Re: [osg-users] Disabling node

2009-03-29 Thread Guy
Hi Julia,
 I know that usually my suggestions for your problems doesn't work
but...
I can think of two solutions, the first is avoiding the problem you have
by instead of adding sub-geometries under the parent geometry node, add
the children under the parent transformation node, and then you can
disable the geometry, but the transformation will still be active (and
so does the children).

The second solution might be overriding the cull function, so your
objects will be culled by your flag condition, but I don't know if
culling continues to children when the parent is culled. I believe it
should continue to children since paent objects could be outside the
viewing frustum while they children inside.

Btw, did you have success with blurring objects edges?
 
Guy. 


--


Hi,

how can I disable a node so that it is not rendered but it's children
are still rendered?
I had a look at setting the node mask but that effects children too.

My specific problem is I am using an osgManipulator dragger and want to
be able to toggle on/off its geometry but maintain its transformation on
any children.

Thank you.
Julia

(I asked a similar but more general question
(http://forum.openscenegraph.org/viewtopic.php?p=9339) last week but
didn't manage to attract a response. So I'm hoping this more specific
question gets feedback.)

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Re: [osg-users] [osgPlugins] Collada Commands

2009-03-29 Thread Adam Wise

rogerjames99 wrote:
> Adam Wise wrote: 
> >  
> > > I set osg_notify_level to debug, and I recieved this when I ran osgconv. 
> > > I honestly have no idea what this means, but at least it finds something.
> > > 
> > > GraphicsContext::setWindowingSystemInterface() 03571930 003D9198
> > > 
> > > Also, the collada plugin was built as far as I can tell. I attached the 
> > > release log. Everything was located 
> > > in:C:OpenSceneGraph-2.8.0buildsrcosgPluginsdaeosgdb_dae.dirRelease. Does 
> > > that mean I made a mistake in setting things up?
> > > 
> > > --
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=9154#9154 
> > > (http://forum.openscenegraph.org/viewtopic.php?p=9154#9154)
> > > 
> > > 
> > > 
> > > 
> > > 
> > > ___
> > > osg-users mailing list
> > >  ()
> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
> > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > 
> > > 
> >  
>  Did you remember to run the INSTALL target as I mentioned in my last 
> message. 
> 
> "Remember OSG cannot find plugins from the bin (build) directory, you need to 
> run the INSTALL target (in both Release and Debug mode) as admiminstrator if 
> you are on Vista. This will probably copy them into the right place under 
> "/Program Files/OpenSceneGraph"."
> 
> 
> Another point..If OSG cannot find ANY of the plugins then try setting the 
> environment variable OSG_LIBRARY_PATH to C:Program FilesOpenSceneGraphlib or 
> wherever the INSTALL target is putting the main osg libraries
> 
> Roger
> 
>  --
> Post generated by Mail2Forum


Ok. just to make sure, the INSTALL target is in the solution explorer (that's 
in Visual studio)  of the OpenSceneGraph.sln? Also, to install both debug and 
release you simply go into properties (of the install target) and change the 
configuration to debug/release?

I'm trying to make sure that the osg library path is found by using sysedit.

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread R Fritz

I guess I'm not too surprised. There seems to be an overall lack of
expertise in 3D graphics. Lots of people practice it without adequate
training or education. Ever look at a GL capture of SketchUp? It's  
utter

crap, glBegin/glEnd all the way.


Would fixing the OpenGL problems of SketchUp improve its performance  
as a modeling tool?  That's its great strength, after all.  How would  
you make it work, if you were designing it?


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Re: [osg-users] osg proxynode

2009-03-29 Thread Ulrich Hertlein

Hi Christian,


On 30/3/09 12:33 PM, Christian Sam wrote:

could someone tell me in a few sentences what a proxynode (or is it just 
proxy?) in osg
is, and what it is used for?


It's a node that references external model files.  The files will be loaded asynchronously 
via DatabasePager once the proxy node becomes visible.


Since the proxy node cannot know the position/dimension of the model it references you 
have to specify those manually.


I don't think it's ever unloaded.

Hope this helps,
/ulrich
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[osg-users] osg proxynode

2009-03-29 Thread Christian Sam
Hi,

could someone tell me in a few sentences what a proxynode (or is it just 
proxy?) in osg is, and what it is used for? 

thanks in advance,
christian

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Re: [osg-users] Getting model's direction vector from MatrixTransform?

2009-03-29 Thread Paul Martz
The upper left 3x3 of the local to world matrix is the orthonormal basis for
the current orientation of the car. If the car is modeled so that the front
of the car is positive X, then the current direction vector is just the
first three elements of the local to world matrix. You can get the local to
world matrix from the MatrixTransform.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com  
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: Sunday, March 29, 2009 3:45 PM
To: OpenSceneGraph Users
Subject: [osg-users] Getting model's direction vector from MatrixTransform?


Hi All,

I have an simple math question which I had resolved before but now I can't
figure out what would be the problem. I have car model which's direction is
x coordinate. I want to translate it by using it's current direction. So I
need to know it's next visit coordinate while it is rotating to left or
right. So this is my math;

carMatrixTransform->get(quad);
osg::Vec3d carDirection = quad * osg::Vec3d(1.0, 0.0, 0.0); // getting car's
x direction vector.

Then using carDirection, I calculate each next related coordinates
respectively by using iterator.

osg::Vec3d DestinationPos, SourcePos;
DestinationPos = SourcePos + carDirection * iterator; (iterator >= 0)

Do you think it is wrong?

Best Regards.


-- 
Ümit Uzun

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[osg-users] Disabling node

2009-03-29 Thread Julia Guo
Hi,

how can I disable a node so that it is not rendered but it's children are still 
rendered?
I had a look at setting the node mask but that effects children too.

My specific problem is I am using an osgManipulator dragger and want to be able 
to toggle on/off its geometry but maintain its transformation on any children.

Thank you.
Julia

(I asked a similar but more general question 
(http://forum.openscenegraph.org/viewtopic.php?p=9339) last week but didn't 
manage to attract a response. So I'm hoping this more specific question gets 
feedback.)

--
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[osg-users] Getting model's direction vector from MatrixTransform?

2009-03-29 Thread Ümit Uzun
Hi All,

I have an simple math question which I had resolved before but now I can't
figure out what would be the problem. I have car model which's direction is
x coordinate. I want to translate it by using it's current direction. So I
need to know it's next visit coordinate while it is rotating to left or
right. So this is my math;

carMatrixTransform->get(quad);
osg::Vec3d carDirection = quad * osg::Vec3d(1.0, 0.0, 0.0); // getting car's
x direction vector.

Then using carDirection, I calculate each next related coordinates
respectively by using iterator.

osg::Vec3d DestinationPos, SourcePos;
DestinationPos = SourcePos + carDirection * iterator; (iterator >= 0)

Do you think it is wrong?

Best Regards.


-- 
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread Paul Martz
> I think I can concur with this - I had the "pleasure" to work with AutoCAD
to get 
> some CAD models exported so that they can be visualized in OSG and the 3D 
> "rendering" they have in there is about the crappiest, slowest and most
user 
> unfriendly I have ever seen. Even Doom 1 in 1993 was working better than
what 
> they are selling as top-of-the-line feature now.

I guess I'm not too surprised. There seems to be an overall lack of
expertise in 3D graphics. Lots of people practice it without adequate
training or education. Ever look at a GL capture of SketchUp? It's utter
crap, glBegin/glEnd all the way. This is what passes for professional 3D
graphics these days. It's no wonder people are so uninformed about the facts
regarding 3D APIs.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread R Fritz
I don't think the OSG is ready for an all out marketing assult on  
the games market.  There are soft targets that will be the easy sell  
- these are the ones to court first, leave the hard core Windows  
centric games companies till much later.  The desktop market share  
is changing with Windows loosing market share (i.e. XP + Vista +  
Windows 7), and the alternatives are gaining, so the desktop gaming  
landscape is becoming fragmented, and made more fragmented if people  
want to target different graphics API's for each platform (i..e DX9  
for XP, DX10 to Vista + Windows 7, OpenGL for Linux + OSX).  OpenGL  
can help hold back some the impact of this market fragmentation.


Perhaps some gaming companies might be willing to offer OSG  
development grants, though?  It's to their advantage to keep the  
platform open.


Randolph

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Re: [osg-users] Windows 7 beta: "The binary is not a valid Windows image."

2009-03-29 Thread Jean-Sébastien Guay

Hi Robert,

I don't expect there are any, since it's essentially Vista with bug 
fixes (and the binaries themselves have been built with VS2005 same as 
we would use on XP or Vista) but haven't done any actual testing in this 
vein. I have an XP system here so I'll test it out and give you the 
results soon.


As I expected, the executables and DLLs built on Windows 7 (with VS2005 
SP1) run fine on the XP system. I ran osgviewer cow.osg and 
cessnafire.osg. I can run further tests if you want, but I really don't 
think the version of Windows will change much of anything here.


J-S
--
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Re: [osg-users] Windows 7 beta: "The binary is not a valid Windows image."

2009-03-29 Thread Jean-Sébastien Guay

Hi Gordon,

Past experience suggests  that typically under Microsoft this will be 
problematic


Between Windows versions? Any executable I have seen can be run on 
Win2k, WinXP and Vista without problem. I haven't tested with something 
compiled on Windows 7, but I don't expect any trouble.


But I can already say that OSG executables and DLLs compiled on Vista 
run fine on Windows 7. I've tried that. It's the other way around 
(compiled on Windows 7, run on something else) that I haven't tested yet.


And don’t forget Windows 7 is early beta code which will add to the 
issues of binary compatibility etc.


Binary compatibility is a problem between compiler versions, not between 
Windows versions. A .lib compiled with VS2008, linked to an .exe 
compiled with VS2005, will have binary compatibility problems. But 
between Windows versions? I don't think I've ever seen a problem there.


(apart from non-true-win32 versions such as Win95, 98 and ME... but 
barring these, executables should work on Win2k, XP, Vista, 7 without 
problems)


Anyways, I'll test to be sure and report back.

J-S
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Re: [osg-users] osgAnimation Help

2009-03-29 Thread Janusz
Ugras: CCD is one of the method to be used. Quite fast and does not 
require complex math. Another method you could use is the Selectively 
Damped Least Square method for Inverse Kinematics (by S. Buss), 
pseudo-inverse jacobian, etc. This one I think if you google a little 
bit for this one you may come across a source code by the author.


If you are after fast math and human limb IK, there is the IKAN solver 
from the univ. of Pensylvannia.


The SDLS paper:


 /http://akpeters.metapress.com/index/K301108177Q2170V.pdf///

---
Janusz Goldasz



Ugras Erdogan pisze:

Hi Cedric,
  At the moment I'm in need of a IK solver for my project. Simply 
I know the initial position of my mechanical manipulator and final 
position of it, and I want to know what should the angles of joints be 
in order to achieve the movement to the final position with minimum 
error. Final position of the mechanic manipulator may be time 
dependent (this is important) and for the moment let's assume that the 
initial position is time invariant. As I am very new to osgAnimation 
kit (not to osg), I'm currently studying the example codes. And I 
couldn't have noticed any IK solver to achieve the task (as you 
mentioned) yet. Referring to IEEE TRANSACTIONS ON ROBOTICS AND 
AUTOMATION, VOL. / I , / NO. 4, AUGUST 1991, Li-Chun Tommy Wang and 
Chih Cheng Chen  and other papers, the optimization algorithm named as 
Cyclic Coordinate Descent seems suitable for the task at hand. It is 
an iterative optimization technique that calculates the angles of the 
joints of the mechanical part to achieve the movement towards the 
final position with minimum final error.
  I want to know your opinion (and all other's opinions) on the 
subject whether I'm on the right path or I'm missing something else...

Best regards,
Ugras

*From:* Cedric Pinson 
*To:* OpenSceneGraph Users 
*Sent:* Sunday, March 29, 2009 4:02:34 AM
*Subject:* Re: [osg-users] osgAnimation Help

Hi Ugras,
There is no IK a the moment, for all others points Alberto tells 
everything i would say.
If you want to add IK to osgAnimation i will be happy to discuss about 
it with you.


Cheers,
Cedric

Ugras Erdogan wrote:
> Thanks for your replies Alberto, I'll take a look at the bundled 
examples and contact with Cedric Pinson for the IK issue...

> Regards,
> Ugras
>
>
>
>
> 
> From: Alberto Luaces mailto:alua...@udc..es>>
> To: OpenSceneGraph Users >

> Sent: Saturday, March 28, 2009 4:31:23 PM
> Subject: Re: [osg-users] osgAnimation Help
>
> Hello Ugras,
>
> El Sábado 28 Marzo 2009ES 13:20:44 Ugras Erdogan escribió:
> 
>> Dear all,

>>  I've been trying to perform a skeletal based animation for a mesh
>> model and rather new to osgAnimation nodekit. 1) Is it possible 
with osgAnimation toolkit? Or should I refer to osgCal wrapper?
>>   
>

> Yes, you can do it with osgAnimation.
>
> 
>> 2) Should I prepare the bone hierarchy and attach it to the mesh 
model in a software

>> (skinning) such as 3DS max and then import in osg or all these can be
>> readily done in osg?
>>   
>

> You can do it in both ways..
> 
>> 3) If the above procedures can readily be done via osgAnimation, 
what is the deformation rule for the models ie. how do the
>> inverse kinematics are calculated? And for the deformations while 
animation
>> is it just enough to control the bone positions?   
>
> I think IK is not implemented yet. Cedric Pinson can tell you more 
about this.
> As for the deformations, they are calculated with the weights of the 
mesh plus the bone transformations.

>
> 
>> 4) Is there any good tutorial on the subject besides the bundled 
osg codes for a new starter in

>> osgAnimation nodekit I'll be very pleased if you reply...
>>   
>
> I'm afraid this is the only documentation available, in addition to 
the doxygen guides. However I must say that the osgAnimation examples 
are very instructive.

>
> Regards,
>
> Alberto
>
> ___
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> 
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>
>
>
>


>
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> 
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> 

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Re: [osg-users] Windows 7 beta: "The binary is not a valid Windows image."

2009-03-29 Thread Jean-Sébastien Guay

Hi Robert,

Do you know anything about the consequences of building binaries under 
Windows 7 and then running them under Vista + Windows XP?


I don't expect there are any, since it's essentially Vista with bug 
fixes (and the binaries themselves have been built with VS2005 same as 
we would use on XP or Vista) but haven't done any actual testing in this 
vein. I have an XP system here so I'll test it out and give you the 
results soon.


Why do you want to know?

J-S
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Re: [osg-users] osgAnimation Help

2009-03-29 Thread Ugras Erdogan
Hi Cedric,
  At the moment I'm in need of a IK solver for my project. Simply I know 
the initial position of my mechanical manipulator and final position of it, and 
I want to know what should the angles of joints be in order to achieve the 
movement to the final position with minimum error. Final position of the 
mechanic manipulator may be time dependent (this is important) and for the 
moment let's assume that the initial position is time invariant. As I am very 
new to osgAnimation kit (not to osg), I'm currently studying the example codes. 
And I couldn't have noticed any IK solver to achieve the task (as you 
mentioned) yet. Referring to IEEE TRANSACTIONS ON ROBOTICS AND AUTOMATION, VOL. 
I , NO. 4, AUGUST 1991, Li-Chun Tommy Wang and Chih Cheng Chen  and other 
papers, the optimization algorithm named as Cyclic Coordinate Descent seems 
suitable for the task at hand. It is an iterative optimization technique that 
calculates the angles of the joints of the
 mechanical part to achieve the movement towards the final position 
with minimum final error.
  I want to know your opinion (and all other's opinions) on the subject 
whether I'm on the right path or I'm missing something else...
Best regards,
Ugras





From: Cedric Pinson 
To: OpenSceneGraph Users 
Sent: Sunday, March 29, 2009 4:02:34 AM
Subject: Re: [osg-users] osgAnimation Help

Hi Ugras,
There is no IK a the moment, for all others points Alberto tells everything i 
would say.
If you want to add IK to osgAnimation i will be happy to discuss about it with 
you.

Cheers,
Cedric

Ugras Erdogan wrote:
> Thanks for your replies Alberto, I'll take a look at the bundled examples and 
> contact with Cedric Pinson for the IK issue...
> Regards,
> Ugras
> 
> 
> 
> 
> 
> From: Alberto Luaces 
> To: OpenSceneGraph Users 
> Sent: Saturday, March 28, 2009 4:31:23 PM
> Subject: Re: [osg-users] osgAnimation Help
> 
> Hello Ugras,
> 
> El Sábado 28 Marzo 2009ES 13:20:44 Ugras Erdogan escribió:
>  
>> Dear all,
>>      I've been trying to perform a skeletal based animation for a mesh
>> model and rather new to osgAnimation nodekit. 1) Is it possible with 
>> osgAnimation toolkit? Or should I refer to osgCal wrapper?
>>    
> 
> Yes, you can do it with osgAnimation.
> 
>  
>> 2) Should I prepare the bone hierarchy and attach it to the mesh model in a 
>> software
>> (skinning) such as 3DS max and then import in osg or all these can be
>> readily done in osg?
>>    
> 
> You can do it in both ways.. 
>  
>> 3) If the above procedures can readily be done via osgAnimation, what is the 
>> deformation rule for the models ie. how do the
>> inverse kinematics are calculated? And for the deformations while animation
>> is it just enough to control the bone positions?    
> 
> I think IK is not implemented yet. Cedric Pinson can tell you more about this.
> As for the deformations, they are calculated with the weights of the mesh 
> plus the bone transformations.
> 
>  
>> 4) Is there any good tutorial on the subject besides the bundled osg codes 
>> for a new starter in
>> osgAnimation nodekit I'll be very pleased if you reply...
>>    
> 
> I'm afraid this is the only documentation available, in addition to the 
> doxygen guides. However I must say that the osgAnimation examples are very 
> instructive.
> 
> Regards,
> 
> Alberto
> 
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> 
> 
> 
>        
>
> 
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>  

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Re: [osg-users] Windows 7 beta: "The binary is not a valid Windows image."

2009-03-29 Thread Gordon Tomlinson
Past experience suggests  that typically under Microsoft this will be
problematic

 

And don't forget Windows 7 is early beta code which will add to the issues
of binary compatibility etc.

 

 

 


__

Gordon Tomlinson 

gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com   www.gordontomlinson.com
  


__

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Sunday, March 29, 2009 5:59 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Windows 7 beta: "The binary is not a valid Windows
image."

 

Hi J-S,

Do you know anything about the consequences of building binaries under
Windows 7 and then running them under Vista + Windows XP?

Robert.

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

hanne...@gmx.at wrote:
> if osg wants to address the game market it needs to have advantages and
> these have to be communicated.


Hannes, I do not see anyone saying that the goal of OSG is to be a game
engine :( I think that is the main problem with your arguments. OSG
*can* be used within a game engine (e.g. Delta3D), but it is not its
main target.

Furthermore, game engines are a much more than a scenegraph (which is
what OSG is). It would be a very hard sell to convince someone like
Valve that they have to abandon all their DirectX-centric content
production pipeline just to use OSG. There is ton of other middleware
these companies use that is developed to work with DirectX and would
have to be either adapted or replaced with OpenGL enabled versions
(SpeedTree, Havoc ...)

Then add the issues of driver support and all that and unless you are
developing the game for both Mac and Windows that will need to be
actively supported for 4-5 years at least, OpenGL is simply a no-starter
there economically. It could be a more viable option for starting
studios which do not have an entrenched pipeline yet, but then we are
not talking Valve or EA anymore ..

Regards,

Jan
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Re: [osg-users] I need your opinion in 3d lighting techniques

2009-03-29 Thread Oren David
Quite the contrary my friend. We always love to hear bout new things we have no 
idea about.
Thank you very much

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=9421#9421





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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread Robert Osfield
Hi Hannes,

On Sun, Mar 29, 2009 at 8:54 AM, hanne...@gmx.at  wrote:

> the developers care about how much does it cost to make the game. does
> opengl and osg lower time and cost to make games?



I think that depends upon the game type and the platforms they are trying to
market too.  There are soft targets right now that are ideal for use of
OpenGL and the OSG would be high end such as immersive simulators (yes the
OSG is out their in some high game arcades ;-)  Any game that wants to
target multiple desktop patforms are also a soft target.

OpenGL ES itself has a huge appeal in the embedded space.  There is
preliminary port of the OSG of OpenGL ES, but until we have the core OSG
ready to handle OpenGL ES 1.x and 2.x we can't yet.


the relevance is, which advantages has opengl and osg for games. if there
> are no, than developers will stick with d3d or "platform independent" for
> windows, xbox 360 and playstation 3 where no opengl is used.


Playstation 3 is OpenGL ES + a few extras from NVidia w.r.t. shaders.  So
it's not quite OpenGL by close.

The biggest console Wii has a OpenGL "like" graphics API.

The new high end phones have OpenGL ES on them... so there is a gaming
market segment here as well albeit in it's infancy.

if osg wants to address the game market it needs to have advantages and
> these have to be communicated.


I don't think the OSG is ready for an all out marketing assult on the games
market.  There are soft targets that will be the easy sell - these are the
ones to court first, leave the hard core Windows centric games companies
till much later.  The desktop market share is changing with Windows loosing
market share (i.e. XP + Vista + Windows 7), and the alternatives are
gaining, so the desktop gaming landscape is becoming fragmented, and made
more fragmented if people want to target different graphics API's for each
platform (i..e DX9 for XP, DX10 to Vista + Windows 7, OpenGL for Linux +
OSX).  OpenGL can help hold back some the impact of this market
fragmentation.

Robert.
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Re: [osg-users] Windows 7 beta: "The binary is not a valid Windows image."

2009-03-29 Thread Robert Osfield
Hi J-S,

Do you know anything about the consequences of building binaries under
Windows 7 and then running them under Vista + Windows XP?

Robert.
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Re: [osg-users] osgshadow not functional

2009-03-29 Thread Robert Osfield
HI Sajjad,

Try updating your OpenGL drivers.  If this doesn't work hassle ATI for
developing drivers.

Robert.

2009/3/28 ami guru 

> Hello forum,
>
>
> osgshadow is giving the following error:
>
>
> *
> Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
> Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
> Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
> Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
> Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
> Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
> Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
>
>
> 
>
>
> I am running on ubuntu with ATI X1600 that supports OpenGL 2.1.
>
>
> What are things i have to look into to  get that working?
>
>
> Regards
> Sajjad
>
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Re: [osg-users] Picking Polygons?

2009-03-29 Thread Robert Osfield
Hi Martin,

The primitive index is the number of the triangle that has been processed in
the geometry starting at the first PrimitiveSet.  If the primitive type of
polygon then the intersection routines decompose this polygon into triangles
to do the intersection, and it's these triangles that are counted in the
intersection routines.

Robert.

2009/3/28 Martin Scheffler 

> Hi all,
>
> I have a geometry containing a number of polygons, each a
> osg::DrawElementsUInt(osg::PrimitiveSet::POLYGON,0).
>
> I want to use the LineSegmentIntersector to pick a polygon of the mesh.
> Everything works fine, only I can't make sense
> of the primitiveIndex value of the Intersection class.
>
> When I pick my mesh, I get these values:
>
> Intersection.IndexList: 118, 64, 67
> Intersection.PrimitiveIndex: 142
> Geometry.NumPrimitiveSets: 66
>
> So the picked PrimitiveIndex is 142, but there are only 66 polygons in the
> mesh!
> How can I get to the polygon?
>
> Thank you!
> Martin
>
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread hanne...@gmx.at

Jan Ciger wrote:

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hanne...@gmx.at wrote:


http://store.steampowered.com/hwsurvey Steam Hardware Survey

24,75% dx10 system, dx10 gpu and vista 27,28% dx10 gpu on xp
27,60% dx9 sm 2b & 3.0 7,25 dx9 sm2 gpu 13,12 dx8 gpu and below


Self selective survey's can be of use for particular interest
groups, but rarely mean much outside the selective group.  The
above survey basically is 100% of who answer a suvery for a D3D
centric game/company had support for some version of D3D...

it is not a self survey, the figures are from user data collected via
 steam. so it is accurate for all the counter strike, half life and
so on gamers offered with steam to buy.


Except that you are quoting a target group that doesn't really care for
OpenGL - this was a survey of people who are buying games that support
only D3D, so they have D3D hw on platforms supporting D3D (i.e. Windows
only).

I fail to see the relevance of this to OpenGL.


it was about the gamers market as target group. they don't care about the name 
of the used api, they care about how does a game look and how good does it run 
on their hardware. which graphics hardware they use see here. 
http://store.steampowered.com/hwsurvey/videocard/

the developers care about how much does it cost to make the game. does opengl 
and osg lower time and cost to make games?

the relevance is, which advantages has opengl and osg for games. if there are no, than 
developers will stick with d3d or "platform independent" for windows, xbox 360 
and playstation 3 where no opengl is used.

if osg wants to address the game market it needs to have advantages and these 
have to be communicated.
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