2008 Blue Newt Software LLC and Skew Matrix Software LLC.
 * All rights reserved.
 *
 */

#ifndef OSGBULLET_COMPUTETRIMESHVISITOR
#define OSGBULLET_COMPUTETRIMESHVISITOR1

#include osg/Array
#include osg/NodeVisitor

namespace osgBullet {

/* TBD Consider using OSG localtoworld method instead of keeping a matrix 
stack. */
class ComputeTriMeshVisitor
: public osg::NodeVisitor
{
public:

ComputeTriMeshVisitor( osg::NodeVisitor::TraversalMode traversalMode = 
TRAVERSE_ALL_CHILDREN );

virtual void reset();


osg::Vec3Array * getTriMesh()
{
return( mesh.get() );
}

void apply( osg::Node  node );


void apply( osg::Transform  transform );


void apply( osg::Geode  geode );


inline void pushMatrix( osg::Matrix  matrix )
{
stack.push_back( matrix );
}

inline void popMatrix()
{
stack.pop_back();
}

void applyDrawable( osg::Drawable * drawable );

protected:
typedef std::vector osg::MatrixMatrixStack;

MatrixStack stack;
osg::ref_ptr osg::Vec3Array  mesh;
};

}

#endif
/*
 *
 * Copyright (c) 2008 Blue Newt Software LLC and Skew Matrix Software LLC.
 * All rights reserved.
 *
 */

#include osg/Transform
#include osg/Drawable
#include osg/Geode
#include osg/PrimitiveSet
#include osg/TriangleFunctor

#include osgBullet/ComputeTriMeshVisitor.h

#include iostream

using namespace osgBullet;
using namespace osg;

struct ComputeTriMeshFunc
{
ComputeTriMeshFunc()
{
vertices = new osg::Vec3Array;

vertices-clear();
}

void inline operator()( const osg::Vec3 v1, const osg::Vec3 v2, const 
osg::Vec3 v3, bool _temp )
{
vertices-push_back( v1 );
vertices-push_back( v2 );
vertices-push_back( v3 );
}

osg::ref_ptr osg::Vec3Array  vertices;
};

ComputeTriMeshVisitor::ComputeTriMeshVisitor( osg::NodeVisitor::TraversalMode 
traversalMode )
: osg::NodeVisitor( traversalMode )
{
stack.push_back( osg::Matrix::identity() );
mesh = new osg::Vec3Array;
}

void ComputeTriMeshVisitor::reset()
{
stack.clear();
stack.push_back( osg::Matrix::identity() );
mesh-clear();
}

void ComputeTriMeshVisitor::apply( osg::Node  node )
{
traverse( node );
}

void ComputeTriMeshVisitor::apply( osg::Transform  transform )
{
osg::Matrix matrix;

matrix = stack.back();

transform.computeLocalToWorldMatrix( matrix, this );

pushMatrix( matrix );

traverse( transform );

popMatrix();
}

void ComputeTriMeshVisitor::apply( osg::Geode  geode )
{
for( unsigned int i = 0; i  geode.getNumDrawables(); ++i )
{
applyDrawable( geode.getDrawable( i ) );
}
}

void ComputeTriMeshVisitor::applyDrawable( osg::Drawable * drawable )
{
osg::TriangleFunctor ComputeTriMeshFunc  functor;
drawable-accept( functor );

for( osg::Vec3Array::iterator iter = functor.vertices-begin();
 iter != functor.vertices-end(); ++iter )
{
osg::Matrix  matrix = stack.back();
mesh-push_back( *iter * matrix );
}
}

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[osg-users] Debugging using Visual Studio

2008-10-31 Thread Renan Mendes
Hi,

Until the present date, I've been using cout's to debug my application,
which is really annoying, for I didn't know how to configure Visual Studio
to be able to debug running a OSG application. At one time I've read how to
do it, but I lost that source... Can anyone teach me how? Thanks.

   Renan M Z Mendes
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Re: [osg-users] osgManipulator::Dragger and osg::AutoTransform

2008-10-31 Thread Jean-Sébastien Guay

Hi all,

Replying to myself again.

So no one has any ideas about this? I guess I'll go with my hunch and 
see where it goes.


I found a solution to my problem. For reference, what I did is that 
since my dragger is a composite dragger, I made it so that the structure was


  CompositeDragger - AutoTransform - MatrixTransform - Child draggers

instead of

  AutoTransform - MatrixTransform - CompositeDragger - Child draggers

(left - right = parent - child)

And then my dragger subclass itself has an interface to set the screen 
size it needs to have.


Works great. And much simpler than overriding the handle() method to do 
the resizing myself.


J-S
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Re: [osg-users] Browser integration

2008-10-31 Thread Mario Mango Furnari
Quoting Wang Rui [EMAIL PROTECTED]:
Hi Wang,

I'm interested too ([EMAIL PROTECTED])
Thank you in advance.

Mario Mango Furnari
 Hi,
 
 I don't think it easy for me to translate the whole page into english in a
 short time. :) But I'm glad to share my project freely. I will send you a
 private mail later in order not to bother others.
 
 Wang Rui
 2008/10/31 Andreas Goebel [EMAIL PROTECTED]
 
  Hello Wang Rui,
 
  if this is all code needed, it is quite simple. Very nice! Thank you for
  posting this.
 
  Unfortunately I do not understand enough to see if this would be useful
 for
  me. Maybe my interest motivates you to translate your wiki (at least this
  part of it) to english, I am sure other users could benefit from it as
 well.
 
  Regards,
 
  Andreas
 
 


---

Istituto di Cibernetica E. Caianiello
Comprensorio A. Olivetti Ed. 70
Via Campi Flegrei, 34

I-80078 - Pozzuoli (Italy)

Tel:+39.081.867.5154
Fax:+39.081.867.5109
Mobile: +39.335.539.8250

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Re: [osg-users] Browser integration

2008-10-31 Thread Charles Cossé
me three!

On Fri, Oct 31, 2008 at 12:43 PM, Mario Mango Furnari
[EMAIL PROTECTED] wrote:
 Quoting Wang Rui [EMAIL PROTECTED]:
 Hi Wang,

 I'm interested too ([EMAIL PROTECTED])
 Thank you in advance.

 Mario Mango Furnari
 Hi,

 I don't think it easy for me to translate the whole page into english in a
 short time. :) But I'm glad to share my project freely. I will send you a
 private mail later in order not to bother others.

 Wang Rui
 2008/10/31 Andreas Goebel [EMAIL PROTECTED]

  Hello Wang Rui,
 
  if this is all code needed, it is quite simple. Very nice! Thank you for
  posting this.
 
  Unfortunately I do not understand enough to see if this would be useful
 for
  me. Maybe my interest motivates you to translate your wiki (at least this
  part of it) to english, I am sure other users could benefit from it as
 well.
 
  Regards,
 
  Andreas
 



 ---

 Istituto di Cibernetica E. Caianiello
 Comprensorio A. Olivetti Ed. 70
 Via Campi Flegrei, 34

 I-80078 - Pozzuoli (Italy)

 Tel:+39.081.867.5154
 Fax:+39.081.867.5109
 Mobile: +39.335.539.8250

 -
 This mail sent through IMP: http://horde.org/imp/

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Re: [osg-users] Browser integration

2008-10-31 Thread ami guru
me four!!!

[EMAIL PROTECTED]

sajjad

On Fri, Oct 31, 2008 at 8:32 PM, Charles Cossé [EMAIL PROTECTED] wrote:

 me three!

 On Fri, Oct 31, 2008 at 12:43 PM, Mario Mango Furnari
 [EMAIL PROTECTED] wrote:
  Quoting Wang Rui [EMAIL PROTECTED]:
  Hi Wang,
 
  I'm interested too ([EMAIL PROTECTED])
  Thank you in advance.
 
  Mario Mango Furnari
  Hi,
 
  I don't think it easy for me to translate the whole page into english in
 a
  short time. :) But I'm glad to share my project freely. I will send you
 a
  private mail later in order not to bother others.
 
  Wang Rui
  2008/10/31 Andreas Goebel [EMAIL PROTECTED]
 
   Hello Wang Rui,
  
   if this is all code needed, it is quite simple. Very nice! Thank you
 for
   posting this.
  
   Unfortunately I do not understand enough to see if this would be
 useful
  for
   me. Maybe my interest motivates you to translate your wiki (at least
 this
   part of it) to english, I am sure other users could benefit from it as
  well.
  
   Regards,
  
   Andreas
  
 
 
 
  ---
 
  Istituto di Cibernetica E. Caianiello
  Comprensorio A. Olivetti Ed. 70
  Via Campi Flegrei, 34
 
  I-80078 - Pozzuoli (Italy)
 
  Tel:+39.081.867.5154
  Fax:+39.081.867.5109
  Mobile: +39.335.539.8250
 
  -
  This mail sent through IMP: http://horde.org/imp/
 
  ___
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 



 --
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Re: [osg-users] Browser integration

2008-10-31 Thread Erik den Dekker
And five,…

 

Isn’t it a good idea to just to mail to osg-users?

 

Erik

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ami guru
Sent: Friday, October 31, 2008 21:02
To: OpenSceneGraph Users
Subject: Re: [osg-users] Browser integration

 

me four!!!

[EMAIL PROTECTED]

sajjad

On Fri, Oct 31, 2008 at 8:32 PM, Charles Cossé [EMAIL PROTECTED] wrote:

me three!


On Fri, Oct 31, 2008 at 12:43 PM, Mario Mango Furnari
[EMAIL PROTECTED] wrote:
 Quoting Wang Rui [EMAIL PROTECTED]:
 Hi Wang,

 I'm interested too ([EMAIL PROTECTED])
 Thank you in advance.

 Mario Mango Furnari
 Hi,

 I don't think it easy for me to translate the whole page into english in
a
 short time. :) But I'm glad to share my project freely. I will send you a
 private mail later in order not to bother others.

 Wang Rui
 2008/10/31 Andreas Goebel [EMAIL PROTECTED]

  Hello Wang Rui,
 
  if this is all code needed, it is quite simple. Very nice! Thank you
for
  posting this.
 
  Unfortunately I do not understand enough to see if this would be useful
 for
  me. Maybe my interest motivates you to translate your wiki (at least
this
  part of it) to english, I am sure other users could benefit from it as
 well.
 
  Regards,
 
  Andreas
 



 ---

 Istituto di Cibernetica E. Caianiello
 Comprensorio A. Olivetti Ed. 70
 Via Campi Flegrei, 34

 I-80078 - Pozzuoli (Italy)

 Tel:+39.081.867.5154
 Fax:+39.081.867.5109
 Mobile: +39.335.539.8250

 -
 This mail sent through IMP: http://horde.org/imp/

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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org





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Re: [osg-users] Debugging using Visual Studio

2008-10-31 Thread Jean-Sébastien Guay

Hi Renan,


You've said that:

If you want to debug into OSG itself, you'll need to have compiled OSG 
with debug symbols too (i.e. in Debug configuration), and link to that.


I didn't understand this... What does it mean to debug into OSG itself?


If you want to trace into an OSG function, say osg::Group::addChild(), 
and inspect what it's doing.



Another remark:

You can debug your application without doing anything specific. Just 
compile it with debug symbols and you'll be able to set breakpoints, 
watch variables etc. In general, if you select the Debug configuration 
(in the box at the top-center of the Visual Studio window) you'll have 
debug symbols. Do a web search for details.


I am doing what you're saying, but some unhandled exceptions, apparently 
regarding OpenGL, appear when I put a breakpoint and run as debug that 
weren't there when I simply executed the .exe file... I don't know what 
that can be about. That's why I thought there was more to debugging than 
just hitting the play button and entering the breakpoints...


Are you linking to debug OSG libraries? If you just download the OSG 
binary package for Windows, it only contains release libraries. Linking 
those to a debug executable is a big no-no. So you need to compile OSG 
yourself in both release and debug, and then make sure your own project 
links to the OSG debug libraries when compiled in debug mode, and to the 
release libraries when compiled in release mode.


By default, the debug OSG libs have a 'd' suffix, so osg.lib for release 
becomes osgd.lib for debug. Make extra sure you link to the right ones.


If you get more crashes when doing that, you'll need to be more specific 
and provide for example a stack trace for us to help you find out what's 
going on.


J-S
--
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Re: [osg-users] animtk release 0.0.9

2008-10-31 Thread Sukender
 Yes i guess i would need to add export in order it compiles on windows.

Hum... I'm interested in using animTK in a cross-platform way... I tried to 
CMake-it under Windows but it can't find pkg-config (of course). I guess the 
CMake script has to be changed, but I'm new to CMake and I can't. I will try to 
bybass that problem. If I get something compiled under Windows, I'll let you 
know.
But if anyone did it before, please tell me!

Sukender
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Re: [osg-users] Browser integration

2008-10-31 Thread Wang Rui
Hi,

ok... It is a RAR file with a VS8 project inside. i'm not sure if the
project could run immediately on your computer, but the code is proved to be
usable.

BTW, I remember there is a publc account of the OSG website. But I lost the
user name and password. Could anybody tell me again, plz? I would try to
upload the simple osgviewerIE example and another osgviewerVBasic example to

http://www.openscenegraph.org/projects/osg/wiki/Community/WindowingToolkits
Regards,
Wang Rui

2008/11/1 Erik den Dekker [EMAIL PROTECTED]

  And five,…



 Isn't it a good idea to just to mail to osg-users?



 Erik


  --

 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *ami guru
 *Sent:* Friday, October 31, 2008 21:02
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] Browser integration



 me four!!!

 [EMAIL PROTECTED]

 sajjad

 On Fri, Oct 31, 2008 at 8:32 PM, Charles Cossé [EMAIL PROTECTED] wrote:

 me three!


 On Fri, Oct 31, 2008 at 12:43 PM, Mario Mango Furnari
 [EMAIL PROTECTED] wrote:
  Quoting Wang Rui [EMAIL PROTECTED]:
  Hi Wang,
 
  I'm interested too ([EMAIL PROTECTED])
  Thank you in advance.
 
  Mario Mango Furnari
  Hi,
 
  I don't think it easy for me to translate the whole page into english in
 a
  short time. :) But I'm glad to share my project freely. I will send you
 a
  private mail later in order not to bother others.
 
  Wang Rui
  2008/10/31 Andreas Goebel [EMAIL PROTECTED]
 
   Hello Wang Rui,
  
   if this is all code needed, it is quite simple. Very nice! Thank you
 for
   posting this.
  
   Unfortunately I do not understand enough to see if this would be
 useful
  for
   me. Maybe my interest motivates you to translate your wiki (at least
 this
   part of it) to english, I am sure other users could benefit from it as
  well.
  
   Regards,
  
   Andreas
  
 
 
 
  ---
 
  Istituto di Cibernetica E. Caianiello
  Comprensorio A. Olivetti Ed. 70
  Via Campi Flegrei, 34
 
  I-80078 - Pozzuoli (Italy)
 
  Tel:+39.081.867.5154
  Fax:+39.081.867.5109
  Mobile: +39.335.539.8250
 
  -
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osgActiveX.rar
Description: Binary data
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[osg-users] Disable self shadows (ShadowMap)

2008-10-31 Thread Jefferson Pinheiro
Consider this scene:

- Terrain and some buildings: osg::Group sceneNode
- Several cars: osg::Group carNode

Both are children of a ShadowedScene. I'm using ShadowMap as a technique.

I want that the buildings cast shadows on the terrain/road (that is working
fine), and that the cars cast shadows on the terrain, BUT not on themselves
(disable self shadows for the car node). Is that possible?

- Jefferson
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[osg-users] Untextured materials = pure black

2008-10-31 Thread Jefferson Pinheiro
Every material that has no texture associated becomes completely black when
I do one of the following:

- change the shadow technique from ShadowMap to SoftShadowMap
- add any of the GLSL bloom shader I found on the net (
http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=27976postdays=0postorder=ascstart=0or
http://www.gamedev.net/community/forums/topic.asp?topic_id=395186)

Any idea why this is happening?

Details:

I have a single light, declared thusly:

osg::Vec3 lightPosition(4,4,8); // my prog's scale is big
osg::LightSource* ls = new osg::LightSource;
ls-getLight()-setPosition(osg::Vec4(lightPosition,1));
ls-getLight()-setAmbient(osg::Vec4(0.5,0.5,0.5,1.0));
ls-getLight()-setDiffuse(osg::Vec4(0.9,0.9,0.9,1.0));
shadowedScene-addChild(ls);

I'm posting direct links to the shaders, case you're lazy to open those ones
:)

http://magiadosdoces.com/temp/PP_GL_Bloom1.fx
http://magiadosdoces.com/temp/PP_GL_Bloom2.fx
http://magiadosdoces.com/temp/PP_GL_Bloom3.fx
http://magiadosdoces.com/temp/PP_GL_Bloom4.fx
http://magiadosdoces.com/temp/shader.frag

And this is how I'm loading the shaders:
osg::ref_ptrosg::StateSet stateSet(root-getOrCreateStateSet());
osg::Program* program = new osg::Program;
osg::Shader* frag = new osg::Shader( osg::Shader::FRAGMENT );
frag-loadShaderSourceFromFile(Shaders/shader.frag);
program-addShader(frag);
stateSet.get()-setAttributeAndModes(program, osg::StateAttribute::ON);

I'm using OSG 2.6, Windows Vista 64, Geforce 8800M GTS.

Oh and by the way, the bloom shader effect doesn't works even on the
textured surfaces. They simply remain the same. Image:
http://magiadosdoces.com/temp/car.jpg

Thanks,
Jefferson
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Re: [osg-users] Computing bullet collision models from .3ds files

2008-10-31 Thread Ulrich Hertlein

Hi Paul, hi Dusten,

On 1/11/08 5:44 AM, Dusten Sobotta wrote:

Thanks a lot; this has been incredibly useful.  What is the eta for the
first release of your library? I've also solved a few problems with
integrating osg + bullet, and might be able to contribute a few things
if you're up to it.

On Fri, Oct 31, 2008 at 12:20 PM, Paul Martz [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
...
I'm currently developing an open source library containing utilities for
integrating OSG with Bullet. Here is the code I use to create triangle
meshes. The code for ComputeTriMeshVisitor is attached.


I'd also be interested in helping out with a proper osg/Bullet integration, having done a 
half-hearted (it did what I needed) attempt two years ago.


Cheers,
/ulrich
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[osg-users] Reversed Normal in Smoothing Visitor on TRIANGLE_STRIP

2008-10-31 Thread Sean Spicer
Hi All,

OSG 2.7.4 - I'm seeing a reversed normal when running
osgUtil::SmoothingVisitor on a drawable containing only tri-strips.  Not
sure if it is the first or last vertex, but I've repeated it with several
different examples.

Has anyone else seen this?

sean

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