Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Simon Hammett
2009/5/24 Paul Martz pma...@skew-matrix.com:
 http://www.sstk.co.uk/portalRendering/portal.php

 Unless I'm missing something, couldn't you do this in OSG using an Occluder
 (for host-side culling) and the stencil buffer (to control screen
 rendering)?

You don't even need that.

Just set up the clip planes properly.

Translate the cameras position into the portals coordinate frame,
then use each edge of the portal and the camera position to construct
a clip plane.

This should be easy to do in osg.

Just need to know where to put the callback.

Course it will all go pear shaped if the stuff though the portal uses
clip planes,
unless your h/w supports lots of them.

But I suspect that might happen even with using the stencil buffer.

I think you need to get clever to support multi level portals. ie ones where
you can see a portal through a portal.

IIRC most games with portal rendering don't support multiple levels.

-- 
http://www.ssTk.co.uk
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Paul Griffiths
Just to let people know, portals is not quite what im looking for, its more of 
an extended type portal, i believe a portal is a plane with a texture of a 
scene applied to give to look of a scene within a scene, im looking for scenes 
within scenes but with models coming out from the portal front too.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12856#12856





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Cannot find a suitable ZIP program

2009-05-24 Thread Sukender
Hi all,

Not much time STOP
Wanted to make Win32 MSVC8 binaries for 2.8.1 STOP
Had error CPack Error: Cannot find a suitable ZIP program when building 
Packages targets STOP
Solution ? Thanks STOP

-- 
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Simon Hammett
2009/5/24 Paul Griffiths gaffe...@gmail.com:
 Just to let people know, portals is not quite what im looking for, its more 
 of an extended type portal, i believe a portal is a plane with a texture of a 
 scene applied to give to look of a scene within a scene, im looking for 
 scenes within scenes but with models coming out from the portal front too.

portals don't use textures. it's just clip planes, though
you will need to clear the depth buffer within the portal.

if you want the model sticking out the front you'll have to
have another instance of it, with the in portal side clipped off.

-- 
http://www.ssTk.co.uk
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Cannot find a suitable ZIP program

2009-05-24 Thread Mattias Helsing
Hi Sukender,

On Sun, May 24, 2009 at 12:16 PM, Sukender suky0...@free.fr wrote:
 Hi all,

 Not much time STOP
 Wanted to make Win32 MSVC8 binaries for 2.8.1 STOP
 Had error CPack Error: Cannot find a suitable ZIP program when building 
 Packages targets STOP
 Solution ? Thanks STOP

Last time I looked Cmake could use winzip or 7-zip. CMake tries to
locate these in %ProgramFiles%. See CPackZIP.cmake script in your
cmake distribution. More info at:
http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging

cheers
Mattias


 --
 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Cannot find a suitable ZIP program

2009-05-24 Thread Sukender
Hi Mattias,

I have installed 7Zip in a non standard path. I modified CPackZIP.cmake. Thanks 
for the tip.
I'll upload binaries ASAP.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Sun, 24 May 2009 15:34:44 +0200, Mattias Helsing helsin...@gmail.com a 
écrit:

 Hi Sukender,

 On Sun, May 24, 2009 at 12:16 PM, Sukender suky0...@free.fr wrote:
 Hi all,

 Not much time STOP
 Wanted to make Win32 MSVC8 binaries for 2.8.1 STOP
 Had error CPack Error: Cannot find a suitable ZIP program when building 
 Packages targets STOP
 Solution ? Thanks STOP

 Last time I looked Cmake could use winzip or 7-zip. CMake tries to
 locate these in %ProgramFiles%. See CPackZIP.cmake script in your
 cmake distribution. More info at:
 http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging

 cheers
 Mattias


 --
 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Cannot find a suitable ZIP program

2009-05-24 Thread Sukender
Hi Mattias,

I have installed 7Zip in a non standard path. I modified CPackZIP.cmake. Thanks 
for the tip.
I'll upload binaries ASAP.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/


Le Sun, 24 May 2009 15:34:44 +0200, Mattias Helsing helsin...@gmail.com a 
écrit:

 Hi Sukender,

 On Sun, May 24, 2009 at 12:16 PM, Sukender suky0...@free.fr wrote:
 Hi all,

 Not much time STOP
 Wanted to make Win32 MSVC8 binaries for 2.8.1 STOP
 Had error CPack Error: Cannot find a suitable ZIP program when building 
 Packages targets STOP
 Solution ? Thanks STOP

 Last time I looked Cmake could use winzip or 7-zip. CMake tries to
 locate these in %ProgramFiles%. See CPackZIP.cmake script in your
 cmake distribution. More info at:
 http://www.openscenegraph.org/projects/osg/wiki/Community/Packaging

 cheers
 Mattias


 --
 Sukender
 PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Regression in .zip loader?

2009-05-24 Thread Ulrich Hertlein

Hi all,

have there been any recent changes in the .zip loader?  I just noticed that I can no 
longer load a bunch of zipped .x files.  OSG_NOTIFY_LEVEL=DEBUG shows that all plugins are 
found (.zip, .x, .bmp) but I still get 'No data loaded' from osgviewer.


If I unpack the .zip file and load the .x directly everything is fine.

Cheers,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Paul Griffiths
Ive worked out whats required to get my effect working , though im only 
guessing right now at the math required.

Just need 4 clipPlanes facing into the into the scene surrounding the panel. 
Simple, in theory lol

Cheers,
PaulG

[Image: http://img411.imageshack.us/img411/713/clipplanes.png ]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12864#12864





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Regression in .zip loader?

2009-05-24 Thread neil.hughes
Hi Ulrich,

If you've taken the recent trunk checkins, then the answer is yes, there have 
been some recent changes to the .zip loader. However, I had hoped that there 
would be no downsides to the amendments made. Essentially, where as previously 
the expansion of the .zip file was performed to the local filing system - ie 
your hard disk - now the unpacking process is all done in memory.

There were some issues in getting the modification to compile on unix boxes, 
but I believe Robert solved that, and another maillist member made a 
modification to get it to compile on Mac's. So I thought it was all working.

One issue that may now arise, and something that Robert and I are pondering, is 
where a model references a texture contained within the same zip file. At the 
moment, using the in-memory unpacking, this is not supported. Essentially we 
need to figure out how to use the .zip as an archive that can be interrogated 
for files during a model load operation. Hopefully Robert or I will have 
something on this in the near future. 

Until then...you could rename the original_readnode function in the .zip plugin 
to replace the new readnode (this would put you back to unpacking to the local 
file system). I understand that Robert is offline for a few days with a nasty 
cold/flu, but when he's back, we could look to make an amendment to provide an 
options switch to control which unpacking method is used. I may submit this 
anyway, and leave it to Robert to decide on acceptance.

Hope the info helps, and sorry for any inconvenience that the amendment may 
have caused.

Kind regards

Neil.


 Ulrich Hertlein u.hertl...@sandbox.de wrote: 
 Hi all,
 
 have there been any recent changes in the .zip loader?  I just noticed that I 
 can no 
 longer load a bunch of zipped .x files.  OSG_NOTIFY_LEVEL=DEBUG shows that 
 all plugins are 
 found (.zip, .x, .bmp) but I still get 'No data loaded' from osgviewer.
 
 If I unpack the .zip file and load the .x directly everything is fine.
 
 Cheers,
 /ulrich
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Simon
Paul Griffiths wrote:
 Ive worked out whats required to get my effect working , though im only 
 guessing right now at the math required.
 
 Just need 4 clipPlanes facing into the into the scene surrounding the panel. 
 Simple, in theory lol
 
 Cheers,
 PaulG

Given 3 points on a plane, the plane equation is:

osg::Vec3   n = (pt1 - pt0) ^ (pt2 - pt1);
float   d = -n * pt0;
osg::ClipPlane  *cp = new osg::ClipPlane(i, n.x(), n.y(), n.z(), d);

-- 
http://www.ssTk.co.uk
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Binaries packages uploadedfo 2.8.1: Win32 VC8 and Linux (Ubuntu) GCC

2009-05-24 Thread suky0001
Hi Robert, hi all

I uploaded binaries packages for 2.8.1: Win32 VC8 and Linux (Ubuntu 9.04) GCC 
32 bits.
I'm *not* a linux maintainer, but as I compiled it and as it seems the binaries 
are not ready yet... :)
Please tell if everything is okay.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



Re: [osg-users] Capping holes made by clipping?

2009-05-24 Thread Paul Griffiths
Hi,

I know I said I wouldnt need this feature for a while yet, but i do. I need to 
impliment this before my toolkit gets too large.

So in the hope that someones up to the challenge I present here a simple 
example of a shadowed scene containing a cube which has been split in half by a 
clipPlane leaving a hole.
The challenge is to fill this hole.

Heres hoping,
Thank you!

Cheers,
PaulG


Code:
#include osg/ArgumentParser
#include osg/Texture2D
#include osg/ShapeDrawable
#include osg/ClipNode
#include osg/MatrixTransform
#include osg/Geometry
#include osgViewer/Viewer
#include osgShadow/ShadowedScene
#include osgShadow/ShadowMap
#include osgShadow/LightSpacePerspectiveShadowMap
#include iostream
#include osgGA/TrackballManipulator

static int ReceivesShadowTraversalMask = 0x1;
static int CastsShadowTraversalMask = 0x2;

int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(argc, argv);

// construct the viewer.
osgViewer::Viewer viewer(arguments);

osg::ref_ptrosgShadow::ShadowedScene shadowedScene = new 
osgShadow::ShadowedScene;


shadowedScene-setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
shadowedScene-setCastsShadowTraversalMask(CastsShadowTraversalMask);

osg::ref_ptrosgShadow::ShadowMap sm = new osgShadow::ShadowMap;
shadowedScene-setShadowTechnique(sm.get());

int mapres = 1024;
sm-setTextureSize(osg::Vec2s(mapres,mapres));

osg::Vec4 lightpos;
lightpos.set(0.5f,0.25f,0.8f,0.0f);

osg::ref_ptrosg::LightSource ls = new osg::LightSource;
ls-getLight()-setPosition(lightpos);
ls-getLight()-setAmbient(osg::Vec4(0.2,0.2,0.2,1.0));
ls-getLight()-setDiffuse(osg::Vec4(0.8,0.8,0.8,1.0));

osg::ref_ptrosg::ClipNode clipNode= new osg::ClipNode;
clipNode-setCullingActive(false);

osg::ref_ptrosg::MatrixTransform clipNodeTransform = new 
osg::MatrixTransform;
osg::Matrix clipNodeTrans;
clipNodeTrans = osg::Matrix::translate(0.f, 5.f, 0.f);
clipNodeTransform-setMatrix(clipNodeTrans);
clipNodeTransform-addChild(clipNode);
shadowedScene-addChild(clipNodeTransform);

osg::ref_ptrosg::TessellationHints hints = new osg::TessellationHints;
hints-setDetailRatio(2.0f);
osg::ref_ptrosg::Geode geode = new osg::Geode();
geode-addDrawable(new osg::ShapeDrawable(new osg::Box(osg::Vec3(0.0f, 
0.0f, -2.0f), 2.f, 2.f, 2.f), hints));
clipNode-addChild(geode.get());

osg::ClipPlane* clipPlane = new osg::ClipPlane();
osg::Vec4d plane;
plane.set(0.5f, 1.f, 0.f, 0.f);
clipPlane-setClipPlane(plane);
clipNode-addClipPlane(clipPlane);

shadowedScene-addChild(ls.get());

viewer.setSceneData(shadowedScene.get());

viewer.setCameraManipulator(new osgGA::TrackballManipulator);

// create the windows and run the threads.
viewer.realize();

while (!viewer.done())
{
{
osgShadow::MinimalShadowMap * msm = 
dynamic_castosgShadow::MinimalShadowMap*( shadowedScene-getShadowTechnique() 
);

if( msm ) {

// If scene decorated by CoordinateSystemNode 
try to find localToWorld 
// and set modellingSpaceToWorld matrix to 
optimize scene bounds computation

osg::NodePath np = 
viewer.getCoordinateSystemNodePath();
if( !np.empty() ) {
osg::CoordinateSystemNode * csn = 

dynamic_castosg::CoordinateSystemNode *( np.back() );

if( csn ) {
osg::Vec3d pos = 

viewer.getCameraManipulator()-getMatrix().getTrans();


msm-setModellingSpaceToWorldTransform
( 
csn-computeLocalCoordinateFrame( pos ) );
}
}
}
}

viewer.frame();
}

return 0;
}



--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12867#12867





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Destruction order for static objects

2009-05-24 Thread Fredrik Orderud
It appears that others are also experiencing RenderBinPrototypeList destruction 
problems when building osg as a static lib:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-April/026550.html

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12869#12869





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



Re: [osg-users] Single-sided ClipPlane?

2009-05-24 Thread Paul Griffiths

Simon wrote:
 Paul Griffiths wrote:
 
  Ive worked out whats required to get my effect working , though im only 
  guessing right now at the math required.
  
  Just need 4 clipPlanes facing into the into the scene surrounding the 
  panel. Simple, in theory lol
  
  Cheers,
  PaulG
  
 
 Given 3 points on a plane, the plane equation is:
 
 osg::Vec3 n = (pt1 - pt0) ^ (pt2 - pt1);
 float d = -n * pt0;
 osg::ClipPlane*cp = new osg::ClipPlane(i, n.x(), n.y(), n.z(), d);
 
 -- 
 http://www.ssTk.co.uk
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
  --
 Post generated by Mail2Forum


Thanks for the math, was wondering how to project a plane based on 3 points.  :D

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12870#12870





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org