[osg-users] Blender osgExport

2009-05-18 Thread Hartmut Seichter


Hi there,

I am having a hard time to get the osgexport doing anything - is there 
a known-to-work revision? Right now with the latest rev I get the GUI 
but after Write File an empty Filename.log file - so kind of hard to 
debug.


Cheers,
Hartmut

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Re: [osg-users] OSGViewer Camera Coordinate System, elevation

2009-05-18 Thread J.P. Delport

Hi Chris,

Chris 'Xenon' Hanson wrote:

J.P. Delport wrote:

Hi, did you build your DB with --geocentric?


I didn't. I hadn't explored that option. Is that necessary, and can
you comment on exactly what that does? I figured that would put my
data in geocentric coordinates, which is not what I want. 


I can't say that it's necessary, but I've never built any databases 
without it. We usually need to position objects in meters relative to a 
coordinate system rooted on some point on the planet and the 
--geocentric coupled with the CoordinateSystemNode works well for this.



I want the
data in lat/lon (as it is), I just wonder about how the OSGViewer
camera ended up in lat/lon as well, since AFAIK, it's not in the file
VPB wrote, and therefore not under the Lat/Lon Coordinate System Node
VPB created for my data.


I'm not sure about what the CoordinateSystemNode contains without 
--geocentric.


jp

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Re: [osg-users] Q: how do I render an object only to the depth buffer, not to the color buffer?

2009-05-18 Thread Raymond de Vries

Hi Robert,

I thought it would be that simple, couldn't find it in the code though. 
Thanks!


regards
Raymond


Robert Osfield wrote:

HI Raymond,

You simple disable the writes to the colour buffer using the
osg::ColorMask StateAttribute.

Robert.

On Fri, May 15, 2009 at 3:33 PM, Raymond de Vries ree...@xs4all.nl wrote:
  

Hi everyone,

I've searched the mailing list but could not find an answer or clue for the
solution to my problem.

In principle, the issue seems simple to me but I find it hard to come up
with an OSG solution. I would like to start my rendering with an object that
does write to the depth buffer but does not write to the color buffer. I
expect that I need to do something about the color mask but that is a camera
setting.

Can anyone point me in the right direction?

Thanks a lot, best regards
Raymond

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-18 Thread John Ivar Haugland
Hi Robert,

I tested the new ReaderWriterCURL.cpp. It compiled ok with my system
(libcurl 7.10.6). I also made a test by copying
the cessna.osg  file to a web-server with a new name cessna2.osg. The
libcurl plugin seems to work since I was able to access it with a hyperlink
address. Thanks! :)
John Ivar


On Fri, May 15, 2009 at 5:17 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Ho John,

 On Fri, May 15, 2009 at 3:32 PM, Robert Osfield
 robert.osfi...@gmail.com wrote:
  I've found libcurl 7.10.4 and 7.10.8 on the libcurl website, but no
  7.10.6.   7.10.8 doesn't have the curl_easy_strerror and this is easy
  to avoid using by the other codes are a bit more awkward.

 I've worked out how to use the lib version in the source itself to
 switch off use of features that more modern features.  The modified
 ReaderWriterCURL.cpp is attached.  These changes are also checked into
 svn/trunk and the OSG-2.8 branch.

 Could you please test these out on your system?

 Thanks,
 Robert.

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-18 Thread Robert Osfield
On Sat, May 16, 2009 at 9:05 PM, p...@tcl3d p...@tcl3d.org wrote:
 Hi Robert,

 OSG 2.8.1-rc4 compiled without problems and is running fine with my
 applications on the following systems:

 XP 32-bit, VS2005 SP1, CMake 2.6.4
 SuSE 11.1 32-bit, gcc 4.3.2, CMake 2.6.4

Thanks Paul.  I hadn't even realized that there was a CMake 2.6.4, but
now I do and I'm glad to see it doesn't break the OSG build system :-)

Robert.
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-18 Thread Robert Osfield
Hi John,

On Mon, May 18, 2009 at 9:52 AM, John Ivar Haugland
john.haugl...@gmail.com wrote:
 I tested the new ReaderWriterCURL.cpp. It compiled ok with my system
 (libcurl 7.10.6). I also made a test by copying
 the cessna.osg  file to a web-server with a new name cessna2.osg. The
 libcurl plugin seems to work since I was able to access it with a hyperlink
 address. Thanks! :)

Thanks for the testing.  Most functionality should work, but you'll
get codes that that messages on errors, and authentication is not
likely to work fully, due to lack of features.  For standard web
access it should be fine though, and slightly less functionality web
access is far better than no web access.

On the osgShadow front, I really can't test things out directly so
I'll need you to pitch in with testing changes.  To try an replecate
the problems you are seeing I changed the ViewDependentShadowTechnique
to have the ViewData in a private section, this broke the compile of a
number of the classes in the osgShadow in what looks to be roughly the
same way as your errors.  I then added friend class declarations in
the ViewDependentShadowTechnique till I got the whole osgShadow
compiling again.  Thankfully this did work out.

I've now changed the private: back to protected: so the ABI should be
any different - for the 2.8.0 I'm trying to keep ABI compatibility so
this is important.  The changed file is attached, could you please
apply this and do a new build.  Fingers crossed this will fix the
build and everything will build for you without any local mods.

Could you let me know how you get on so I can move ahead with merging
this fix and making... yet another rc... :-)

Robert.


ViewDependentShadowTechnique
Description: Binary data
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Re: [osg-users] Blender osgExport

2009-05-18 Thread Cedric Pinson
Hi Hartmut,

Can you give more information about the exporter you are using ?
i take care of the version on this page
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation

If you have problem with it, could you report the blender file and step
that result in a empty osg file, without that i can't really help

Cheers,
Cedric

On Mon, 2009-05-18 at 18:05 +1200, Hartmut Seichter wrote:
 Hi there,
 
 I am having a hard time to get the osgexport doing anything - is there 
 a known-to-work revision? Right now with the latest rev I get the GUI 
 but after Write File an empty Filename.log file - so kind of hard to 
 debug.
 
 Cheers,
 Hartmut
 
-- 
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:morni...@plopbyte.net
http://www.plopbyte.net



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Re: [osg-users] render depth buffer to image for one time

2009-05-18 Thread Maxime BOUCHER
Alright, for whom it may concerns, it's all in the GraphicsContext especially 
in the pixel buffer.

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[osg-users] OSG_OpenCV Help

2009-05-18 Thread Ugras Erdogan
Dear All,
I am using openCV and OSG together in my project. What the problem is as 
follows:
1) When I try to convert the IplImage to osg::Image the following command line 
trace occurs. Except the last three lines, the trace shows the openCV and osg 
image properties. 
 
Pixel Bits: 32, Image Size (Byte): 307200
Video Depth: 1
cv Channels = 3
Convert_OpenCV_to_OSG_IMAGE()::Origin Passed 2...
Mutex w/r : 0
error pixelFormat = error pixelFormat = 33
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
 
2) I lock the mutex in order to prevent simultaneous writes to osg::Image data 
and as you can see at 5th line above it returns the correct value 0. Then use 
the following code:
 void Convert_OpenCV_to_OSG_IMAGE(IplImage* cvImg, osg::Image* osgImg)
{//..
osgImg-setImage(cvImg-width,                               cvImg-height, 
   1,   3,  
  GL_RGB,                              
GL_UNSIGNED_BYTE,    
(unsignedchar*)(cvImg-imageData),                                     
osg::Image::AllocationMode::NO_DELETE,                                     1);
//.
}
The above code segment is similar to the one in a post I encountered in this 
forum (John Steinbis jsteinbis at gmail.com 
Mon Sep 17 11:04:04 PDT 2007) but there are modifications for my needs. I can 
be sure that cvImg-imageData contains the actual processed video data because 
I can see the results in a seperate window. But the above problem occurs when I 
try to render the processed video as a texture onto a surface.
 
3) The above function Convert_OpenCV_to_OSG_IMAGE() is called in the main loop 
as follows:
 while
{
 //.getPixelBufferObject()-setImage(Convert_OpenCV_to_OSG_IMAGE(pImage, 
                                                            
((osg::Image*)(video.get();
 
 //.
}(!viewer.done())

   What might be the problem? When I disable the code segment 

osgImg-setImage(cvImg-width,                               cvImg-height, 
   1,   3,  
  GL_RGB,                              
GL_UNSIGNED_BYTE,    
(unsignedchar*)(cvImg-imageData),                                     
osg::Image::AllocationMode::NO_DELETE,                                     1);
 
everything is OK but as you can guess I cannot use the processed frame as a 
texture in 3D environment.
Thanks for your helps...
Best Regards
Ugras Erdogan


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Re: [osg-users] No texture loaded on 3d model with osgViewer

2009-05-18 Thread Fadi Chehimi
I tried doing this. i got the debug logs but it does not seem that the loader 
is loading any texture! It is searching for the 3ds file and the 3ds plugin. 
but nothing else.


Code:

GraphicsContext::setWindowingSystemInterface() 01E58E10 1055D01C
CullSettings::readEnvironmentalVariables()
DatabasePager::addDatabaseThread() HANDLE_NON_HTTP
DatabasePager::addDatabaseThread() HANDLE_ONLY_HTTP
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
DriveManipulator::_height set to ==1.5
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
itr='C:\OpenSceneGraph-2.8.0\build2\bin'
FindFileInPath() : trying 
C:\OpenSceneGraph-2.8.0\build2\bin\osgPlugins-2.8.0\osgdb_3dsd.dll ...
FindFileInPath() : USING 
C:\OpenSceneGraph-2.8.0\build2\bin\osgPlugins-2.8.0\osgdb_3dsd.dll
Opened DynamicLibrary osgPlugins-2.8.0/osgdb_3dsd.dll
FindFileInPath(girl.3ds): returning girl.3ds
NODE TRAVERSAL of 3ds file XD Soft
  node name [$$$DUMMY]
  node id0
  node parent id 65535
  node matrix:
0.1 0 0 0
0 0 0.1 0
0 -0.1 0 0
-20.8967 -2.02229 -77.348 1
  node data:
objectdata instance [FS_2Figure]
pivot 0 0 0
pos   -20.8967 -2.02229 -77.348
scl   0.1 0.1 0.1
rot   0.707107 0 0 0.707107
  user data
node name [sub01]
node id1
node parent id 0
node matrix:
  0.1 0 0 0
  0 0 0.1 0
  0 -0.1 0 0
  -20.8967 -2.02229 -77.348 1
node data:
  objectdata instance []
  pivot 0 0 0
  pos   0 0 0
  scl   1 1 1
  rot   -0 -0 -0 1
user data
node name [sub02]
node id2
node parent id 0
node matrix:
  0.1 0 0 0
  0 0 0.1 0
  0 -0.1 0 0
  -20.8967 -2.02229 -77.348 1
node data:
  objectdata instance []
  pivot 0 0 0
  pos   0 0 0
  scl   1 1 1
  rot   -0 -0 -0 1
user data
node name [sub03]
node id3
node parent id 0
node matrix:
  0.1 0 0 0
  0 0 0.1 0
  0 -0.1 0 0
  -20.8967 -2.02229 -77.348 1
node data:
  objectdata instance []
  pivot 0 0 0
  pos   0 0 0
  scl   1 1 1
  rot   -0 -0 -0 1
user data
node name [sub04]
node id4
node parent id 0
node matrix:
  0.1 0 0 0
  0 0 0.1 0
  0 -0.1 0 0
  -20.8967 -2.02229 -77.348 1
node data:
  objectdata instance []
  pivot 0 0 0
  pos   0 0 0
  scl   1 1 1
  rot   -0 -0 -0 1
user data
node name [sub05]
node id5
node parent id 0
node matrix:
  0.1 0 0 0
  0 0 0.1 0
  0 -0.1 0 0
  -20.8967 -2.02229 -77.348 1
node data:
  objectdata instance []
  pivot 0 0 0
  pos   0 0 0
  scl   1 1 1
  rot   -0 -0 -0 1
user data
MESH TRAVERSAL of 3ds file XD Soft
  mesh name sub01
  0.1 0 0 0
  0 -4.37114e-009 0.1 0
  0 -0.1 -4.37114e-009 0
  -20.8967 -2.02229 -77.348 1
  mesh name sub02
  0.1 0 0 0
  0 -4.37114e-009 0.1 0
  0 -0.1 -4.37114e-009 0
  -20.8967 -2.02229 -77.348 1
  mesh name sub03
  0.1 0 0 0
  0 -4.37114e-009 0.1 0
  0 -0.1 -4.37114e-009 0
  -20.8967 -2.02229 -77.348 1
  mesh name sub04
  0.1 0 0 0
  0 -4.37114e-009 0.1 0
  0 -0.1 -4.37114e-009 0
  -20.8967 -2.02229 -77.348 1
  mesh name sub05
  0.1 0 0 0
  0 -4.37114e-009 0.1 0
  0 -0.1 -4.37114e-009 0
  -20.8967 -2.02229 -77.348 1
Final OSG node structure looks like this:
Group
Group
Geode
Geode
Geode
Geode
Geode

Stats before:
Object Type #Unique #Instanced
StateSet1   5
Group   2   2
Transform   0   0
LOD 0   0
Switch  0   0
Geode   5   5
Drawable5   5
Geometry5   5
Vertices158517  158517
Primitives  291010  291010
Optimizer::optimize() doing REMOVE_LOADED_PROXY_NODES
Optimizer::optimize() doing COMBINE_ADJACENT_LODS
Optimizer::optimize() doing OPTIMIZE_TEXTURE_SETTINGS
Optimizer::optimize() doing SHARE_DUPLICATE_STATE
Num of StateSet=1
Optimizer::optimize() doing FLATTEN_STATIC_TRANSFORMS
** RemoveStaticTransformsVisitor *** Pass 0
Optimizer::optimize() doing CHECK_GEOMETRY
Optimizer::optimize() doing MERGE_GEOMETRY
MERGE_GEOMETRY took 5.34016e-005
Optimizer::optimize() doing REMOVE_REDUNDANT_NODES

Stats after:
Object Type #Unique #Instanced
StateSet1   5
Group   2   2
Transform

Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-18 Thread John Ivar Haugland
Hi Robert,
I used the new ViewDependentShadowTechnique file. The error messages are the
same as with the previous version of the file. See below:

[ 34%] Building CXX object
src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o
In file included from
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/LightSpacePerspectiveShadowMap:23,
 from
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/src/osgShadow/LightSpacePerspectiveShadowMap.cpp:18:
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ViewDependentShadowTechnique:
In
   member function `virtual
osgShadow::ViewDependentShadowTechnique::ViewData*
   osgShadow::ProjectionShadowMapMinimalBoundsBaseClass,

ShadowProjectionAlgorithmClass::initViewDependentData(osgUtil::CullVisitor*,
   osgShadow::ViewDependentShadowTechnique::ViewData*)':
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ViewDependentShadowTechnique:160:
`
   struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ProjectionShadowMap:77:
within
   this context
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ViewDependentShadowTechnique:160:
`
   struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ProjectionShadowMap:77:
within
   this context
make[2]: ***
[src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o]
Error 1
make[1]: *** [src/osgShadow/CMakeFiles/osgShadow.dir/all] Error 2
make: *** [all] Error 2


On Mon, May 18, 2009 at 11:24 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi John,

 On Mon, May 18, 2009 at 9:52 AM, John Ivar Haugland
 john.haugl...@gmail.com wrote:
  I tested the new ReaderWriterCURL.cpp. It compiled ok with my system
  (libcurl 7.10.6). I also made a test by copying
  the cessna.osg  file to a web-server with a new name cessna2.osg. The
  libcurl plugin seems to work since I was able to access it with a
 hyperlink
  address. Thanks! :)

 Thanks for the testing.  Most functionality should work, but you'll
 get codes that that messages on errors, and authentication is not
 likely to work fully, due to lack of features.  For standard web
 access it should be fine though, and slightly less functionality web
 access is far better than no web access.

 On the osgShadow front, I really can't test things out directly so
 I'll need you to pitch in with testing changes.  To try an replecate
 the problems you are seeing I changed the ViewDependentShadowTechnique
 to have the ViewData in a private section, this broke the compile of a
 number of the classes in the osgShadow in what looks to be roughly the
 same way as your errors.  I then added friend class declarations in
 the ViewDependentShadowTechnique till I got the whole osgShadow
 compiling again.  Thankfully this did work out.

 I've now changed the private: back to protected: so the ABI should be
 any different - for the 2.8.0 I'm trying to keep ABI compatibility so
 this is important.  The changed file is attached, could you please
 apply this and do a new build.  Fingers crossed this will fix the
 build and everything will build for you without any local mods.

 Could you let me know how you get on so I can move ahead with merging
 this fix and making... yet another rc... :-)

 Robert.

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Re: [osg-users] Stereo Problem

2009-05-18 Thread peted
There is one possibility that MAY work. I cetainly dont guarentee it.

I used to work extensivesly selling and assembling hardware and
developing software for 3d stereoscopic VR systems up till about 1
year ago, so some of what i say may be out of date.

It is quite correct to say that of the NVIDIA cards the only ones that
support Quadbuffer stereo are the proffesiional range QUADRO FX
workstation cards. These are workstation cards aimed at the
proffesional user and as a example a Quadro FX 4500 would set you back
$AUS 4500.00

With one of these cards you can use software written for quadbuffer
software and the nvidia drivers even have options to output in
different stereo formats to different stereo display devices, so they
are very flexiable and desirable cards if you can afford them.


Dont mistake the cheap crap quadro multiscreen range for this, the
ones needed are QUADRO FX  and can be identified by having on the back
of the card a THREE (3) pin round connector for the lcd shutter
glasses to connect.

This is very important. Every second day i would have someone ring up
and say ive got a card with this connector but my glasses dont work
Of course what they had was a Geforce with a 4 FOUR pin SVHS
connector, but do you think i could convince them of this ?


The standard Geforce gaming cards DO NOT SUPPORT QUAD BUFFER STEREO,
they never have and they never will.

All 3D stereo/glasses accessories/drivers that produce 3d stereo on a
Geforce card are hacks by Nvidia that interupt the opengl/directx
rendering, and attempt to introduce 3d stereo by overriding the game
renderding and producing an left right image.
How well this works depends on the Game, and how the game is put
together, and can vary a lot.
So you can see this teqchnique does not rely on your software
supporting stereo, it tries to add stereo to exisitng games. Another
limitation of this is it only works full screen without window
borders.

Opengl quadbuffer stereo can work in windows on the desktop, you can
have a stereo display inside a window with the rest of the desktop
looking normal or you can have it full screen.

The whole opengl quadbuffer thing goes right back to the orignal
opengl development on SGI machines from years ago, and has been part
of opengl ever since. As far as im aware the only directx stereo
options are 3rd party hacks and i would never ever use them for a
proffesional display.


Also i think the stereo sync singal for the glasses that comes out of
the 3 pin connector on the quadro is leached of the sync signal from
the Analogue VGA port of the grpahics card

So if you have a regular Geforce card, and you have lcd shutter
glasses that connect and get a signal from the VGA port (there are
several manufacturers that produce such glasses readily availbale) and
you are using XP you can try a program called Rivatuner from
Guru3d.com.
I did this about 1.5 years ago and it worked ok, but i certainly dont
guarentee any results for anyone.
When you install rivatuner you can install a driver to change the
PCIID of the graphics card to make it think it is a quadro FX, and as
a result have the quadro FX driver features including the quadbuffer
stereo capability. You can then run quad buffer stereo software on
your geforce that is now thinking it is a QuadroFX. Your VGA attached
glasses should work, once you run you stereo application.
This worked for me about 1.5 years ago, if there have been software or
hadrware changes that prevent this from functioning then you are on
your own.
You wont get Quadro performance out of your geforce doing this, and
the consumer stereo feature for games previosuly avaialbel will not
work either.

Peted




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Re: [osg-users] OSG_OpenCV Help

2009-05-18 Thread J.P. Delport

Hi,

instead of the magic 3 in your setImage, try GL_RGB.

E.g. we have some code like this:

-setImage(ImageFormat_.getWidth(), ImageFormat_.getHeight(), 1,
GL_RGB, GL_RGB, GL_UNSIGNED_BYTE,
(im-Data_[0]),
osg::Image::NO_DELETE)

jp

Ugras Erdogan wrote:

Dear All,

I am using openCV and OSG together in my project. What the problem is as 
follows:


1) When I try to convert the IplImage to osg::Image the following 
command line trace occurs. Except the last three lines, the trace shows 
the openCV and osg image properties.


 


Pixel Bits: 32, Image Size (Byte): 307200
Video Depth: 1
cv Channels = 3
Convert_OpenCV_to_OSG_IMAGE()::Origin Passed 2...
Mutex w/r : 0
error pixelFormat = error pixelFormat = 33

Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)

 

2) I lock the mutex in order to prevent simultaneous writes to 
osg::Image data and as you can see at 5th line above it returns the 
correct value 0. Then use the following code:


 


void Convert_OpenCV_to_OSG_IMAGE(IplImage* cvImg, osg::Image* osgImg)

{

//.

osgImg-setImage(cvImg-width,

  cvImg-height,

   1,

   3,

   GL_RGB,

  GL_UNSIGNED_BYTE,

   (unsigned char*)(cvImg-imageData),

osg::Image::AllocationMode::NO_DELETE,

1);

//.

}

The above code segment is similar to the one in a post I encountered in 
this forum (*John Steinbis* jsteinbis at gmail.com 
mailto:osg-users%40lists.openscenegraph.org?Subject=%5Bosg-users%5D%20Convertion%20to%20osg%3A%3AImage%20from%20IplImage%20%28OpenCV%29%20for%0A%09useas%20textureIn-Reply-To=E4D07AB09F5F044299333C8D0FEB45E9042314AE%40nrccenexb1.nrc.ca
/Mon Sep 17 11:04:04 PDT 2007/) but there are modifications for my 
needs. I can be sure that cvImg-imageData contains the actual processed 
video data because I can see the results in a seperate window. But the 
above problem occurs when I try to render the processed video as a 
texture onto a surface.


 

3) The above function Convert_OpenCV_to_OSG_IMAGE() is called in the 
main loop as follows:


 


while(!viewer.done())

{

 //.

getPixelBufferObject()-setImage(Convert_OpenCV_to_OSG_IMAGE(pImage,


((osg::Image*)(video.get();


 


 //.

}

 
   What might be the problem? When I disable the code segment
 


osgImg-setImage(cvImg-width,

  cvImg-height,

   1,

   3,

   GL_RGB,

  GL_UNSIGNED_BYTE,

   (unsigned char*)(cvImg-imageData),

osg::Image::AllocationMode::NO_DELETE,

1);

 

everything is OK but as you can guess I cannot use the processed frame 
as a texture in 3D environment.


Thanks for your helps...
Best Regards
Ugras Erdogan




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Re: [osg-users] Set image as static background

2009-05-18 Thread roy vardi
Hi Ralf,

Thanks, but it still doesn't work...
I've added the first function you wrote, and then connected the return geode 
to a projection pointer, connecting it to my model's root. Shouldn't i connect 
it (or set it...) to the camera viewer somehow? 
Here's what i did:

osg::Geode* geode = new osg::Geode;
osg::Geometry* geometry = 
osg::createTexturedQuadGeometry(osg::Vec3(0,0.5,0),osg::Vec3(1,0,0),osg::Vec3(0,0,1),0,
 0, 1, 1);
geode-addDrawable(geometry);
osg::Texture2D* t_texture = new 
osg::Texture2D(osgDB::readImageFile(stars.jpg));
geode-getOrCreateStateSet()-setTextureAttributeAndModes(0,t_texture, 
osg::StateAttribute::ON);
geode-getOrCreateStateSet()-setTextureMode(0, 
GL_TEXTURE_2D,osg::StateAttribute::ON);

osg::Projection* Proj = new osg::Projection;
Proj-setMatrix(osg::Matrix::ortho2D(0,1,0,1));
root-addChild(Proj);
Proj-addChild(geode); 

osgViewer::Viewer viewer;   
viewer.setSceneData (root.get());
return viewer.run();

Thanks again!!!

Cheers,
roy

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-18 Thread Tony Horrobin
Hi Robert,

I have successfully built rc4 and run our application on the following:

Ubuntu Hardy
gcc 4.2.4
GeForce 8800GTS
OpenGL  3.0.0 NVIDIA 180.44

Ubuntu Breezy
gcc 4.0.2
QuadroFX 4500
OpenGL 2.0.2 NVIDIA 87.62

Cheers,

-Tony

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Re: [osg-users] Set image as static background

2009-05-18 Thread Ralf Stokholm
Hi Roy

I see nothing strange in your sample, have you tried setting a higher debug
level to see if some of the functions fail?

Are you running this in a simeple viewer app like one of the samples?

Brgs.

Ralf Stokholm

2009/5/18 roy vardi royva...@walla.co.il

 Hi Ralf,

 Thanks, but it still doesn't work...
 I've added the first function you wrote, and then connected the return
 geode to a projection pointer, connecting it to my model's root. Shouldn't
 i connect it (or set it...) to the camera viewer somehow?
 Here's what i did:

 osg::Geode* geode = new osg::Geode;
 osg::Geometry* geometry =
 osg::createTexturedQuadGeometry(osg::Vec3(0,0.5,0),osg::Vec3(1,0,0),osg::Vec3(0,0,1),0,
 0, 1, 1);
 geode-addDrawable(geometry);
 osg::Texture2D* t_texture = new
 osg::Texture2D(osgDB::readImageFile(stars.jpg));
 geode-getOrCreateStateSet()-setTextureAttributeAndModes(0,t_texture,
 osg::StateAttribute::ON);
 geode-getOrCreateStateSet()-setTextureMode(0,
 GL_TEXTURE_2D,osg::StateAttribute::ON);

 osg::Projection* Proj = new osg::Projection;
 Proj-setMatrix(osg::Matrix::ortho2D(0,1,0,1));
 root-addChild(Proj);
 Proj-addChild(geode);

 osgViewer::Viewer viewer;
 viewer.setSceneData (root.get());
 return viewer.run();

 Thanks again!!!

 Cheers,
 roy

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Re: [osg-users] OSG_OpenCV Help

2009-05-18 Thread Maxime BOUCHER
Hi,
What I did:
I created a class in which I setted frames from the video as textures (using 
setImage), and refreshed these textures using a callback.
It works fine, but is maybe unadapted to your problem.

About setImage: I used GL_RGB8 where you tried 3, and GL_BGR as the following 
argument (I guess OpenCV has a different convention).



Ugras Erdogan wrote:
 Dear All, 
 I am using openCV and OSG together in my project. What the problem is as 
 follows: 
 1) When I try to convert the IplImage to osg::Image the following command 
 line trace occurs. Except the last three lines, the trace shows the openCV 
 and osg image properties.  
 
 Pixel Bits: 32, Image Size (Byte): 307200
 Video Depth: 1
 cv Channels = 3
 Convert_OpenCV_to_OSG_IMAGE()::Origin Passed 2...
 Mutex w/r : 0
 error pixelFormat = error pixelFormat = 33 
 Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
 Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) 
 
 2) I lock the mutex in order to prevent simultaneous writes to osg::Image 
 data and as you can see at 5th line above it returns the correct value 0. 
 Then use the following code: 
 
 void Convert_OpenCV_to_OSG_IMAGE(IplImage* cvImg, osg::Image* osgImg) 
 { 
 //. 
 osgImg-setImage(cvImg-width,  
 cvImg-height,  
 1, 
 3,  
 GL_RGB, 
 GL_UNSIGNED_BYTE,  
 (unsigned char*)(cvImg-imageData),  
 osg::Image::AllocationMode::NO_DELETE,  
 1); 
 //. 
 } 
 The above code segment is similar to the one in a post I encountered in this 
 forum (John Steinbis jsteinbis at gmail.com  
 (osg-users%40lists.openscenegraph.org?Subject=%5Bosg-users%5D%20Convertion%20to%20osg%3A%3AImage%20from%20IplImage%20%28OpenCV%29%20for%0A%09useas%20textureIn-Reply-To=E4D07AB09F5F044299333C8D0FEB45E9042314AE%40nrccenexb1.nrc.ca)
 Mon Sep 17 11:04:04 PDT 2007) but there are modifications for my needs. I can 
 be sure that cvImg-imageData contains the actual processed video data 
 because I can see the results in a seperate window. But the above problem 
 occurs when I try to render the processed video as a texture onto a surface. 
 
 3) The above function Convert_OpenCV_to_OSG_IMAGE() is called in the main 
 loop as follows: 
 
 while(!viewer.done()) 
 { 
 //. 
 getPixelBufferObject()-setImage(Convert_OpenCV_to_OSG_IMAGE(pImage,  
 ((osg::Image*)(video.get(); 
 
 
 //. 
 }  
 What might be the problem? When I disable the code segment 
 
 
 osgImg-setImage(cvImg-width,  
 cvImg-height,  
 1, 
 3,  
 GL_RGB, 
 GL_UNSIGNED_BYTE,  
 (unsigned char*)(cvImg-imageData),  
 osg::Image::AllocationMode::NO_DELETE,  
 1); 
 
 everything is OK but as you can guess I cannot use the processed frame as a 
 texture in 3D environment.
 Thanks for your helps...
 Best Regards
 Ugras Erdogan
 
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-18 Thread Robert Osfield
Hi John,

Man that's frustrating.  This really does look a buggy compiler
The friend even allowed me make the nested base class private on gcc
4.3.2, for gcc 3.2 to ignore the friend, and not obey the usual rules
of subclasses having access to protected members is doubly bad.

I've been reviewing docs on ABI compatibility and moving this nested
class to the public scope would indeed break binary compatibility, so
isn't something we can entertain for OSG-2.8.1.

Unless someone can spot another way of tricking gcc 3.2 to not
tripping over this code we'll just to accept 2.8.1 won't compile out
of the box under RHEL 3.2, and pointer users at what mods they can
make locally.

For the 2.9.x series we could possible look at re-organizing the
classes in a way that breaks the ABI, since the ABI is already
incompatible with 2.8.0.

Robert.

On Mon, May 18, 2009 at 11:44 AM, John Ivar Haugland
john.haugl...@gmail.com wrote:
 Hi Robert,
 I used the new ViewDependentShadowTechnique file. The error messages are the
 same as with the previous version of the file. See below:

 [ 34%] Building CXX object
 src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o
 In file included from
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/LightSpacePerspectiveShadowMap:23,
  from
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/src/osgShadow/LightSpacePerspectiveShadowMap.cpp:18:
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ViewDependentShadowTechnique:
 In
    member function `virtual
 osgShadow::ViewDependentShadowTechnique::ViewData*
    osgShadow::ProjectionShadowMapMinimalBoundsBaseClass,

 ShadowProjectionAlgorithmClass::initViewDependentData(osgUtil::CullVisitor*,
    osgShadow::ViewDependentShadowTechnique::ViewData*)':
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ViewDependentShadowTechnique:160:
 `
    struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ProjectionShadowMap:77:
 within
    this context
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ViewDependentShadowTechnique:160:
 `
    struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ProjectionShadowMap:77:
 within
    this context
 make[2]: ***
 [src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o]
 Error 1
 make[1]: *** [src/osgShadow/CMakeFiles/osgShadow.dir/all] Error 2
 make: *** [all] Error 2


 On Mon, May 18, 2009 at 11:24 AM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi John,

 On Mon, May 18, 2009 at 9:52 AM, John Ivar Haugland
 john.haugl...@gmail.com wrote:
  I tested the new ReaderWriterCURL.cpp. It compiled ok with my system
  (libcurl 7.10.6). I also made a test by copying
  the cessna.osg  file to a web-server with a new name cessna2.osg. The
  libcurl plugin seems to work since I was able to access it with a
  hyperlink
  address. Thanks! :)

 Thanks for the testing.  Most functionality should work, but you'll
 get codes that that messages on errors, and authentication is not
 likely to work fully, due to lack of features.  For standard web
 access it should be fine though, and slightly less functionality web
 access is far better than no web access.

 On the osgShadow front, I really can't test things out directly so
 I'll need you to pitch in with testing changes.  To try an replecate
 the problems you are seeing I changed the ViewDependentShadowTechnique
 to have the ViewData in a private section, this broke the compile of a
 number of the classes in the osgShadow in what looks to be roughly the
 same way as your errors.  I then added friend class declarations in
 the ViewDependentShadowTechnique till I got the whole osgShadow
 compiling again.  Thankfully this did work out.

 I've now changed the private: back to protected: so the ABI should be
 any different - for the 2.8.0 I'm trying to keep ABI compatibility so
 this is important.  The changed file is attached, could you please
 apply this and do a new build.  Fingers crossed this will fix the
 build and everything will build for you without any local mods.

 Could you let me know how you get on so I can move ahead with merging
 this fix and making... yet another rc... :-)

 Robert.

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Re: [osg-users] Set image as static background

2009-05-18 Thread roy vardi
Hi,

Yep, I'm running it on a simple viewer.
My model is quite simple - a root which is connected to a few children:
- A basic primitive shapes based devil
- Earth
- Moon

And now I've added the projection object as another child to the root. All the 
functions work, I've checked...

Shouldn't i attach the projection object to the camera somehow? I've tried to 
do it through viewer.GetCamera()-SetProjectionMatrix(Proj), but it fails to 
read the projection object as a matrix, even if i try to cast it...

To be honest, i didn't think that it would be such a hard task. I thought it 
should be quite trivial, after all - changing the RGB colors of the background 
is done through a single method... Perhaps the problem is with the scaling of 
the image?

Thanks,

roy

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Re: [osg-users] [osg-submissions]osgParticle ParticleSystemandModularEmitterindifferent coordinate systems

2009-05-18 Thread Jolley, Thomas P
Hi Tim, 

Looks like this didn't go to the mailing list.  So, here it is again.

 -Original Message-
 From: Tim Moore [mailto:timo...@redhat.com] 
 
 Hi,
 Sorry to have dropped this on the floor; I missed your 
 response below.

Thank you for responding.

 I took a look at your examples, especially 
 the one that is now broken. I see that what you were doing is 
 quite similar to what the September patch does: construct a 
 frame of reference for the ModularEmitter that is relative to 
 ParticleSystem frame, even though it is rooted to the global 
 frame in the scene graph. You end up doing the particle 
 creation calculations in a frame that doesn't blow out float 
 precision.

That's close.  The intent is, as you say, to avoid blowing out float
precision.

 The September code makes the assumption that the 
 ModularEmitter and ParticleSystem are both in real 
 coordinate frames, which seems reasonable to me.

I'm not sure what you mean by real coordinate frames.  I would not put
them in the same coordinate frame for the effect I want.  See the jalopy
description below.

 
 Both our methods require that the ParticleSystem be placed 
 and moved to avoid precision errors. In FlightGear I manually 
 change the coordinates of the particles when the 
 ParticleSystem is moved.

In the pre-September ModularEmitter code I lock the part of the graph
with ParticleSystem drawables in place with a MatrixTransform.  When the
model moves the ParticleSystem drawables don't.  The ModularEmitters use
part of the model's MatrixTransform and part of the ParticleSystem
drawable's locked MatrixTransform.  In short, managing the
ModularEmitter.  This is what I think you're trying to avoid.

Are you managing the particles created by the ParticleSystem drawables
instead of the ModularEmitter?

 I suppose you might be able to get 
 around this in some situations by playing with the velocity 
 vector of the emitted particles,

Not a general solution.

 but I like my approach 
 better because the ModularEmitter does not need to be 
 managed; it can simply be attached to the object from which 
 the particles are emitted. I recommend that you attach the 
 ModularEmitter to your model.

It's the difference between cigarette smoke inside an old jalopy moving
with the jalopy vs. the burning oil smoke from the tail pipe that, once
emitted, no longer moves with the jalopy.  I'm trying to do the
equivalent of the later.  I can do this without managing ModularEmitter
and attaching it to the model except I get precision problems with
particles.

So, one of the following must be true:
1. Your particles always move with the model when the model moves.  The
cigarette smoke in the jalopy.  No management of ModularEmitters or
ParticleSystem drawables.
2. When your model moves you do a transform on every particle; even if
there are many thousands.  The burning oil smoke from the tailpipe.
Managing ParticleSystem drawables and particles, not managing
ModularEmitters.
3. Or, I still don't understand your use of particle effects.

How would you take the original particle.osg, move it 60 meters and
get it to work as I show in particle_move_6M_new_code.osg without the
precision problems?


I have access to a copy of FlightGear 1.9.1.  Is there someplace in the
FlightGear code I can see how you're managing the ParticleSystems?  Or,
not managing the ModularEmitters?


Tom Jolley

 
 Jolley, Thomas P wrote:
  So, where does that leave us?  What breaks by reverting the 
 September 
  changes on ModularEmitter.cpp?  Do you have an example of 
 your usage?
  
  Traversing the hierarchy to get double precision world matrices and 
  applying it to single precision particle systems causes precision 
  problems for my usage.  Reverting the change helps me.
 One of the changes I made was to do the emitter particle 
 placement calculations in double precision. In any case, 
 someone has to manage the particle system so that the results 
 will fit in single precision variables.
 
 Tim
  
  
  Tom Jolley
  
  
  -Original Message-
  From: Tim Moore
  FYI, my change wasn't intended to solve particle precision 
 problems 
  by itself, merely support an approach where the particle system is 
  not rooted in the world frame of reference. Application 
 management of 
  the particle system transform is still needed. Before my 
 submission 
  that seemed to be broken.
 
  Tim
 
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Re: [osg-users] Blender osgExport

2009-05-18 Thread Cedric Pinson
Hi Harmut,
I just updated the osgexport repository with some bug fixes if you use
this exporter maybe it could help, else i will need a blender file to
debug it.

Cheers,
Cedric

On Mon, 2009-05-18 at 11:36 +0200, Cedric Pinson wrote:
 Hi Hartmut,
 
 Can you give more information about the exporter you are using ?
 i take care of the version on this page
 http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation
 
 If you have problem with it, could you report the blender file and step
 that result in a empty osg file, without that i can't really help
 
 Cheers,
 Cedric
 
 On Mon, 2009-05-18 at 18:05 +1200, Hartmut Seichter wrote:
  Hi there,
  
  I am having a hard time to get the osgexport doing anything - is there 
  a known-to-work revision? Right now with the latest rev I get the GUI 
  but after Write File an empty Filename.log file - so kind of hard to 
  debug.
  
  Cheers,
  Hartmut
  
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Re: [osg-users] Development of Qt support as part of osgViewer

2009-05-18 Thread Scott Senften
So this happens to be exactly what I've been struggling with over the
past week.  I want a multithreaded OsgViewer to integrate into a QT
GUI and added into a QT layout.

I started with the osgviewerQT example and quickly learned that the
embedded widget can't be multithreaded and that QOSGWidget/ViewerQOSG
example doesn't attach to QT layouts/GUIs.  I have not dove into the
OsgViewer / GraphicsWindow code but it seems like others have gone
down this road.  What needs to be done to use an OsgViewer as a QT
widget embedded into a larger GUI?

I'd be happy to help in any work to generalize this type of integration.

Thanks

Scott

On Mon, May 11, 2009 at 8:43 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi All,

 There has been lots of support questions relating to Qt integration
 with the OSG over the past year, and especially in the last few
 months.  This a good in terms of see a cross platform GUI toolkit
 becoming more widely spread, bad in terms of the difficulties that
 users still have.  Part of the difficulties is down to Qt being a
 little bit awkward to integrate with making it not entirely straight
 forward, and while we have an example, it's just a guide so lots of
 users are having to go re-invent the wheel each time.  So it'd be good
 to try and address this issue by providing a better Qt/OSG widget for
 users to adopt directly.

 One of the design facets of osgViewer library is that it's designed to
 work with multiple windowing toolkits, with four models of integration
 possible:

 1) GraphicsWindowEmbedded - provides very basic single threaded,
 single context window integration suitable for use with simple apps
 that use SDL/GLUT.

  2) GraphicsWindow core osgViewer implementations (i.e.
 GraphisWindowWin32/X11/Carbon/Cocoa) - full OpenGL + multi-context,
 threadeding and pbuffer capabilities exposed.  You'll find these
 implementation interfaces in include/osgViewer/api/Win32, X11, Carbon
 and Cocoa.

  3) GraphicsWindow subclass (i.e GraphicsWindowWx) - 3rd party
 implementation of a GraphicsWindow, potential for full capabilities if
 all parts of GraphicsWindow are correctly implemented.  For pbuffer
 support one will have to add PixelBuffer implementation as well.

 4)  GraphicsWindow window inheritance - windowing toolkit provides the
 window, while GraphicsWindowWin32/X11/Carbon/Cocoa provide the actual
 OpenGL context implementation.


 Now Item 1) is really just for very simple apps, and is often adopted
 by end users because it's really easy to use, but almost always starts
 limiting you as your project goes on.  I wouldn't recommend 1 for
 anything by GLUT/SDL style apps.

 Items 2 is great for sim and games that don't need any GUI.  You can
 get the full capabilities of the OSG with very little effort on your
 part.   If you want a traditional 2D GUI though then it won't help
 you.

 Item 3 is possible, but rarely do 3rd party window toolkits do OpenGL
 really well, often they won't expose the full capabilities of OpenGL
 or support pbuffers.  It also often requires the most work in
 implementation.

 Item 4 is possible, but a little bit awkward, but potentially can give
 users the best of both worlds - full OpenGL/OSG capabilities and the
 2D GUI.

 --

 So where does that leave the Qt side?  We'll my preference would be to
 work together to get a GraphicsWindowQt and/or a window inheritance
 implemented in a full and flexible way that users could just reuse the
 implementation provided in a new include/osgViewer/api/Qt collection
 of headers.  I would suggest the implementation should be done
 entirely in the headers to avoid the need for linking the osgViewer
 library itself to Qt.

 Now I've tinkered with Qt, but I'm not Qt expert, to get a really good
 implementation we'll need members of the community to pitch in with
 helping refine the implementation.  Anybody feel that they could help
 spearhead this development?

 The first step might simple be to clean up the current Qt example, or
 start a new example where the new classes could be refined and when
 ready moved into their own directory in include/osgViewer/api/Qt.

 Thoughts?  Volunteers?

 Robert.
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[osg-users] Bug? CompositeViewer, Views and EventQueues, multiple windows

2009-05-18 Thread Thibault Genessay
Hi all

There is something strange (feature or bug?) in the way the
osgViewer::CompositeViewer dispatches events to the windows. When
there are multiple windows, each containing a single view to a single
scene, the events do not seem to be routed to the proper view. I found
what I guess is the guilty: the CompositeViewer::eventTraversal()
method. There is a concept of master view, which seems to be related
to the view having the focus, and this view gets all events,
whatever the actual GraphicsContext that generated it.

In GraphicsWindowWin32, the events are handled in a per-HWND basis and
put in the window's EventQueue. Then the CompositeViewer takes all
these events and remaps them (through the viewEventsMap). They are
then sent to the remapped window instead of the original window.

I'm sure there is a good reason why this remapping takes place, but in
practice this causes problems as shown in the attached example. It
creates two windows and attaches an event handler that catches RESIZE
events, printing the name of the window (small or big) and the
size (200x200 or 400x400). If you move the windows around (WM_MOVE and
WM_SIZE both generate RESIZE events), you will sometimes see
- correct output, i.e. small resized to 200x200 or big resized to 400x400
- and incorrect output, e.g. small resized to 400x400
When I move the big window around, the output is correct the first
time, incorrect the second time - the OSG's internal focus might have
changed.

I haved used the CompositeViewer in the past, but embedded in
wxWidgets, and I would get the RESIZE events from wxWidgets, not from
the OSG so this behaviour went unnoticed for me until now. If it is a
bug, I don't want to start modifying anything since I don't have all
CompositeViewer usage scenarii in mind. If it is a feature, do you
know what I am doing wrong ?

I'm working on the latest SVN, Win32, VC9.

Cheers

Thibault


osg_compositeviewer_events_bug.cpp
Description: Binary data
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Re: [osg-users] render depth buffer to image for one time

2009-05-18 Thread Maxime BOUCHER
Hi,

Please excuse all my spam...
I tried the almost same code than mister Jojo.
I tried 2 instances:
-One using a created camera diffrent from the viewer's one.
-The other using the viewer's camera.

In the first case, I can grab the color image, but the camera isn't oriented at 
all as I tell it to (bad bad camera).
In the second case I got nothing.

Thus, I guess the only solution is using the viewer, isn't it?
If you have nice documentation about the viewer, please, let me know!

Thank you!

Cheers,
Maxime

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Re: [osg-users] multiple inheritance destructor

2009-05-18 Thread Rabbi Robinson
Hi,
Thanks Robert.
What I wanted to do is create a node that can automatically update itself. I am 
integrating its with ode so the position and orientation information is from 
ode. 
As for multiple inheritance, I thought that was one of the strength of c++ for 
code reusability. The problem can be avoided easily by putting the node inside 
the callback or the other, but not as compact in my opinion. I use osg itself 
uses multiple inheritance all the time. I probably need to overwrite the 
virtual destructor to avoid double deallocation on the same members that belong 
to Object.

Thank you!

Cheers,
Rabbi

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Re: [osg-users] Development of Qt support as part of osgViewer

2009-05-18 Thread Robert Osfield
Hi All,

I'm mainly just tracking this thread trying to get a feel for what's
working an what's not, and who might be able to help refine the right
approach.  So for nothing concrete has jumped out..

2009/5/13 René Molenaar megamillerz...@gmail.com:
 Have you seen David Guthries implementation (posted a few days ago), it uses
 windowsystemwrapper to integrate osg/qt?

No I haven't, was this posted on osg-users?  Did I miss it spinning
past a 100 knots?

I don't know if it's related, but one design aspect to osgViewer which
was built in front the start is the
osg::GraphicsContext::WindowSystemInterface which provides the
abstraction away from the implementation.  This interface class was
the potential of having multiple implementations, and for the
implementations to be moved out into plugins, just like we have
plugins for databases and wrappers right now.

For ease of building and running OSG apps I didn't go for the full
plugin approach from WindowSystemInterface, rather allowed
implementations from X11, Win32, Carbon and Cocoa to be imbeded
directly into the osgViewer.  This means you only have to link against
osgViewer to get a viewer up on the screen, but it does mean that the
library itself isn't as flexible w.r.t dynamically loading the
implementations.  It wouldn't be a great deal of work to do this
though.  Or perhaps we could still have the inbuilt implementations,
but allow plugins to add extra ones.

A plugin for Qt support would certainly be possible.  Potentially one
could even compile the core osgViewer library without any default
implementation and rely on such a plugin, or change the default
implementation that one compiles against.

Robert.
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Re: [osg-users] multiple inheritance destructor

2009-05-18 Thread Robert Osfield
Hi Rabbi

On Mon, May 18, 2009 at 2:55 PM, Rabbi Robinson longa...@gmail.com wrote:
 Hi,
 Thanks Robert.
 What I wanted to do is create a node that can automatically update itself. I 
 am integrating its with ode so the position and orientation information is 
 from ode.
 As for multiple inheritance, I thought that was one of the strength of c++ 
 for code reusability. The problem can be avoided easily by putting the node 
 inside the callback or the other, but not as compact in my opinion. I use osg 
 itself uses multiple inheritance all the time. I probably need to overwrite 
 the virtual destructor to avoid double deallocation on the same members that 
 belong to Object.

Yikes.  It really sounds like you need to sit down with some good
books on OO programming and C++.  There are plenty of pitfalls with
multiple inheritance, you should use it very sparingly.  One of the
pitfalls is what happens in reference counting.  Please do the
background reading.

Also conceptually A callback is not a node, a node is not a callback.
Please don't try to mix things that aren't the same type of objects.

There are lots of examples in the OSG where the node updates itself,
without needing an update callback.  Please have a look at nodes like
osg::Sequence for an example.

Robert.
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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-18 Thread Alexandre Amalric
Hi Jean Sébastien,

apparently my bug is due to bad view matrix, my shader need camera view
matrix to compute it's effect.

What you're proposing is to copy slave camera view matrix into master
(default) camera matrix each frame, am I right ?

Isn't it another way yo avoid this copy ? isn't it a little expensive ?

2009/5/15 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com

 Hello Alexandre,

  Well apparently I did achieve to set up my application with 2 slave
 camera, but there is one last problem, I'm using a shader for my sky sphere
 wich isn't working when using 2 slave cameras, has anyone already had
 trouble with shaders and slave camera ?


 Do you mean that (for example) lighting calculations give the wrong
 results?

 IIRC, if you need the projection/view matrix then you can't use the
 built-in uniform from OpenGL, because that will be your slave camera's
 projection/view matrix. You need the master view's matrices, which means
 you'll have to copy the master camera's matrices into uniforms each frame.

 If that wasn't the problem, you'll have to be more clear. What do you mean
 by a shader which isn't working? How is it not working?


 Hope this helps,

 J-S
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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate four tagged

2009-05-18 Thread John Ivar Haugland
Hi Robert,

Yes. I agree with you. Thanks.

John Ivar
On Mon, May 18, 2009 at 2:39 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi John,

 Man that's frustrating.  This really does look a buggy compiler
 The friend even allowed me make the nested base class private on gcc
 4.3.2, for gcc 3.2 to ignore the friend, and not obey the usual rules
 of subclasses having access to protected members is doubly bad.

 I've been reviewing docs on ABI compatibility and moving this nested
 class to the public scope would indeed break binary compatibility, so
 isn't something we can entertain for OSG-2.8.1.

 Unless someone can spot another way of tricking gcc 3.2 to not
 tripping over this code we'll just to accept 2.8.1 won't compile out
 of the box under RHEL 3.2, and pointer users at what mods they can
 make locally.

 For the 2.9.x series we could possible look at re-organizing the
 classes in a way that breaks the ABI, since the ABI is already
 incompatible with 2.8.0.

 Robert.

 On Mon, May 18, 2009 at 11:44 AM, John Ivar Haugland
  john.haugl...@gmail.com wrote:
  Hi Robert,
  I used the new ViewDependentShadowTechnique file. The error messages are
 the
  same as with the previous version of the file. See below:
 
  [ 34%] Building CXX object
  src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o
  In file included from
 
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/LightSpacePerspectiveShadowMap:23,
   from
 
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/src/osgShadow/LightSpacePerspectiveShadowMap.cpp:18:
 
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ViewDependentShadowTechnique:
  In
 member function `virtual
  osgShadow::ViewDependentShadowTechnique::ViewData*
 osgShadow::ProjectionShadowMapMinimalBoundsBaseClass,
 
 
 ShadowProjectionAlgorithmClass::initViewDependentData(osgUtil::CullVisitor*,
 osgShadow::ViewDependentShadowTechnique::ViewData*)':
 
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ViewDependentShadowTechnique:160:
  `
 struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
 
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ProjectionShadowMap:77:
  within
 this context
 
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ViewDependentShadowTechnique:160:
  `
 struct osgShadow::ViewDependentShadowTechnique::ViewData' is protected
 
 /private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1/include/osgShadow/ProjectionShadowMap:77:
  within
 this context
  make[2]: ***
  [src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o]
  Error 1
  make[1]: *** [src/osgShadow/CMakeFiles/osgShadow.dir/all] Error 2
  make: *** [all] Error 2
 
 
  On Mon, May 18, 2009 at 11:24 AM, Robert Osfield 
 robert.osfi...@gmail.com
  wrote:
 
  Hi John,
 
  On Mon, May 18, 2009 at 9:52 AM, John Ivar Haugland
  john.haugl...@gmail.com wrote:
   I tested the new ReaderWriterCURL.cpp. It compiled ok with my system
   (libcurl 7.10.6). I also made a test by copying
   the cessna.osg  file to a web-server with a new name cessna2.osg. The
   libcurl plugin seems to work since I was able to access it with a
   hyperlink
   address. Thanks! :)
 
  Thanks for the testing.  Most functionality should work, but you'll
  get codes that that messages on errors, and authentication is not
  likely to work fully, due to lack of features.  For standard web
  access it should be fine though, and slightly less functionality web
  access is far better than no web access.
 
  On the osgShadow front, I really can't test things out directly so
  I'll need you to pitch in with testing changes.  To try an replecate
  the problems you are seeing I changed the ViewDependentShadowTechnique
  to have the ViewData in a private section, this broke the compile of a
  number of the classes in the osgShadow in what looks to be roughly the
  same way as your errors.  I then added friend class declarations in
  the ViewDependentShadowTechnique till I got the whole osgShadow
  compiling again.  Thankfully this did work out.
 
  I've now changed the private: back to protected: so the ABI should be
  any different - for the 2.8.0 I'm trying to keep ABI compatibility so
  this is important.  The changed file is attached, could you please
  apply this and do a new build.  Fingers crossed this will fix the
  build and everything will build for you without any local mods.
 
  Could you let me know how you get on so I can move ahead with merging
  this fix and making... yet another rc... :-)
 
  Robert.
 
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Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-18 Thread Stefan Eilemann


On 17. May 2009, at 11:11, Robert Osfield wrote:


Hi Tim,

On Sat, May 16, 2009 at 2:37 PM, Tim Moore timo...@redhat.com wrote:
I've been thinking about this too, but without the global cull.   
Are you

trying to avoid having a real scene graph on the local nodes and keep
lists of drawables and StateSets instead? I would think that  
broadcasting

the dynamic changes to the scene graph would result in less network
traffic than broadcasting lists of drawables, but I suppose it  
depends

very much on the application.


A fully distributed scene graph would probably be more efficient that
a distributed render graph approach, but it'd be more intrusive to the
scene graph design and implementation as all nodes would need an
fomarlised update mechanism.  OpenSG has such support but is a more
complicated object model than the OSG, which makes it more involved to
use and extend than the OSG.


In fact the only thing needed for this is a change notification  
mechanism. The distribution can build a 'shadow' hierarchy, and update  
the remote copies based on the notifications.


The update mechanism and serialization can live outside the scene graph.



The distributed render graph approach is lighter weight as you are
only tracking changes to the drawable leaves and state which is more
constrained and well encapsulated than other parts of the scene graph.
I believe it'll be much easier to implement this approach in a non
intrusive way than a full blow distributed scene graph, which is
really why I suggest it, we'd be able to get much of scalability of
the cluster without the complexity that normally comes with doing a
distributed application or distributed scene graph.


I'm wondering what the network load of such a distribution would be,  
and how one could cache the data. The beauty of the distributed scene  
graph is that on a static scene virtually no data has to be  
transmitted. It seems to me that the distributed render graph at least  
needs to transmit the equivalent of display list ID's.


FYI: The Equalizer source tree has an example of an OSG/Eq integration  
relying on a shared filesystem to load the SG. We are thinking of  
extending this example (and OSG) towards using a distributed OSG,  
pending on time/financing.



Best,

Stefan.

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Re: [osg-users] Set image as static background

2009-05-18 Thread Paul Martz
Set up a Camera as PRE_RENDER and configure its matrices to render in screen
space. Then draw a fullscreen texture mapped quad. Then configure your
top-level camera to not clear the color buffer.

Don't let the fact that this is OSG confuse you. You control order and
clearing through Camera nodes; otherwise there's really nothing different
here than what you would need to do in, say, OpenGL or DirectX to accomplish
the same effect.

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

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Re: [osg-users] Development of Qt support as part of osgViewer

2009-05-18 Thread Simon Loic
Hi Robert,
About David Guthries implementation, it was indeed posted on the osg-users
ml.
Here is a link to this thread :
http://forum.openscenegraph.org/viewtopic.php?p=11636#11636
Cheers,
Loïc

On Mon, May 18, 2009 at 4:03 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi All,

 I'm mainly just tracking this thread trying to get a feel for what's
 working an what's not, and who might be able to help refine the right
 approach.  So for nothing concrete has jumped out..

 2009/5/13 René Molenaar megamillerz...@gmail.com:
  Have you seen David Guthries implementation (posted a few days ago), it
 uses
  windowsystemwrapper to integrate osg/qt?

 No I haven't, was this posted on osg-users?  Did I miss it spinning
 past a 100 knots?

 I don't know if it's related, but one design aspect to osgViewer which
 was built in front the start is the
 osg::GraphicsContext::WindowSystemInterface which provides the
 abstraction away from the implementation.  This interface class was
 the potential of having multiple implementations, and for the
 implementations to be moved out into plugins, just like we have
 plugins for databases and wrappers right now.

 For ease of building and running OSG apps I didn't go for the full
 plugin approach from WindowSystemInterface, rather allowed
 implementations from X11, Win32, Carbon and Cocoa to be imbeded
 directly into the osgViewer.  This means you only have to link against
 osgViewer to get a viewer up on the screen, but it does mean that the
 library itself isn't as flexible w.r.t dynamically loading the
 implementations.  It wouldn't be a great deal of work to do this
 though.  Or perhaps we could still have the inbuilt implementations,
 but allow plugins to add extra ones.

 A plugin for Qt support would certainly be possible.  Potentially one
 could even compile the core osgViewer library without any default
 implementation and rely on such a plugin, or change the default
 implementation that one compiles against.

 Robert.
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Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-18 Thread Robert Osfield
Hi Stefan,

On Mon, May 18, 2009 at 3:21 PM, Stefan Eilemann eilem...@gmail.com wrote:
 I'm wondering what the network load of such a distribution would be, and how
 one could cache the data. The beauty of the distributed scene graph is that
 on a static scene virtually no data has to be transmitted. It seems to me
 that the distributed render graph at least needs to transmit the equivalent
 of display list ID's.

Yes, a distributed render graph would be kinda equivalent to
distributing display list ID's.  One would be tied to display lists
though, immediate mode would be support far more efficiently that can
be achieved with distributed GL implementations as the data that is
dispatch to the graphics card is held on the slave, and only updated
when needed.

The distributed render graph should be considered a step up from
distributed GL's, but it's not as efficient as a distributed app
approach where you distribute just high level commands.  A distributed
scene graph would probably sit in between these two in terms of
efficiency, at best it might be as good as a distributed high level
app, at worst it could be worse than the distributed render graph (in
cases where they are many dynamic nodes.)

Robert.
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Re: [osg-users] resizedImplementation bug when resizing slave camera

2009-05-18 Thread Jean-Sébastien Guay

Hello Alexandre,

What you're proposing is to copy slave camera view matrix into master 
(default) camera matrix each frame, am I right ?


Isn't it another way yo avoid this copy ? isn't it a little expensive ?


No, I'm proposing to copy the slave camera's view matrix into an 
osg::Uniform each frame so that you can use it from the shader for your 
lighting computations. It's not that expensive, no, and it's required so 
you can't really do without...


Hope this helps,

J-S
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Re: [osg-users] Development of Qt support as part of osgViewer

2009-05-18 Thread Robert Osfield
Hi Loic,

Thanks for the link.  I've done a quick review of the implementation.
In terms of osgViewer it is certainly a step above where the
osgviewerQT example w.r.t WindowSystemInterface.  The use of QGLWidget
does limit one a bit though, and the way the QGLWidget is set is
rather simplistic as ignores practically all of the settings in the
Traits.

Personally I'd favor an Qt implementation that use graphics window
inheritance to get a full featured GraphicsWindow as a Qt widget.

For Qt users I think there needs to be integration done in Qt terms as
well, for instance having a OSGWidget that you can add to your
application.

Another side topic is do you have a window/widget that owns a
viewer/composite viewer,  or go for window/widget that owns just the
GraphicsWindow, and the viewer is owned by the application in the
traditional way that the OSG is used.  There are reasons to use both
approaches, the later being the most flexible.

Robert.

On Mon, May 18, 2009 at 3:34 PM, Simon Loic simon1l...@gmail.com wrote:
 Hi Robert,
 About David Guthries implementation, it was indeed posted on the osg-users
 ml.
 Here is a link to this thread :
 http://forum.openscenegraph.org/viewtopic.php?p=11636#11636
 Cheers,
 Loïc

 On Mon, May 18, 2009 at 4:03 PM, Robert Osfield robert.osfi...@gmail.com
 wrote:

 Hi All,

 I'm mainly just tracking this thread trying to get a feel for what's
 working an what's not, and who might be able to help refine the right
 approach.  So for nothing concrete has jumped out..

 2009/5/13 René Molenaar megamillerz...@gmail.com:
  Have you seen David Guthries implementation (posted a few days ago), it
  uses
  windowsystemwrapper to integrate osg/qt?

 No I haven't, was this posted on osg-users?  Did I miss it spinning
 past a 100 knots?

 I don't know if it's related, but one design aspect to osgViewer which
 was built in front the start is the
 osg::GraphicsContext::WindowSystemInterface which provides the
 abstraction away from the implementation.  This interface class was
 the potential of having multiple implementations, and for the
 implementations to be moved out into plugins, just like we have
 plugins for databases and wrappers right now.

 For ease of building and running OSG apps I didn't go for the full
 plugin approach from WindowSystemInterface, rather allowed
 implementations from X11, Win32, Carbon and Cocoa to be imbeded
 directly into the osgViewer.  This means you only have to link against
 osgViewer to get a viewer up on the screen, but it does mean that the
 library itself isn't as flexible w.r.t dynamically loading the
 implementations.  It wouldn't be a great deal of work to do this
 though.  Or perhaps we could still have the inbuilt implementations,
 but allow plugins to add extra ones.

 A plugin for Qt support would certainly be possible.  Potentially one
 could even compile the core osgViewer library without any default
 implementation and rely on such a plugin, or change the default
 implementation that one compiles against.

 Robert.
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Re: [osg-users] [osg-submissions]osgParticle ParticleSystemandModularEmitterindifferent coordinate systems

2009-05-18 Thread Robert Osfield
Hi Tom, Tim et. al,

I think what we probably need is a bit of revamp internally in
osgParticle to properly support double precision positioning of the
particle system and emitter.  Exactly how this should look I can't say
right now, I'd need to sit down and work out the current osgParticle
class structure and see how it might all fit together.  I haven't
looked at it closely recently so I don't recall the details off the
top of my head.

Longer term osgParticle could do with be rewritten to use shaders +
point sprites rather than the CPU centric implementation that we have
right now.  Perhaps this could be done at the same time as the above.

Short term we are stuck with an fix that works for FlightGear and
perhaps other apps that use osgParticle in similar ways, but breaks
other apps that use osgParticle in other ways.  Reverting to an older
rev will just break things for FlightGear and other similar apps.  So
we are between a rock and hard place.

Perhaps a short term solution would be to have an compile option or
better still a variable that can control which behave is selected
internally.  For OSG-2.8.1 we need to stick to ABI compatibility, so
the compile option would be the only way, but which should be the
default  perhaps an env var could be used to toggle the variable.

Do one of you guys want to come up with an interim solutions?

Robert.
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Re: [osg-users] OSG_OpenCV Help

2009-05-18 Thread Ugras Erdogan
Hi,
   First of all thanks for all the replies. But problem remains the same. 
Yes, OpenCV uses BGR format instead of RGB and the image origin should be 
flipped. Do you think there might be a multithreading issue as I use the same 
memory space for incoming video data from cam and for the processed video 
texturing. But I use a mutex synchronization object during modifications. But I 
do not know at the low level, if DirectShow (as I remember OpenCV relies on 
that for Win32 platforms)takes care of the threading issues when building the 
scene graph for video capture.
    What happens at best is this: I see the live unprocessed video as a 
texture on 3D object when I do not use setImage function and processed video at 
the openCV window.
 I will be working on this. I will be appreciate further suggestions
Best Regards
Ugras





From: Maxime BOUCHER m.boucher...@gmail.com
To: osg-users@lists.openscenegraph.org
Sent: Monday, May 18, 2009 3:27:47 PM
Subject: Re: [osg-users] OSG_OpenCV Help

Hi,
What I did:
I created a class in which I setted frames from the video as textures (using 
setImage), and refreshed these textures using a callback.
It works fine, but is maybe unadapted to your problem.

About setImage: I used GL_RGB8 where you tried 3, and GL_BGR as the following 
argument (I guess OpenCV has a different convention).



Ugras Erdogan wrote:
 Dear All, 
 I am using openCV and OSG together in my project. What the problem is as 
 follows: 
 1) When I try to convert the IplImage to osg::Image the following command 
 line trace occurs. Except the last three lines, the trace shows the openCV 
 and osg image properties.  
 
 Pixel Bits: 32, Image Size (Byte): 307200
 Video Depth: 1
 cv Channels = 3
 Convert_OpenCV_to_OSG_IMAGE()::Origin Passed 2...
 Mutex w/r : 0
 error pixelFormat = error pixelFormat = 33 
 Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
 Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,) 
 
 2) I lock the mutex in order to prevent simultaneous writes to osg::Image 
 data and as you can see at 5th line above it returns the correct value 0. 
 Then use the following code: 
 
 void Convert_OpenCV_to_OSG_IMAGE(IplImage* cvImg, osg::Image* osgImg) 
 { 
 //. 
 osgImg-setImage(cvImg-width,  
 cvImg-height,  
 1, 
 3,  
 GL_RGB, 
 GL_UNSIGNED_BYTE,  
 (unsigned char*)(cvImg-imageData),  
 osg::Image::AllocationMode::NO_DELETE,  
 1); 
 //. 
 } 
 The above code segment is similar to the one in a post I encountered in this 
 forum (John Steinbis jsteinbis at gmail.com  
 (osg-users%40lists.openscenegraph.org?Subject=%5Bosg-users%5D%20Convertion%20to%20osg%3A%3AImage%20from%20IplImage%20%28OpenCV%29%20for%0A%09useas%20textureIn-Reply-To=E4D07AB09F5F044299333C8D0FEB45E9042314AE%40nrccenexb1.nrc.ca)
 Mon Sep 17 11:04:04 PDT 2007) but there are modifications for my needs. I can 
 be sure that cvImg-imageData contains the actual processed video data 
 because I can see the results in a seperate window. But the above problem 
 occurs when I try to render the processed video as a texture onto a surface. 
 
 3) The above function Convert_OpenCV_to_OSG_IMAGE() is called in the main 
 loop as follows: 
 
 while(!viewer.done()) 
 { 
 //. 
 getPixelBufferObject()-setImage(Convert_OpenCV_to_OSG_IMAGE(pImage,  
 ((osg::Image*)(video.get(); 
 
 
 //. 
 }  
 What might be the problem? When I disable the code segment 
 
 
 osgImg-setImage(cvImg-width,  
 cvImg-height,  
 1, 
 3,  
 GL_RGB, 
 GL_UNSIGNED_BYTE,  
 (unsigned char*)(cvImg-imageData),  
 osg::Image::AllocationMode::NO_DELETE,  
 1); 
 
 everything is OK but as you can guess I cannot use the processed frame as a 
 texture in 3D environment.
 Thanks for your helps...
 Best Regards
 Ugras Erdogan
 
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Re: [osg-users] OSG_OpenCV Help

2009-05-18 Thread Maxime BOUCHER
Well, these are things I ignore.
I just can suggest you to grab each frame, using a timer to retrieve at the 
good time and skip some if the process isn't fast enough, and to dirty your 
image so that you call setImage only once (because it's heavy and unnecessary).

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Re: [osg-users] OSG_OpenCV Help

2009-05-18 Thread Ismail Pazarbasi
Hi Ugras,

Did you try to run your code in single threaded mode? This could give
you a hint whether problem is a race.

It's difficult to guess what's going on, but did you try to lock mutex
while you read data as well? This might effectively make your program
serial during those phases (which defeats the whole purpose of running
concurrent) but would at least indicate

Ismail

On Mon, May 18, 2009 at 5:49 PM, Ugras Erdogan ugraserdo...@yahoo.com wrote:
 Hi,
    First of all thanks for all the replies. But problem remains the
 same. Yes, OpenCV uses BGR format instead of RGB and the image origin should
 be flipped. Do you think there might be a multithreading issue as I use the
 same memory space for incoming video data from cam and for the processed
 video texturing. But I use a mutex synchronization object during
 modifications. But I do not know at the low level, if DirectShow (as I
 remember OpenCV relies on that for Win32 platforms)takes care of the
 threading issues when building the scene graph for video capture.
     What happens at best is this: I see the live unprocessed video as a
 texture on 3D object when I do not use setImage function and processed video
 at the openCV window.
  I will be working on this. I will be appreciate further
 suggestions
 Best Regards
 Ugras

 
 From: Maxime BOUCHER m.boucher...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Sent: Monday, May 18, 2009 3:27:47 PM
 Subject: Re: [osg-users] OSG_OpenCV Help

 Hi,
 What I did:
 I created a class in which I setted frames from the video as textures (using
 setImage), and refreshed these textures using a callback.
 It works fine, but is maybe unadapted to your problem.

 About setImage: I used GL_RGB8 where you tried 3, and GL_BGR as the
 following argument (I guess OpenCV has a different convention).



 Ugras Erdogan wrote:
 Dear All,
 I am using openCV and OSG together in my project. What the problem is as
 follows:
 1) When I try to convert the IplImage to osg::Image the following command
 line trace occurs. Except the last three lines, the trace shows the openCV
 and osg image properties.

 Pixel Bits: 32, Image Size (Byte): 307200
 Video Depth: 1
 cv Channels = 3
 Convert_OpenCV_to_OSG_IMAGE()::Origin Passed 2...
 Mutex w/r : 0
 error pixelFormat = error pixelFormat = 33
 Warning: detected OpenGL error 'invalid operation' after
 RenderBin::draw(,)
 Warning: detected OpenGL error 'invalid operation' after
 RenderBin::draw(,)

 2) I lock the mutex in order to prevent simultaneous writes to osg::Image
 data and as you can see at 5th line above it returns the correct value 0.
 Then use the following code:

 void Convert_OpenCV_to_OSG_IMAGE(IplImage* cvImg, osg::Image* osgImg)
 {
 //..
 osgImg-setImage(cvImg-width,
 cvImg-height,
 1,
 3,
 GL_RGB,
 GL_UNSIGNED_BYTE,
 (unsigned char*)(cvImg-imageData),
 osg::Image::AllocationMode::NO_DELETE,
 1);
 //.
 }
 The above code segment is similar to the one in a post I encountered in
 this forum (John Steinbis jsteinbis at gmail.com
 (osg-users%40lists.openscenegraph.org?Subject=%5Bosg-users%5D%20Convertion%20to%20osg%3A%3AImage%20from%20IplImage%20%28OpenCV%29%20for%0A%09useas%20textureIn-Reply-To=E4D07AB09F5F044299333C8D0FEB45E9042314AE%40nrccenexb1.nrc.ca)
 Mon Sep 17 11:04:04 PDT 2007) but there are modifications for my needs. I
 can be sure that cvImg-imageData contains the actual processed video data
 because I can see the results in a seperate window. But the above problem
 occurs when I try to render the processed video as a texture onto a surface.

 3) The above function Convert_OpenCV_to_OSG_IMAGE() is called in the main
 loop as follows:

 while(!viewer.done())
 {
 //.
 getPixelBufferObject()-setImage(Convert_OpenCV_to_OSG_IMAGE(pImage,
 ((osg::Image*)(video.get();


 //.
 }
 What might be the problem? When I disable the code segment


 osgImg-setImage(cvImg-width,
 cvImg-height,
 1,
 3,
 GL_RGB,
 GL_UNSIGNED_BYTE,
 (unsigned char*)(cvImg-imageData),
 osg::Image::AllocationMode::NO_DELETE,
 1);

 everything is OK but as you can guess I cannot use the processed frame as
 a texture in 3D environment.
 Thanks for your helps...
 Best Regards
 Ugras Erdogan

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[osg-users] handling trig exceptions due to floating point inaccuracies

2009-05-18 Thread Cory Riddell
I've been trying to use the SphericalManipulator class that was posted
to the submission list a few weeks ago and it is throwing exceptions
when it is trying to calculate acos(1.002) in the last line of
this function:

  void SphericalManipulator::setByMatrix(const osg::Matrixd matrix)
  {
  _center=osg::Vec3(0,0,-_distance)*matrix;
  _azimuth=atan2(-matrix(0,0),matrix(0,1));
  if(_rotationMode != MODE_2D)
  _zenith=acos(matrix(2,2));
  }

In my code, the matrix parameter is created by an inverse operation.

In general, is there some way to avoid this problem, or do I need to add
code that range checks critical values? Should the last line be changed
to this block:
  double val = matrix(2,2);
  if ((val = 1) || (val = 1))  zenith = 0;
  else zenith = acos(val);
Yuck.  

Cory

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Re: [osg-users] handling trig exceptions due to floating point inaccuracies

2009-05-18 Thread Cory Riddell
Ack- acos(-1) is not pi. But the rest of my question still stands.

Cory Riddell wrote:
 I've been trying to use the SphericalManipulator class that was posted
 to the submission list a few weeks ago and it is throwing exceptions
 when it is trying to calculate acos(1.002) in the last line of
 this function:

   void SphericalManipulator::setByMatrix(const osg::Matrixd matrix)
   {
   _center=osg::Vec3(0,0,-_distance)*matrix;
   _azimuth=atan2(-matrix(0,0),matrix(0,1));
   if(_rotationMode != MODE_2D)
   _zenith=acos(matrix(2,2));
   }

 In my code, the matrix parameter is created by an inverse operation.

 In general, is there some way to avoid this problem, or do I need to add
 code that range checks critical values? Should the last line be changed
 to this block:
   double val = matrix(2,2);
   if ((val = 1) || (val = 1))  zenith = 0;
   else zenith = acos(val);
 Yuck.  

 Cory

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[osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-18 Thread Robert Osfield
Hi All,

I've just tagged another release candidate, this time we've hit
2.8.1-rc5.  Fingers crossed this will be our latest rc and we can
quickly move on to tagging 2.8.1 and get some new binaries posted.

http://www.openscenegraph.org/projects/osg/wiki/Downloads

Source Code: ¶

source package : OpenSceneGraph-2.8.1-rc5.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.1-rc5
OpenSceneGraph


Could users please test out this latest rc5 this afternoon/evening and
if things look good on the major platforms I'll tag 2.8.1 tomorrow
morning.

Thanks for your assistance,
Robert.
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[osg-users] fading of an object using animation path

2009-05-18 Thread Christopher Back
Hi,

I am putting together an animation of an assembly process. I use an
animation path to move the loaded files. I having been trying to get the one
object to fade from 1.0 to 0.0. I set the transparency by overriding the
material properties and I slowly decrease the alpha value but it only ever
renders the object completely transparent in the animation. Does anyone know
of a way around this or another to do it?

Thanks in advance,

 Chris
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Re: [osg-users] fading of an object using animation path

2009-05-18 Thread Cedric Pinson
Hi Chris,
You can check in examples directory for osganimation* example, there is
an example that fade material attribute.

Cheers,
Cedric

On Mon, 2009-05-18 at 12:40 -0400, Christopher Back wrote:
 Hi,
 
 I am putting together an animation of an assembly process. I use an
 animation path to move the loaded files. I having been trying to get
 the one object to fade from 1.0 to 0.0. I set the transparency by
 overriding the material properties and I slowly decrease the alpha
 value but it only ever renders the object completely transparent in
 the animation. Does anyone know of a way around this or another to do
 it? 
 
 Thanks in advance,
 
  Chris
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Re: [osg-users] Development of Qt support as part of osgViewer

2009-05-18 Thread Don Leich

Hi all,

I just posted some code to osg-submissions that may be of interest here.

This is something that has been our Qt/OSG integration testbed here for
a couple of months.  We just dusted it off recently and got permission to
post it and some time to clean it up.  This demo uses Qt .ui files to
define the basic GUI and re-works the object heirarchy from the osgviewerQT
example so we can have a 4-way split window with a different scene graph in
each of the 4 views, and an optional 5th view in it's own window.  All is
managed by a CompositeViewer.

We've incorporated Martin Beckett's recent fix for WIN32 event queue handling.
There are plenty of issues still to be dealt with, among which are the issues
with tab-ing from view to view and which view is current in the Qt vs. OSG
context.


--Don Leich

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Re: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

2009-05-18 Thread Andy Skinner
I'll try, but not sure I can finish this afternoon.  I was still working on rc 
4.

andy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Monday, May 18, 2009 12:20 PM
To: OpenSceneGraph Users
Subject: [osg-users] OpenSceneGraph-2.8.1 release candidate five tagged

Hi All,

I've just tagged another release candidate, this time we've hit
2.8.1-rc5.  Fingers crossed this will be our latest rc and we can
quickly move on to tagging 2.8.1 and get some new binaries posted.

http://www.openscenegraph.org/projects/osg/wiki/Downloads

Source Code: ¶

source package : OpenSceneGraph-2.8.1-rc5.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.1-rc5
OpenSceneGraph


Could users please test out this latest rc5 this afternoon/evening and
if things look good on the major platforms I'll tag 2.8.1 tomorrow
morning.

Thanks for your assistance,
Robert.
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Re: [osg-users] Stereo Problem

2009-05-18 Thread Jason Daly

Robert Osfield wrote:

I look forward to the day when NVidia do the right thing on this.
It's about time low cost stereo was rolled out.
  


In the meantime, there's always RivaTuner (at least for Windows users):

http://www.guru3d.com/category/rivatuner/

I haven't used it in a while, but it has the ability to tweak graphics 
cards at both the registry and the driver level.  One capability is to 
soft-mod a GeForce into a Quadro FX card, providing many of the 
features that would otherwise be missing (including quad-buffer visuals).


Using it might void your warranty, though, so consider that before 
trying it out.


--J

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Re: [osg-users] Stereo Problem

2009-05-18 Thread Robert Osfield
Hi Jason,

I'm not sure RivaTuner will help in this context as there is the new
USB hardware for doing the shutter glasses sync, this will need the
driver to control it, so I'd expect the NVidia driver will need to
specially about this hardware.  One could try it... and then report
back...

Robert.

On Mon, May 18, 2009 at 7:27 PM, Jason Daly jd...@ist.ucf.edu wrote:
 Robert Osfield wrote:

 I look forward to the day when NVidia do the right thing on this.
 It's about time low cost stereo was rolled out.


 In the meantime, there's always RivaTuner (at least for Windows users):

 http://www.guru3d.com/category/rivatuner/

 I haven't used it in a while, but it has the ability to tweak graphics cards
 at both the registry and the driver level.  One capability is to soft-mod
 a GeForce into a Quadro FX card, providing many of the features that would
 otherwise be missing (including quad-buffer visuals).

 Using it might void your warranty, though, so consider that before trying it
 out.

 --J

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Re: [osg-users] What is everyone doing for GUIs?

2009-05-18 Thread Jason Daly

Simon Hammett wrote:

Gtk is quite nice but maybe an arse to install on windozes, there's
dozens of dlls for it.
  


We use Gtk, and we did go through the trouble of compiling it ourselves, 
which took a while.  There is a binary release, though, and since it's 
pure C, there shouldn't be any runtime issues.


http://gladewin32.sourceforge.net/

(The web site seems to have been hacked recently, but the files are there)

--J

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Re: [osg-users] moving the camera to predefined locations smoothly

2009-05-18 Thread Cory Riddell
Ulrich,

Ulrich Hertlein wrote:
 On 16/5/09 10:57 PM, Cory Riddell wrote:
 Today I tried to do the FRAME event method and it didn't work. So now
 I'm thinking that AnimationPath is actually what I should be using.
 Would AnimationPath provide a way for me to move the camera from some
 arbitrary position to a predefined position?

 Why doesn't it work?

 Going the AnimationPath route is of course possible (and might make
 things easier) but the main task in both cases is to compute the
 actual path, e.g. a B-spline with proper start/end points,
 ease-in/ease-out, ensure the viewer is facing the right direction etc.

After you asked me that, I went back to try to figure out what didn't
work. It turns out that I was able to get it working with a few small
changes. I don't know what the correct parametric equation for moving a
camera between two points on the surface of a sphere is. I changed my
code to move the camera along a chord from point A to point B and that
seems to work just fine.

Any idea what the parametric equation for the arc connecting to points
on a sphere is?

Cory
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Re: [osg-users] Stereo Problem

2009-05-18 Thread Thomas Hogarth
Hi Peted

Liked your info on Quadbuffered opengl and stereo modes. I have one
interesting point to add. I recently brought a MacBook with an Nvidia 9400m
graphics card. This card 'does' support quadbuffered opengl and seemingly so
do all recent Macs using Geforce graphics cards.

I guess it's because they have control over the hardware and drivers, but
it's an interesting point. Only big problem is my Mac only has one display
port and I don't have any shutter glasses :)

Cheers
Tom

On another Stereo note, sadly Philips has stopped making their 3DWow range
so looks like OSGs support will not be as great as I had hoped.
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Re: [osg-users] What is everyone doing for GUIs?

2009-05-18 Thread Brian Stewart
Hi,

We are using WPF, which is Windows-only, of course. We have a thin layer 
written in C++/CLI that wraps our code that uses OSG.

Brian Stewart

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Re: [osg-users] OSG_OpenCV Help

2009-05-18 Thread Ugras Erdogan
Hi to all again,


I found the solution, may be not very efficient but it works for now. The 
problem is not a threading or synchronization issue but a hardware dependent 
one as I concluded. Comments are welcomed. Now, I do not use the setImage() 
function. Instead I use the following code segment: 
osg::Image* osgImg1 = newosg::Image();osgImg1-allocateImage(cvImg-width, 
cvImg-height, 1, 
GL_RGBA_INTEGER_EXT, GL_UNSIGNED_BYTE);//Mutex.lock();{
    {
        {
            p != 3 ? *(osgImg1-data() + 4*320 * r + 4*c + p) = 
            (
            *(osgImg1-data() + 4*320 * r + 4*c + p) = 255;
        }
    }
}for(intr = 0; r  cvImg-height; ++r)    for(intc = 0; c  cvImg-width; 
++c)        for(intp = 0; p  4; ++p)unsignedchar)(*(cvImg-imageData + 3 * 320 
* r + 3 * c + p)) ://Mutex.unlock();
returnosgImg1;


As you can notice above, I use GL_RGBA_INTEGER_EXT for allocation. My graphics 
hardware is ATI HD4850. As I know, th OpenGL assigns alpha channel after 
getting RGB data, so in the inner loop I just equated the alpha values for full 
opaque... Any suggestions are welcomed?
Best regards,
Ugras Erdogan

 




From: Ismail Pazarbasi pazarb...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, May 18, 2009 6:59:46 PM
Subject: Re: [osg-users] OSG_OpenCV Help

Hi Ugras,

Did you try to run your code in single threaded mode? This could give
you a hint whether problem is a race.

It's difficult to guess what's going on, but did you try to lock mutex
while you read data as well? This might effectively make your program
serial during those phases (which defeats the whole purpose of running
concurrent) but would at least indicate

Ismail

On Mon, May 18, 2009 at 5:49 PM, Ugras Erdogan ugraserdo...@yahoo.com wrote:
 Hi,
    First of all thanks for all the replies. But problem remains the
 same. Yes, OpenCV uses BGR format instead of RGB and the image origin should
 be flipped. Do you think there might be a multithreading issue as I use the
 same memory space for incoming video data from cam and for the processed
 video texturing. But I use a mutex synchronization object during
 modifications. But I do not know at the low level, if DirectShow (as I
 remember OpenCV relies on that for Win32 platforms)takes care of the
 threading issues when building the scene graph for video capture.
     What happens at best is this: I see the live unprocessed video as a
 texture on 3D object when I do not use setImage function and processed video
 at the openCV window.
  I will be working on this. I will be appreciate further
 suggestions
 Best Regards
 Ugras

 
 From: Maxime BOUCHER m.boucher...@gmail.com
 To: osg-users@lists.openscenegraph.org
 Sent: Monday, May 18, 2009 3:27:47 PM
 Subject: Re: [osg-users] OSG_OpenCV Help

 Hi,
 What I did:
 I created a class in which I setted frames from the video as textures (using
 setImage), and refreshed these textures using a callback.
 It works fine, but is maybe unadapted to your problem.

 About setImage: I used GL_RGB8 where you tried 3, and GL_BGR as the
 following argument (I guess OpenCV has a different convention).



 Ugras Erdogan wrote:
 Dear All,
 I am using openCV and OSG together in my project. What the problem is as
 follows:
 1) When I try to convert the IplImage to osg::Image the following command
 line trace occurs. Except the last three lines, the trace shows the openCV
 and osg image properties.

 Pixel Bits: 32, Image Size (Byte): 307200
 Video Depth: 1
 cv Channels = 3
 Convert_OpenCV_to_OSG_IMAGE()::Origin Passed 2...
 Mutex w/r : 0
 error pixelFormat = error pixelFormat = 33
 Warning: detected OpenGL error 'invalid operation' after
 RenderBin::draw(,)
 Warning: detected OpenGL error 'invalid operation' after
 RenderBin::draw(,)

 2) I lock the mutex in order to prevent simultaneous writes to osg::Image
 data and as you can see at 5th line above it returns the correct value 0.
 Then use the following code:

 void Convert_OpenCV_to_OSG_IMAGE(IplImage* cvImg, osg::Image* osgImg)
 {
 //..
 osgImg-setImage(cvImg-width,
 cvImg-height,
 1,
 3,
 GL_RGB,
 GL_UNSIGNED_BYTE,
 (unsigned char*)(cvImg-imageData),
 osg::Image::AllocationMode::NO_DELETE,
 1);
 //.
 }
 The above code segment is similar to the one in a post I encountered in
 this forum (John Steinbis jsteinbis at gmail.com
 (osg-users%40lists.openscenegraph.org?Subject=%5Bosg-users%5D%20Convertion%20to%20osg%3A%3AImage%20from%20IplImage%20%28OpenCV%29%20for%0A%09useas%20textureIn-Reply-To=E4D07AB09F5F044299333C8D0FEB45E9042314AE%40nrccenexb1.nrc.ca)
 Mon Sep 17 11:04:04 PDT 2007) but there are modifications for my needs. I
 can be sure that cvImg-imageData contains the actual processed video data
 because I can see the results in a seperate window. But the above problem
 occurs when I try to render the processed video as a texture onto a surface.

 3) The above function 

Re: [osg-users] Stereo Problem

2009-05-18 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Thomas,

Thomas Hogarth wrote:
 Hi Peted
 
 Liked your info on Quadbuffered opengl and stereo modes. I have one
 interesting point to add. I recently brought a MacBook with an Nvidia
 9400m graphics card. This card 'does' support quadbuffered opengl and
 seemingly so do all recent Macs using Geforce graphics cards.

Do you have some source to back this up? Did you try if it actually
works? You can do that even without glasses - if the mode is
broken/unsupported you get an OpenGL error about unsupported visual.

I tried googling for some additional info and didn't find anything. If
this is true, it would be the first consumer Nvidia device that would
have it, not to mention a laptop. Normally only the high-end Quadros
have this feature enabled. The hardware is on the GeForces too for the
most part, but disabled/unsupported by the drivers. It used to be
possible to hack the driver/card to think it is a Quadro  and enable
this, but that hack doesn't work since a few years any more.

 On another Stereo note, sadly Philips has stopped making their 3DWow
 range so looks like OSGs support will not be as great as I had hoped.

Well, to be honest, this was a solution looking for both a problem and a
market, in my opinion. With no 3D content to show on these
ueber-expensive TVs, I wonder what did the managers smoke to think it
was a good idea ...

On the other hand, getting a projector is possible under 200-300 EUR
these days, so two DLP projectors, a simple jig, pair of filters and you
have a better passive stereo than any of those TVs, and not tied to any
particular graphic card or drivers (anything with two outputs will do).

With the new LED projectors you can even have a desktop solution (up to
60 image in normal ambient light) without having to worry about the
lamp costs ...

Regards,

Jan


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Re: [osg-users] Stereo Problem

2009-05-18 Thread Philip Lamb
I can back this up. I have it direct from an engineer at Apple that  
quad-buffered stereo is operational in almost the whole range of Apple  
cards. This apparently caused some difficulty between Apple and Nvidia  
in the past, as Nvidia wanted Apple to include the feature to drive  
sales of the high-end Quadro cards, and now stereo-in-a-window is only  
enabled on Quadro cards.


The caveat with using quad-buffered mode is that Apple's machines  
don't include any means of signalling the shutter glasses or stereo  
goggles, so you're back to using something like the Stereographics  
blue-line detector box to perform the signal extraction.


Regards,
Phil.

On 18/05/2009, at 9:27 PM, Jan Ciger wrote:



Thomas Hogarth wrote:

Hi Peted

Liked your info on Quadbuffered opengl and stereo modes. I have one
interesting point to add. I recently brought a MacBook with an Nvidia
9400m graphics card. This card 'does' support quadbuffered opengl and
seemingly so do all recent Macs using Geforce graphics cards.


Do you have some source to back this up? Did you try if it actually
works? You can do that even without glasses - if the mode is
broken/unsupported you get an OpenGL error about unsupported visual.


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Re: [osg-users] Development of Qt support as part of osgViewer

2009-05-18 Thread Martin Beckett
Is there a need for a composite viewer with Qt (or any other widget set)?
If you want multiple views of the scene isn't it better to just have multiple 
Qt widgets (eg DockWidgets) with a view in each? 
Or am I missing something?

Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12444#12444





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Re: [osg-users] [osg-submissions]osgParticleParticleSystemandModularEmitterindifferent coordinate systems

2009-05-18 Thread Jolley, Thomas P
Hi Robert,

At the moment I'm not ready to make a submission.  No one else has
noticed this problem so I wouldn't hold up a new osg release.  I have
the source code so I can easily build osgParticle that works for my
usage.  If you would like something for 2.8.1 I can easily modify the
code to take an environment variable or compiler option.  Let me know if
this is what you want.

I would still like to know more about FlightGear's usage.  Eventually, I
think we will either come up with a way in FlightGear to use the earlier
ModularEmitter code or, for 2.9 or later, add a way to select the mode
in ModularEmitter.  If we go back to the earlier code we will certainly
need to keep watch on the mailing list for anyone having trouble.


Tom Jolley


 -Original Message-
 From: Robert Osfield [mailto:robert.osfi...@gmail.com] 
 
 Hi Tom, Tim et. al,
 
 I think what we probably need is a bit of revamp internally 
 in osgParticle to properly support double precision 
 positioning of the particle system and emitter.  Exactly how 
 this should look I can't say right now, I'd need to sit down 
 and work out the current osgParticle class structure and see 
 how it might all fit together.  I haven't looked at it 
 closely recently so I don't recall the details off the top of my head.
 
 Longer term osgParticle could do with be rewritten to use 
 shaders + point sprites rather than the CPU centric 
 implementation that we have right now.  Perhaps this could be 
 done at the same time as the above.
 
 Short term we are stuck with an fix that works for FlightGear 
 and perhaps other apps that use osgParticle in similar ways, 
 but breaks other apps that use osgParticle in other ways.  
 Reverting to an older rev will just break things for 
 FlightGear and other similar apps.  So we are between a rock 
 and hard place.
 
 Perhaps a short term solution would be to have an compile 
 option or better still a variable that can control which 
 behave is selected internally.  For OSG-2.8.1 we need to 
 stick to ABI compatibility, so the compile option would be 
 the only way, but which should be the default  perhaps an 
 env var could be used to toggle the variable.
 
 Do one of you guys want to come up with an interim solutions?
 
 Robert.
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Re: [osg-users] Stereo Problem

2009-05-18 Thread Thomas Hogarth
Hi Jan


 Do you have some source to back this up? Did you try if it actually
 works? You can do that even without glasses - if the mode is
 broken/unsupported you get an OpenGL error about unsupported visual.


Yeah I gave it a test, saw the page flipping and no errors. I noticed
GL_STEREO was available in a little stats gathering app I wrote and wasn't
convinced myself so I had to give it a try. Maybe Nvidia are finally coming
to their senses.



  Well, to be honest, this was a solution looking for both a problem and a
 market, in my opinion. With no 3D content to show on these
 ueber-expensive TVs, I wonder what did the managers smoke to think it
 was a good idea ...


True :). We had one at work, it was fun to play with but not very practical.
We even had one of the 2D to 3D conversion boxes they made (trying to
increase the content). You get it thinking, this is going to be amazing,
turned out you just made keyframe depth maps and it pretty much just
interpolated them lol.


I'll try get my mac hooked up to a hmd or something to test if this is truly
working, but like I say from my test


   - The card has GL_STEREO
   - Osg runs in Quadbuffered stereo
   - It don't crash and I see page flipping.


Interesting ay?

Tom

PS
I've been meaning to post for a while about this, I work at a stereo 3D
company and currently have most types of 3D displays available. If people
like I can try and make some more official tests using OSGs various drawing
modes against each of the screens (for example one of our hyundai screens
has the eyes flipped by default)




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Re: [osg-users] Blender osgExport

2009-05-18 Thread Hartmut Seichter

Thanks, Cedric - I just checked out latest revision. Same result ...

On a fresh Ubuntu 9.04 with blender 2.48.1

- install into ~/.blender/scripts (the readme says ~/.blender - this 
however does not work at all)

- open blender with default layout and template (including the unit box)
- File  Export  OpenSceneGraph (.osg)
- Leave everything as default
- Press Write button
- Name file Test.osg (directory is $HOME)
- Press Export AnimTK button
- No error message (btw. on Mac OSX I get a message about checking on 
the console which is futile because no error messages are logged)

- Check if Test.osg exists ... no - however Test.log exists with 0byte

- I tested to add a simple translation animation - also no avail

Disclaimer - I poke more or less in the dark with blender however I 
would suspect the exporter can handle a single box - or is the exporter 
only capable to export rigged animations, which would raise the question 
how this exporter can work in conjuntion with the existing osg exporter.



Cheers,
Hartmut


On 19/5/09 1:14 AM, Cedric Pinson wrote:

Hi Harmut,
I just updated the osgexport repository with some bug fixes if you use
this exporter maybe it could help, else i will need a blender file to
debug it.

Cheers,
Cedric

On Mon, 2009-05-18 at 11:36 +0200, Cedric Pinson wrote:
   

Hi Hartmut,

Can you give more information about the exporter you are using ?
i take care of the version on this page
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation

If you have problem with it, could you report the blender file and step
that result in a empty osg file, without that i can't really help

Cheers,
Cedric

On Mon, 2009-05-18 at 18:05 +1200, Hartmut Seichter wrote:
 

Hi there,

I am having a hard time to get the osgexport doing anything - is there
a known-to-work revision? Right now with the latest rev I get the GUI
but after Write File an empty Filename.log file - so kind of hard to
debug.

Cheers,
Hartmut

   

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--
Hartmut Seichter, PhD (HKU), Dipl-Ing.(BUW), Postdoctoral Fellow, HITLabNZ

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Re: [osg-users] Stereo Problem

2009-05-18 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Philip Lamb wrote:
 I can back this up. I have it direct from an engineer at Apple that
 quad-buffered stereo is operational in almost the whole range of Apple
 cards. This apparently caused some difficulty between Apple and Nvidia
 in the past, as Nvidia wanted Apple to include the feature to drive
 sales of the high-end Quadro cards, and now stereo-in-a-window is only
 enabled on Quadro cards.

Argh, nothing like a monopoly jacking up prices artificially :( It has
been known that the hw can do it even on generic GeForces and that
NVIDIA was intentionally disabling it - there is little need for their
overpriced Quadros if your HMD can do only 800x600 anyway.

Thanks for confirming this, though. The internet is suspiciously mum
about this.

 The caveat with using quad-buffered mode is that Apple's machines don't
 include any means of signalling the shutter glasses or stereo goggles,
 so you're back to using something like the Stereographics blue-line
 detector box to perform the signal extraction.

It doesn't work through the VGA pin 13 DDC signal? That is what NVIDIA
used to use on consumer cards before and it is an option on Quadros too.

Regards,

Jan
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Re: [osg-users] Stereo Problem

2009-05-18 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Thomas,

Thomas Hogarth wrote:
 Hi Jan
 
 Yeah I gave it a test, saw the page flipping and no errors. I noticed
 GL_STEREO was available in a little stats gathering app I wrote and
 wasn't convinced myself so I had to give it a try. Maybe Nvidia are
 finally coming to their senses.

Nice to know, thanks for confirming this.

Nvidia coming to senses is unlikely, though - otherwise they would be
undercutting their ueber expensive Quadro line - there is little reason
to shell out money for a Quadro these days unless you need stereo or
genlock (e.g. for a cave). This is also likely why we are not going to
see the consumer stereo support for OpenGL any time soon, I think :(

  I'll try get my mac hooked up to a hmd or something to test if this is
 truly working, but like I say from my test
 
 * The card has GL_STEREO
 * Osg runs in Quadbuffered stereo
 * It don't crash and I see page flipping.
 
 Interesting ay?

Very much so! Apple HW looks quite attractive from this POV for
development. BTW, if the stereo works, it is likely using the DDC pin to
send out the flipping signal since it does not have a separate stereo
output connector. If you have a DVI-VGA converter, try to hook up an
oscilloscope to the pin 13 (I think) - you should see a TTL (~5 V) level
square wave signal at the refresh rate of your monitor when the stereo
is on.

I will try to round up one of our Mac users here and subject their Mac
to some testing :-p

 PS
 I've been meaning to post for a while about this, I work at a stereo 3D
 company and currently have most types of 3D displays available. If
 people like I can try and make some more official tests using OSGs
 various drawing modes against each of the screens (for example one of
 our hyundai screens has the eyes flipped by default)

This would be pretty good to know - few people have such means to test
things :)

Regards,

Jan
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Re: [osg-users] What is everyone doing for GUIs?

2009-05-18 Thread Anna Sokol
Hi,

If you are looking for something more lightweight then Qt or
wxWidgets, might I suggest AntTweakBar, which is a very lightweight
OpenGL GUI that works on Windows, Linux and most recently Mac OS X.

- Anna


Once we accept our limits, we go beyond them.  -- Albert Einstein
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[osg-users] How to control camera

2009-05-18 Thread ijustfu
Dear All,
  I want to control virtual camera by a remote computer and local mouse. 
Anybody know how to make two controls work at the same time? 
  
  I did it as following, but do not work.
  Firstly, following functions are invoked.
mViewer-setCameraManipulator(NULL);
   mViewer-getCamera()-setViewMatrixAsLookAt();
   Then to get the handle of camera from mViewer with 
   mViewer-getCamera()-setViewMatrixAsLookAt();
   but reply the NULL.
   Thus, I can not set my camera at a desired location. 

Show your comments to help me.
Thanks.


2009-05-19 



ijustfu 

请教一个关于setViewMatrixAsLookAt函数的问题
如果先调用mViewer-setCameraManipulator(NULL);然后再调用mViewer-getCamera()-setViewMatrixAsLookAt(),此时的setViewMatrixAsLookAt有效;如果mViewer里面存在一个照相机控制器,然后调用mViewer-getCamera()-setViewMatrixAsLookAt(),此时的setViewMatrixAsLookAt函数无效,即不能够把照相机定位到想要的位置,场景无任何变化。
请问哪问朋友遇到后面这种情况没有,可能出现的问题在那里,应该如何,才能使setViewMatrixAsLookAt该函数有效呢?先谢谢各位
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[osg-users] Matrix Application Problem

2009-05-18 Thread sunitha sunagad
--  Hi All

I have an iv model i import it into OSg and later when i import the next iv
model  i give an MatrixTransform for which the 2nd imported model is
attached and then i attach the MatrixTransform to the previously
imported model...
but the object gets placed to the distance which i give in the
MatrixTransform in osg but when i pick the model with respect to the pick
path it gets hilighted with respect to the global co - oardinate... not on
the imported model it hilightes some where and the model is some where for
hilighiting the picked point i use bounding box calculation and render the
bounding box around the picked node
but during the import the  MatrixTransform  is applied globally but dont get
applied to the node or group of the imported mode...
Can any one help me

   1)step i have Sceneroot
  2) get a MatrixTransformation
   3) I import an model
   4)attach the imported model to the MatrixTransform then attach the
MatrixTransform to the Scenroot
   5)Select the node next where u want to attach the next impoted model
   6)get a MatrixTranformation
  7)repeat the 34 set
 finally when i pick now it gives the bounding box in the wrong
position.not where the model is















Always
  Keep
 Smiling!

 Defeat the defeat before defeat defeats you 




Regards
Sunitha.S.Sunagad
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