Re: [osg-users] Visualizing Terrain DB on web page

2009-08-17 Thread Adrian Egli OpenSceneGraph (3D)
Hi Akilan,

Our Solution works under Firefox / IExplorer (Windows) and Safari (OSX),
please contact me at
adrian.egli (AT) gmail.com

if you need further information about
   www.3d.assoftware.ch
plugin.

/Adrian

2009/8/18 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>

> www.3d.assoftware.ch
>
> 2009/8/9 Akilan 
>
> Hi,
>>
>>  I would like to visualize my terrain DB constructed using osgdem on
>> web page? Could it be possible? Is there any plug-in to do so?
>>
>>
>>
>> Thank you!
>>
>> Cheers,
>> Akilan
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=16008#16008
>>
>>
>>
>>
>>
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> Adrian Egli
>



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Re: [osg-users] Visualizing Terrain DB on web page

2009-08-17 Thread Adrian Egli OpenSceneGraph (3D)
www.3d.assoftware.ch

2009/8/9 Akilan 

> Hi,
>
>  I would like to visualize my terrain DB constructed using osgdem on
> web page? Could it be possible? Is there any plug-in to do so?
>
>
>
> Thank you!
>
> Cheers,
> Akilan
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=16008#16008
>
>
>
>
>
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Re: [osg-users] 3D HUD Elements

2009-08-17 Thread Jimmy Lin
Hi,

I think I got it now.

I combine both hud and callback approach.

I created a slave camera similar to the one in the example, then add a update 
callback to it.
In the callback I update the view matrix of the slave camera relate to the 
master camera's view matrix. so the views are basically the same between the 
slave and master camera, but for slave camera it was translated so it always 
look at my 3D axis object's center (which is (0, 0, 0) in my case to make it 
simple).

It seems work fine now, but I would happy to know if there are other ways to do 
this.


Thank you!

Cheers,
Jimmy

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Re: [osg-users] Rendering forests

2009-08-17 Thread Peter Bear

robertosfield wrote:
> Hi Peter,
> 
> There isn't a paged geometry plugin, database paging support is built
> directly into the scene graph via the osg::PageLOD node, and into the
> viewer using the osgDB::DatabasePager that is automatically set up for
> you (you don't need to do anything to enable it.)
> 
> The problem in hand is really how to create the databases rather than
> how to render them.  This is a very open ended question, ranging from
> commercial tools to rolling your own database builders.  You've said
> nothing about your existing data so I can't say anything specific in
> recommendations.
> 
> Robert.
> 
> On Mon, Aug 17, 2009 at 1:09 AM, Peter Bear<> wrote:
> 
> > Hi, anyone know if there's a paged geometry plugin out there or in the 
> > works for OSG? I was hoping for something like this to assist in the 
> > rendering of terrain features such as forests, vegetation and things like 
> > that.
> > Thank you!
> > 
> > Cheers,
> > Peter
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=16315#16315
> > 
> > 
> > 
> > 
> > 
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right now my idea is to figure out a way to create a way to create forest 
scenes for a project I'm working on, and use sort of a method of pre-rendering 
the scene, and then applying it in a way which would allow for at a certain 
altitude/distance and below, the trees and such would be 3d, however further 
out that would be done with 2d billboards, similar to the trees in MS FSX or 
X-Plane 9. The areas would be pre-generated by defining in a layout tool 
certain regions in which to make a mass of trees, or putting individual 
trees/shrubs in manually, and then saving it into a landscape that's usable. 
The general idea is to create a method of simulating forests for ground 
operations at a higher detail, or for jets, a lower detail the further up you 
get. I would try to use a layout tool using something like google earth for 
reference imagery, to try to decide where to put these chunks, and individual 
areas, and put down the objects. Then I might work on a ground texture method 
whi
 ch would allow for higher detail ground textures the closer you get. The 
layout tool is still a work in progress, or at least version 2 is, so that's up 
in the air. The overall idea though is to create a functional foliage system 
for the project which would allow for high details on the ground, while 
maintaining good frame rates in the air. The databases would all be based off 
placing it in a editor based off satellite imagery, and using polygons to 
define some areas where it's just a big massive forest for example.

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Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Pierre BOURDIN
Hi Maxim,

2009/8/17 Maxim Gammer 

> Ok. passive stereo
>
> two  DLP !!! proectors +  two Circular / Linear Polarization filters +
>  Circular / Linear Polarization Glasses + special screen + Nvidia +
> TwinView (two monitors 2048*768 example) +  OSG (VERTICAL_SPLIT STEREO
>  setting)
>
> ok?)


Nickel ;-)

It is working very well with 2 projection design projectors and 2 linear
polarisation filters...
But it is quite hard to configure correctly the projectors alignment and the
special screen is fragile.
Of course the price is also quite prohibitive.

As far as I've experiment, it is much more comfortable to use a DepthQ
projector. The glasses are more expensive and more heavy to wear, but the
config is simplistic and the results are good.

Cheers,
Pierre.


>
>
> 2009/8/18 Pierre BOURDIN :
> >
> >
> > 2009/8/17 Maxim Gammer 
> >>
> >> Hi.
> >
> > Hi Maxim,
> >
> >>
> >>
> >> One monitor?
> >> shutter -
> >> NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista
> >> or 7\(Linux?)
> >>
> >> or
> >> Zalman 3D monitor.
> >
> > Yes, it's not passive but active stereo in this case...
> > The last news I've read  on nvidia's forum was talking about an Linux
> > version possibly available at the end of this year, so I don't think it
> is
> > already available.
> > If someone has some more recent/precise infos about Linux 3DVision...
> > Pierre.
> >>
> >>
> >> 2009/8/17 Pierre BOURDIN :
> >> > Hi Alexandre,
> >> > to have a stereo rendering, you need a to have 2 images on the device
> >> > separated by the polarised barrier... This gives you plenty of
> possible
> >> > configurations, like 1 projector and a filter wheel or 2 projectors
> with
> >> > 2
> >> > filters etc...
> >> > There is now some "new" passive stereo monitor mostly using circular
> >> > polarisation, but I haven't tested any of them with OSG, maybe someone
> >> > has
> >> > made some experiment ?
> >> >
> >> > You can have a look at this site to have more details:
> >> >
> >> >
> http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvc&SubCatID_=3
> >> > This one is available with linear polarisation:
> >> >
> >> >
> http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170s&SubCatID_=3
> >> >
> >> >
> >> > Concerning the film Ice Age 3, it is not using the same method. It is
> >> > based
> >> > on Infitec stereo, a colour multiplexing method.
> >> > There was a discussion about it:
> >> > http://forum.openscenegraph.org/viewtopic.php?p=15140#15140
> >> >
> >> > If you want to see it near Marseille, they are using this infitec
> system
> >> > at
> >> > the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des
> >> > Sciences du sport de Luminy:
> >> >
> >> >
> http://www.realite-virtuelle.univmed.fr/index.php?option=com_content&view=article&id=3&Itemid=40&lang=fr
> >> >
> >> >
> >> > Cheers,
> >> > Pierre.
> >> >
> >> >
> >> > 2009/8/17 Alexandre Amalric 
> >> >>
> >> >> Hi Maxim,
> >> >>
> >> >> Isn't it possible to set passive stereo with polarized glasses on a
> >> >> single
> >> >> classic LCD screen ?
> >> >> Or the only way to do this is to plug 2 projector (aligned) on 2
> output
> >> >> from a graphic card ?
> >> >> My goal is to know if a standard OSG application running on a
> computer
> >> >> desktop (with a GUI) can be set to produce passive stereo with
> >> >> polarized
> >> >> glasses.
> >> >> 2009/8/17 Maxim Gammer 
> >> >>>
> >> >>> Hi
> >> >>>
> >> >>>
> >> >>>
> >> >>>
> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
> >> >>>
> >> >>> and 2 monitor\proector ()
> >> >>>
> >> >>> :)
> >> >>>
> >> >>>
> >> >>> 2009/8/17 Alexandre Amalric :
> >> >>> > Hi osg-users,
> >> >>> >
> >> >>> > I would like if it's possible to set the osg viewer display
> setting
> >> >>> > the
> >> >>> > way
> >> >>> > we can use linearly polarized glasses (like Ice Age 3 in 3D)?
> >> >>> >
> >> >>> > For info from wikipedia :
> >> >>> >
> >> >>> > To present a stereoscopic motion picture, two images are projected
> >> >>> > superimposed onto the same screen through orthogonal polarizing
> >> >>> > filters. It
> >> >>> > is best to use a silver screen so that polarization is preserved.
> >> >>> > The
> >> >>> > projectors can receive their outputs from a computer with a
> >> >>> > dual-head
> >> >>> > graphics card. The viewer wears low-cost eyeglasses which also
> >> >>> > contain
> >> >>> > a
> >> >>> > pair of orthogonal polarizing filters. As each filter only passes
> >> >>> > light
> >> >>> > which is similarly polarized and blocks the orthogonally polarized
> >> >>> > light,
> >> >>> > each eye only sees one of the images, and the effect is achieved.
> >> >>> > Linearly
> >> >>> > polarized glasses require the viewer to keep his head level, as
> >> >>> > tilting
> >> >>> > of
> >> >>> > the viewing filters will cause the images of the left and right
> >> >>> > channels to
> >> >>> > bleed over to the opposite channel – therefore, viewers learn ver

Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Pierre BOURDIN
2009/8/17 David d'Angelo 

>  Hi Pierre,
>
Hi David,

>
>  One monitor?
>> shutter -
>> NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista
>> or 7\(Linux?)
>
> or
>> Zalman 3D monitor.
>
>  Yes, it's not passive but active stereo in this case...
> The last news I've read  on nvidia's forum was talking about an Linux
> version possibly available at the end of this year, so I don't think it is
> already available.
> If someone has some more recent/precise infos about Linux 3DVision...
>
> I tried the Linux-NVIDIA driver a few weeks ago and it did not support 3D
> Vision.
> Hardware: NVIDIA Quadro + Samsung 120Hz monitor.
>

Thanks a lot for this info...
Can you tell us more ?

Was OSG QUAD_BUFFER stereo working ?
The monitor doesn't have to be use with 3DVISION I guess...

I have had some very nice results with DepthQ projector and CRT monitor, but
I've never tried any LCD...

Cheers,
David

Cheers,
Pierre.

>
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Re: [osg-users] Reset Viewer and Context question

2009-08-17 Thread Jimmy Lin
Thanks Robert,

Sorted now.

Cheers,
Jimmy

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Re: [osg-users] 3D HUD Elements

2009-08-17 Thread Jimmy Lin
Hi Robert,

My first attemp was doing something similar to osghud, it does successfully 
display my 3D axis as hud, but it won't rotate when the view changes.

Basically I want something similar to a hud but changes with view/camera.
or
a 3d model always stay in the same position relative to the camera.

Thank you!

Cheers,
Jimmy

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Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread David d'Angelo

Hi Pierre,


One monitor?
shutter -
NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista
or 7\(Linux?)

or
Zalman 3D monitor.

Yes, it's not passive but active stereo in this case...
The last news I've read  on nvidia's forum was talking about an Linux 
version possibly available at the end of this year, so I don't think 
it is already available.

If someone has some more recent/precise infos about Linux 3DVision...
I tried the Linux-NVIDIA driver a few weeks ago and it did not support 
3D Vision.

Hardware: NVIDIA Quadro + Samsung 120Hz monitor.

Cheers,
David

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Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Maxim Gammer
Ok. passive stereo

two  DLP !!! proectors +  two Circular / Linear Polarization filters +
 Circular / Linear Polarization Glasses + special screen + Nvidia +
TwinView (two monitors 2048*768 example) +  OSG (VERTICAL_SPLIT STEREO
 setting)

ok?)

2009/8/18 Pierre BOURDIN :
>
>
> 2009/8/17 Maxim Gammer 
>>
>> Hi.
>
> Hi Maxim,
>
>>
>>
>> One monitor?
>> shutter -
>> NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista
>> or 7\(Linux?)
>>
>> or
>> Zalman 3D monitor.
>
> Yes, it's not passive but active stereo in this case...
> The last news I've read  on nvidia's forum was talking about an Linux
> version possibly available at the end of this year, so I don't think it is
> already available.
> If someone has some more recent/precise infos about Linux 3DVision...
> Pierre.
>>
>>
>> 2009/8/17 Pierre BOURDIN :
>> > Hi Alexandre,
>> > to have a stereo rendering, you need a to have 2 images on the device
>> > separated by the polarised barrier... This gives you plenty of possible
>> > configurations, like 1 projector and a filter wheel or 2 projectors with
>> > 2
>> > filters etc...
>> > There is now some "new" passive stereo monitor mostly using circular
>> > polarisation, but I haven't tested any of them with OSG, maybe someone
>> > has
>> > made some experiment ?
>> >
>> > You can have a look at this site to have more details:
>> >
>> > http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvc&SubCatID_=3
>> > This one is available with linear polarisation:
>> >
>> > http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170s&SubCatID_=3
>> >
>> >
>> > Concerning the film Ice Age 3, it is not using the same method. It is
>> > based
>> > on Infitec stereo, a colour multiplexing method.
>> > There was a discussion about it:
>> > http://forum.openscenegraph.org/viewtopic.php?p=15140#15140
>> >
>> > If you want to see it near Marseille, they are using this infitec system
>> > at
>> > the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des
>> > Sciences du sport de Luminy:
>> >
>> > http://www.realite-virtuelle.univmed.fr/index.php?option=com_content&view=article&id=3&Itemid=40&lang=fr
>> >
>> >
>> > Cheers,
>> > Pierre.
>> >
>> >
>> > 2009/8/17 Alexandre Amalric 
>> >>
>> >> Hi Maxim,
>> >>
>> >> Isn't it possible to set passive stereo with polarized glasses on a
>> >> single
>> >> classic LCD screen ?
>> >> Or the only way to do this is to plug 2 projector (aligned) on 2 output
>> >> from a graphic card ?
>> >> My goal is to know if a standard OSG application running on a computer
>> >> desktop (with a GUI) can be set to produce passive stereo with
>> >> polarized
>> >> glasses.
>> >> 2009/8/17 Maxim Gammer 
>> >>>
>> >>> Hi
>> >>>
>> >>>
>> >>>
>> >>> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
>> >>>
>> >>> and 2 monitor\proector ()
>> >>>
>> >>> :)
>> >>>
>> >>>
>> >>> 2009/8/17 Alexandre Amalric :
>> >>> > Hi osg-users,
>> >>> >
>> >>> > I would like if it's possible to set the osg viewer display setting
>> >>> > the
>> >>> > way
>> >>> > we can use linearly polarized glasses (like Ice Age 3 in 3D)?
>> >>> >
>> >>> > For info from wikipedia :
>> >>> >
>> >>> > To present a stereoscopic motion picture, two images are projected
>> >>> > superimposed onto the same screen through orthogonal polarizing
>> >>> > filters. It
>> >>> > is best to use a silver screen so that polarization is preserved.
>> >>> > The
>> >>> > projectors can receive their outputs from a computer with a
>> >>> > dual-head
>> >>> > graphics card. The viewer wears low-cost eyeglasses which also
>> >>> > contain
>> >>> > a
>> >>> > pair of orthogonal polarizing filters. As each filter only passes
>> >>> > light
>> >>> > which is similarly polarized and blocks the orthogonally polarized
>> >>> > light,
>> >>> > each eye only sees one of the images, and the effect is achieved.
>> >>> > Linearly
>> >>> > polarized glasses require the viewer to keep his head level, as
>> >>> > tilting
>> >>> > of
>> >>> > the viewing filters will cause the images of the left and right
>> >>> > channels to
>> >>> > bleed over to the opposite channel – therefore, viewers learn very
>> >>> > quickly
>> >>> > not to tilt their heads. In addition, since no head tracking is
>> >>> > involved,
>> >>> > several people can view the stereocopic images at the same time
>> >>> >
>> >>> > Kind regards,
>> >>> > --
>> >>> > Alexandre AMALRIC                   Ingénieur R&D
>> >>> > ===
>> >>> > PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
>> >>> > http://www.pixxim.fr
>> >>> >
>> >>> > ___
>> >>> > osg-users mailing list
>> >>> > osg-users@lists.openscenegraph.org
>> >>> >
>> >>> >
>> >>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >>> >
>> >>> >
>> >>>
>> >>>
>> >>>
>> >>> --
>> >>> Maxim Gammer
>> >>> ___
>> >

Re: [osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5

2009-08-17 Thread Eric Sokolowsky
Robert Osfield wrote:
> Hi Eric,
> 
> On Mon, Aug 17, 2009 at 5:54 PM, Eric Sokolowsky wrote:
>> I have created some binary rpm packages for Centos 5 for the most recent
>> stable release. Where do I upload these files? It's been a while since
>> I've done that.
> 
> Thanks.  The place to upload them is via ftp, I'm afraid I can't
> recall the standard username and password off hand, a search through
> the archives/website will probably unearth it.  Or... if Jose Luis
> spots this email!

I found the ftp location and uploaded the packages. I would appreciate
any feedback from people who download it. It's broken up into several
rpm packages so users can better control the installation of dependencies.

Files with md5 sums:

1834f25e2e434e48f77f4a442d38eeae  OpenSceneGraph-2.8.2-1.x86_64.rpm

2d25764e62412d5c5a3377eda5307161
OpenSceneGraph-debuginfo-2.8.2-1.x86_64.rpm

77fc1ec019496790f319a3a5bdad23eb  OpenSceneGraph-devel-2.8.2-1.x86_64.rpm

d04dc40b0384f7e3c6851af4f7f6dec0  OpenSceneGraph-examples-2.8.2-1.x86_64.rpm

055af5a3a2bc46aed80bf5279139a000
OpenSceneGraph-examples-SDL-2.8.2-1.x86_64.rpm

3e3d14a9366bb69e1f3d6c9ec9397368
OpenSceneGraph-examples-fltk-2.8.2-1.x86_64.rpm

d356ab6363cd6f52321c0e1856339e6d
OpenSceneGraph-examples-qt-2.8.2-1.x86_64.rpm

fa88a546d6efd98ee03005e7946c7e2c  OpenSceneGraph-libs-2.8.2-1.x86_64.rpm
2b81e733959bf996ae5d859363c29b7c  OpenThreads-2.8.2-1.x86_64.rpm
1f5ee56829d388f7e1cf40d9e6d460e6  OpenThreads-devel-2.8.2-1.x86_64.rpm
a8f7184ed8d72fbf7a102af875b6e12d  OpenSceneGraph-2.8.2.spec
acd87a307d6cc2b589b2b7d4408c8f47  OpenSceneGraph-2.8.2-1.src.rpm


-Eric
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Re: [osg-users] softshadowmap and glsl shader

2009-08-17 Thread Michele Olsen
Hi,

I am using osgShadow in my application. Ever since the newest release (2.8.2) 
my fragment shaders have not been able to pick up the texture coordinates for 
my models' base texture. Thus the texture lookups are not correct. I've loaded 
my models in osg viewer, so I know the fixed pipeline is picking up the 
textures fine. Any ideas?
... 

Thanks,

Michele

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Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Pierre BOURDIN
2009/8/17 Maxim Gammer 

> Hi.

Hi Maxim,


>
>
> One monitor?
> shutter -
> NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista
> or 7\(Linux?)

or
> Zalman 3D monitor.

Yes, it's not passive but active stereo in this case...
The last news I've read  on nvidia's forum was talking about an Linux
version possibly available at the end of this year, so I don't think it is
already available.
If someone has some more recent/precise infos about Linux 3DVision...
Pierre.

>
>
> 2009/8/17 Pierre BOURDIN :
> > Hi Alexandre,
> > to have a stereo rendering, you need a to have 2 images on the device
> > separated by the polarised barrier... This gives you plenty of possible
> > configurations, like 1 projector and a filter wheel or 2 projectors with
> 2
> > filters etc...
> > There is now some "new" passive stereo monitor mostly using circular
> > polarisation, but I haven't tested any of them with OSG, maybe someone
> has
> > made some experiment ?
> >
> > You can have a look at this site to have more details:
> >
> http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvc&SubCatID_=3
> > This one is available with linear polarisation:
> >
> http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170s&SubCatID_=3
> >
> >
> > Concerning the film Ice Age 3, it is not using the same method. It is
> based
> > on Infitec stereo, a colour multiplexing method.
> > There was a discussion about it:
> > http://forum.openscenegraph.org/viewtopic.php?p=15140#15140
> >
> > If you want to see it near Marseille, they are using this infitec system
> at
> > the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des
> > Sciences du sport de Luminy:
> >
> http://www.realite-virtuelle.univmed.fr/index.php?option=com_content&view=article&id=3&Itemid=40&lang=fr
> >
> >
> > Cheers,
> > Pierre.
> >
> >
> > 2009/8/17 Alexandre Amalric 
> >>
> >> Hi Maxim,
> >>
> >> Isn't it possible to set passive stereo with polarized glasses on a
> single
> >> classic LCD screen ?
> >> Or the only way to do this is to plug 2 projector (aligned) on 2 output
> >> from a graphic card ?
> >> My goal is to know if a standard OSG application running on a computer
> >> desktop (with a GUI) can be set to produce passive stereo with polarized
> >> glasses.
> >> 2009/8/17 Maxim Gammer 
> >>>
> >>> Hi
> >>>
> >>>
> >>>
> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
> >>>
> >>> and 2 monitor\proector ()
> >>>
> >>> :)
> >>>
> >>>
> >>> 2009/8/17 Alexandre Amalric :
> >>> > Hi osg-users,
> >>> >
> >>> > I would like if it's possible to set the osg viewer display setting
> the
> >>> > way
> >>> > we can use linearly polarized glasses (like Ice Age 3 in 3D)?
> >>> >
> >>> > For info from wikipedia :
> >>> >
> >>> > To present a stereoscopic motion picture, two images are projected
> >>> > superimposed onto the same screen through orthogonal polarizing
> >>> > filters. It
> >>> > is best to use a silver screen so that polarization is preserved. The
> >>> > projectors can receive their outputs from a computer with a dual-head
> >>> > graphics card. The viewer wears low-cost eyeglasses which also
> contain
> >>> > a
> >>> > pair of orthogonal polarizing filters. As each filter only passes
> light
> >>> > which is similarly polarized and blocks the orthogonally polarized
> >>> > light,
> >>> > each eye only sees one of the images, and the effect is achieved.
> >>> > Linearly
> >>> > polarized glasses require the viewer to keep his head level, as
> tilting
> >>> > of
> >>> > the viewing filters will cause the images of the left and right
> >>> > channels to
> >>> > bleed over to the opposite channel – therefore, viewers learn very
> >>> > quickly
> >>> > not to tilt their heads. In addition, since no head tracking is
> >>> > involved,
> >>> > several people can view the stereocopic images at the same time
> >>> >
> >>> > Kind regards,
> >>> > --
> >>> > Alexandre AMALRIC   Ingénieur R&D
> >>> > ===
> >>> > PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> >>> > http://www.pixxim.fr
> >>> >
> >>> > ___
> >>> > osg-users mailing list
> >>> > osg-users@lists.openscenegraph.org
> >>> >
> >>> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>> >
> >>> >
> >>>
> >>>
> >>>
> >>> --
> >>> Maxim Gammer
> >>> ___
> >>> osg-users mailing list
> >>> osg-users@lists.openscenegraph.org
> >>>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >>
> >>
> >> --
> >> Alexandre AMALRIC   Ingénieur R&D
> >> ===
> >> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> >> http://www.pixxim.fr
> >>
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >>
> http://lists.openscenegrap

Re: [osg-users] transparent object sorting and back face culling

2009-08-17 Thread Jason Daly

Paul Speed wrote:
See my other post in this thread as I've done exactly this before. 
Split the cube into the inside faces and the outside faces, each as 
their own drawable and then use the render bin number to have the inside 
always drawn first.


It might be that if you always add the inside child before the outside 
child then it will always get drawn first (or the other way around 
depending on how the depth sorting sorts) but it's safer to use bin numbers.
  


Yeah, this is the simplest technique that will give you the results you 
want.


--"J"


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[osg-users] data sync between callbacks

2009-08-17 Thread Rabbi Robinson
Hi,

I have two callbacks that share some data. One saves the current transformation 
matrix into the member if it, other one gets it. It looks that the second 
callback always get the same even the transformation matris is different.

I guess it's probably has some thing to do with multi threading.

Can some one show me how to ensure the data is shared properly?

Thank you!

Cheers,
Rabbi

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Re: [osg-users] transparent object sorting and back face culling

2009-08-17 Thread Paul Speed
See my other post in this thread as I've done exactly this before. 
Split the cube into the inside faces and the outside faces, each as 
their own drawable and then use the render bin number to have the inside 
always drawn first.


It might be that if you always add the inside child before the outside 
child then it will always get drawn first (or the other way around 
depending on how the depth sorting sorts) but it's safer to use bin numbers.


-Paul

Andrew Burnett-Thompson wrote:

Hi Jason,

Ok I've updated my code to work with each side as a geode, however this 
is still not giving me the results I want. Think a transparent cube, the 
sides have bounding spheres but at certain camera locations and 
orientations, the wrong sides are rendered in the wrong order.


For my transparent cube object, is it possible to specify the render 
order in some sort of call back? So in the update pass, get the camera 
eye and sort the drawables myself?


Thanks,
Andrew

On Mon, Aug 17, 2009 at 5:20 PM, Jason Daly > wrote:


Andrew Thompson wrote:

If I create individual QUAD's will this work better? Or perhaps
does it have to be individual Geodes to get the sorting working
right?
 



It's per-geode, I believe

--"J"


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Re: [osg-users] osgVolume ready for testing

2009-08-17 Thread Poirier, Guillaume
Sorry I meant that you can do something like:

>osgvolume --images data/*.png

or

>osgvolume --images data/data_000.png

And it would load all 256 slices from data_000.png to say data_255.png. 


guillaume


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: August-17-09 1:04 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgVolume ready for testing

Ho Guillaume,

On Mon, Aug 17, 2009 at 4:58 PM, Guillaume
Poirier wrote:
> Sorry for the simple question... I am trying to load a list of images
using the --images flag. Looking at the osgvolume.cpp code in 2.8.2, I
don't see how it can detect *.png like you mentioned, or detect the list
of slices from the filenames. Am I right on this ?

It doesn't need to detect the image file type, it just passes the
filename to readImageFile() and it's does the reading via the OSG's
normal plugin mechanism.

Robert.
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g
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Re: [osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5

2009-08-17 Thread Robert Osfield
Hi Eric,

On Mon, Aug 17, 2009 at 5:54 PM, Eric Sokolowsky wrote:
> I have created some binary rpm packages for Centos 5 for the most recent
> stable release. Where do I upload these files? It's been a while since
> I've done that.

Thanks.  The place to upload them is via ftp, I'm afraid I can't
recall the standard username and password off hand, a search through
the archives/website will probably unearth it.  Or... if Jose Luis
spots this email!

> I'm also willing to set up and help maintain a yum repository that makes
> it easy to update OpenSceneGraph on Centos and RedHat. All that is
> required is a directory accessible through a web server. When new
> packages are available, a command-line utility is used to update the
> metadata files.

I'll have to defer to Jose Luis on this.  I emailed him earlier today
but haven't had a reply yet, so I guess he's either busy or perhaps
more likely away on holiday.

Robert.
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Re: [osg-users] osgVolume ready for testing

2009-08-17 Thread Robert Osfield
Ho Guillaume,

On Mon, Aug 17, 2009 at 4:58 PM, Guillaume
Poirier wrote:
> Sorry for the simple question... I am trying to load a list of images using 
> the --images flag. Looking at the osgvolume.cpp code in 2.8.2, I don't see 
> how it can detect *.png like you mentioned, or detect the list of slices from 
> the filenames. Am I right on this ?

It doesn't need to detect the image file type, it just passes the
filename to readImageFile() and it's does the reading via the OSG's
normal plugin mechanism.

Robert.
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[osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5

2009-08-17 Thread Eric Sokolowsky
Robert,

I have created some binary rpm packages for Centos 5 for the most recent
stable release. Where do I upload these files? It's been a while since
I've done that.

I'm also willing to set up and help maintain a yum repository that makes
it easy to update OpenSceneGraph on Centos and RedHat. All that is
required is a directory accessible through a web server. When new
packages are available, a command-line utility is used to update the
metadata files.

-Eric
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Re: [osg-users] transparent object sorting and back face culling

2009-08-17 Thread Andrew Burnett-Thompson
Hi Jason,

Ok I've updated my code to work with each side as a geode, however this is
still not giving me the results I want. Think a transparent cube, the sides
have bounding spheres but at certain camera locations and orientations, the
wrong sides are rendered in the wrong order.

For my transparent cube object, is it possible to specify the render order
in some sort of call back? So in the update pass, get the camera eye and
sort the drawables myself?

Thanks,
Andrew

On Mon, Aug 17, 2009 at 5:20 PM, Jason Daly  wrote:

> Andrew Thompson wrote:
>
>> If I create individual QUAD's will this work better? Or perhaps does it
>> have to be individual Geodes to get the sorting working right?
>>
>>
>
> It's per-geode, I believe
>
> --"J"
>
>
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Re: [osg-users] Composite Viewer, Multiple Windows, Different Framerates

2009-08-17 Thread Chris Glasnapp
At this point I'm somewhat pressed for time, so I'm going to toggle
the nodemask on and off and deal with the buffer swapping.
Maybe when I get more time I'll revisit the disabling of windows at
the viewer level.

Thanks for the info!

-Chris

On Fri, Aug 14, 2009 at 7:44 AM, Robert Osfield
 wrote:
>
> Hi Chris,
>
> The current design of osgViewer is for a single viewer to have a
> single frame loop, and in your case you fall out this.  One possible
> solution would be to have two separate viewers, each running their own
> frame when required - you can't mix scene graphs or graphics contexts
> in this case though.  The other route is node masks as you have done,
> but this won't disable the swap buffers of the associate contexts - do
> to the later one would need to modify the
> CompsiteViewer::renderingTraversals() method to enable the disable of
> a window.
>
> Potentially we could evolve osgViewer to support the disabling of
> windows so that all the cameras on it wouldn't rendering and no swap
> buffers would be issued.  Disabling cameras from updating where the
> window/context is a bit more awkward though as you'd need to rendering
> to the back buffer and front buffer of the camera to be disabled
> before you can fully disable it, otherwise you'd end up with black
> hole where the camera was.
>
> Robert.
>
> On Wed, Aug 12, 2009 at 8:15 PM, Chris Glasnapp 
> wrote:
> > Hello,
> >
> > I have a wxWidgets application where I'd like to setup two windows.
> > The first window is interactive, so I want the framerates to be quite high.
> > The second window displays a different view of the same scene, but it is not
> > interactive, and I don't care much about the refresh rate.
> >
> > Because I'm using wxWidgets, I call frame() myself instead of calling run().
> >
> > If I use a composite viewer (as I believe OSG intended for me to do), then I
> > can only call frame() once, which redraws both views. What is the best way
> > to achieve different framerates for the two different views? Should I set
> > the nodemask of the low framerate camera to 0 for most of the time, and then
> > set its nodemask to ~0, when I want it to render to its window?
> >
> > I'm hoping there is a better way, because I use the nodemask of the cameras
> > for other purposes.
> >
> > Thanks!
> > -Chris
> > ___
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> >
> >
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Re: [osg-users] osgVolume ready for testing

2009-08-17 Thread Guillaume Poirier
Hi,

Sorry for the simple question... I am trying to load a list of images using the 
--images flag. Looking at the osgvolume.cpp code in 2.8.2, I don't see how it 
can detect *.png like you mentioned, or detect the list of slices from the 
filenames. Am I right on this ? 

Thank you!

Cheers,

Guillaume

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Re: [osg-users] transparent object sorting and back face culling

2009-08-17 Thread Jason Daly

Andrew Thompson wrote:

If I create individual QUAD's will this work better? Or perhaps does it have to 
be individual Geodes to get the sorting working right?
  


It's per-geode, I believe

--"J"


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Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Maxim Gammer
Hi

nvidia 3D  vision support active stereo in nvidia Quadro cards (OpenGL)



2009/8/17 Alexandre Amalric :
> Hi Maxim,
>
> Does NVidia 3DVision works with OSG, has someone already tried to set an osg
> application with it ??
> I thought it was only working with DirectX...
>
> 2009/8/17 Maxim Gammer 
>>
>> Hi.
>>
>> One monitor?
>> shutter -
>> NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista
>> or 7\(Linux?)
>> or
>> Zalman 3D monitor.
>>
>> 2009/8/17 Pierre BOURDIN :
>> > Hi Alexandre,
>> > to have a stereo rendering, you need a to have 2 images on the device
>> > separated by the polarised barrier... This gives you plenty of possible
>> > configurations, like 1 projector and a filter wheel or 2 projectors with
>> > 2
>> > filters etc...
>> > There is now some "new" passive stereo monitor mostly using circular
>> > polarisation, but I haven't tested any of them with OSG, maybe someone
>> > has
>> > made some experiment ?
>> >
>> > You can have a look at this site to have more details:
>> >
>> > http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvc&SubCatID_=3
>> > This one is available with linear polarisation:
>> >
>> > http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170s&SubCatID_=3
>> >
>> >
>> > Concerning the film Ice Age 3, it is not using the same method. It is
>> > based
>> > on Infitec stereo, a colour multiplexing method.
>> > There was a discussion about it:
>> > http://forum.openscenegraph.org/viewtopic.php?p=15140#15140
>> >
>> > If you want to see it near Marseille, they are using this infitec system
>> > at
>> > the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des
>> > Sciences du sport de Luminy:
>> >
>> > http://www.realite-virtuelle.univmed.fr/index.php?option=com_content&view=article&id=3&Itemid=40&lang=fr
>> >
>> >
>> > Cheers,
>> > Pierre.
>> >
>> >
>> > 2009/8/17 Alexandre Amalric 
>> >>
>> >> Hi Maxim,
>> >>
>> >> Isn't it possible to set passive stereo with polarized glasses on a
>> >> single
>> >> classic LCD screen ?
>> >> Or the only way to do this is to plug 2 projector (aligned) on 2 output
>> >> from a graphic card ?
>> >> My goal is to know if a standard OSG application running on a computer
>> >> desktop (with a GUI) can be set to produce passive stereo with
>> >> polarized
>> >> glasses.
>> >> 2009/8/17 Maxim Gammer 
>> >>>
>> >>> Hi
>> >>>
>> >>>
>> >>>
>> >>> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
>> >>>
>> >>> and 2 monitor\proector ()
>> >>>
>> >>> :)
>> >>>
>> >>>
>> >>> 2009/8/17 Alexandre Amalric :
>> >>> > Hi osg-users,
>> >>> >
>> >>> > I would like if it's possible to set the osg viewer display setting
>> >>> > the
>> >>> > way
>> >>> > we can use linearly polarized glasses (like Ice Age 3 in 3D)?
>> >>> >
>> >>> > For info from wikipedia :
>> >>> >
>> >>> > To present a stereoscopic motion picture, two images are projected
>> >>> > superimposed onto the same screen through orthogonal polarizing
>> >>> > filters. It
>> >>> > is best to use a silver screen so that polarization is preserved.
>> >>> > The
>> >>> > projectors can receive their outputs from a computer with a
>> >>> > dual-head
>> >>> > graphics card. The viewer wears low-cost eyeglasses which also
>> >>> > contain
>> >>> > a
>> >>> > pair of orthogonal polarizing filters. As each filter only passes
>> >>> > light
>> >>> > which is similarly polarized and blocks the orthogonally polarized
>> >>> > light,
>> >>> > each eye only sees one of the images, and the effect is achieved.
>> >>> > Linearly
>> >>> > polarized glasses require the viewer to keep his head level, as
>> >>> > tilting
>> >>> > of
>> >>> > the viewing filters will cause the images of the left and right
>> >>> > channels to
>> >>> > bleed over to the opposite channel – therefore, viewers learn very
>> >>> > quickly
>> >>> > not to tilt their heads. In addition, since no head tracking is
>> >>> > involved,
>> >>> > several people can view the stereocopic images at the same time
>> >>> >
>> >>> > Kind regards,
>> >>> > --
>> >>> > Alexandre AMALRIC                   Ingénieur R&D
>> >>> > ===
>> >>> > PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
>> >>> > http://www.pixxim.fr
>> >>> >
>> >>> > ___
>> >>> > osg-users mailing list
>> >>> > osg-users@lists.openscenegraph.org
>> >>> >
>> >>> >
>> >>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >>> >
>> >>> >
>> >>>
>> >>>
>> >>>
>> >>> --
>> >>> Maxim Gammer
>> >>> ___
>> >>> osg-users mailing list
>> >>> osg-users@lists.openscenegraph.org
>> >>>
>> >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >>
>> >>
>> >>
>> >> --
>> >> Alexandre AMALRIC                   Ingénieur R&D
>> >> ===
>> >> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
>>

Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Alexandre Amalric
Hi Maxim,

Does NVidia 3DVision works with OSG, has someone already tried to set an osg
application with it ??
I thought it was only working with DirectX...

2009/8/17 Maxim Gammer 

> Hi.
>
> One monitor?
> shutter -
> NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista
> or 7\(Linux?)
> or
> Zalman 3D monitor.
>
> 2009/8/17 Pierre BOURDIN :
>  > Hi Alexandre,
> > to have a stereo rendering, you need a to have 2 images on the device
> > separated by the polarised barrier... This gives you plenty of possible
> > configurations, like 1 projector and a filter wheel or 2 projectors with
> 2
> > filters etc...
> > There is now some "new" passive stereo monitor mostly using circular
> > polarisation, but I haven't tested any of them with OSG, maybe someone
> has
> > made some experiment ?
> >
> > You can have a look at this site to have more details:
> >
> http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvc&SubCatID_=3
> > This one is available with linear polarisation:
> >
> http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170s&SubCatID_=3
> >
> >
> > Concerning the film Ice Age 3, it is not using the same method. It is
> based
> > on Infitec stereo, a colour multiplexing method.
> > There was a discussion about it:
> > http://forum.openscenegraph.org/viewtopic.php?p=15140#15140
> >
> > If you want to see it near Marseille, they are using this infitec system
> at
> > the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des
> > Sciences du sport de Luminy:
> >
> http://www.realite-virtuelle.univmed.fr/index.php?option=com_content&view=article&id=3&Itemid=40&lang=fr
> >
> >
> > Cheers,
> > Pierre.
> >
> >
> > 2009/8/17 Alexandre Amalric 
> >>
> >> Hi Maxim,
> >>
> >> Isn't it possible to set passive stereo with polarized glasses on a
> single
> >> classic LCD screen ?
> >> Or the only way to do this is to plug 2 projector (aligned) on 2 output
> >> from a graphic card ?
> >> My goal is to know if a standard OSG application running on a computer
> >> desktop (with a GUI) can be set to produce passive stereo with polarized
> >> glasses.
> >> 2009/8/17 Maxim Gammer 
> >>>
> >>> Hi
> >>>
> >>>
> >>>
> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
> >>>
> >>> and 2 monitor\proector ()
> >>>
> >>> :)
> >>>
> >>>
> >>> 2009/8/17 Alexandre Amalric :
> >>> > Hi osg-users,
> >>> >
> >>> > I would like if it's possible to set the osg viewer display setting
> the
> >>> > way
> >>> > we can use linearly polarized glasses (like Ice Age 3 in 3D)?
> >>> >
> >>> > For info from wikipedia :
> >>> >
> >>> > To present a stereoscopic motion picture, two images are projected
> >>> > superimposed onto the same screen through orthogonal polarizing
> >>> > filters. It
> >>> > is best to use a silver screen so that polarization is preserved. The
> >>> > projectors can receive their outputs from a computer with a dual-head
> >>> > graphics card. The viewer wears low-cost eyeglasses which also
> contain
> >>> > a
> >>> > pair of orthogonal polarizing filters. As each filter only passes
> light
> >>> > which is similarly polarized and blocks the orthogonally polarized
> >>> > light,
> >>> > each eye only sees one of the images, and the effect is achieved.
> >>> > Linearly
> >>> > polarized glasses require the viewer to keep his head level, as
> tilting
> >>> > of
> >>> > the viewing filters will cause the images of the left and right
> >>> > channels to
> >>> > bleed over to the opposite channel – therefore, viewers learn very
> >>> > quickly
> >>> > not to tilt their heads. In addition, since no head tracking is
> >>> > involved,
> >>> > several people can view the stereocopic images at the same time
> >>> >
> >>> > Kind regards,
> >>> > --
> >>> > Alexandre AMALRIC   Ingénieur R&D
> >>> > ===
> >>> > PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> >>> > http://www.pixxim.fr
> >>> >
> >>> > ___
> >>> > osg-users mailing list
> >>> > osg-users@lists.openscenegraph.org
> >>> >
> >>> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>> >
> >>> >
> >>>
> >>>
> >>>
> >>> --
> >>> Maxim Gammer
> >>> ___
> >>> osg-users mailing list
> >>> osg-users@lists.openscenegraph.org
> >>>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >>
> >>
> >> --
> >> Alexandre AMALRIC   Ingénieur R&D
> >> ===
> >> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> >> http://www.pixxim.fr
> >>
> >> ___
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> >> osg-users@lists.openscenegraph.org
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lis

Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Maxim Gammer
Hi.

One monitor?
shutter -
NVidia 3DVision + Samsung 120 Hz monitor + quadro + MS Windows Vista
or 7\(Linux?)
or
Zalman 3D monitor.

2009/8/17 Pierre BOURDIN :
> Hi Alexandre,
> to have a stereo rendering, you need a to have 2 images on the device
> separated by the polarised barrier... This gives you plenty of possible
> configurations, like 1 projector and a filter wheel or 2 projectors with 2
> filters etc...
> There is now some "new" passive stereo monitor mostly using circular
> polarisation, but I haven't tested any of them with OSG, maybe someone has
> made some experiment ?
>
> You can have a look at this site to have more details:
> http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvc&SubCatID_=3
> This one is available with linear polarisation:
> http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170s&SubCatID_=3
>
>
> Concerning the film Ice Age 3, it is not using the same method. It is based
> on Infitec stereo, a colour multiplexing method.
> There was a discussion about it:
> http://forum.openscenegraph.org/viewtopic.php?p=15140#15140
>
> If you want to see it near Marseille, they are using this infitec system at
> the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des
> Sciences du sport de Luminy:
> http://www.realite-virtuelle.univmed.fr/index.php?option=com_content&view=article&id=3&Itemid=40&lang=fr
>
>
> Cheers,
> Pierre.
>
>
> 2009/8/17 Alexandre Amalric 
>>
>> Hi Maxim,
>>
>> Isn't it possible to set passive stereo with polarized glasses on a single
>> classic LCD screen ?
>> Or the only way to do this is to plug 2 projector (aligned) on 2 output
>> from a graphic card ?
>> My goal is to know if a standard OSG application running on a computer
>> desktop (with a GUI) can be set to produce passive stereo with polarized
>> glasses.
>> 2009/8/17 Maxim Gammer 
>>>
>>> Hi
>>>
>>>
>>> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
>>>
>>> and 2 monitor\proector ()
>>>
>>> :)
>>>
>>>
>>> 2009/8/17 Alexandre Amalric :
>>> > Hi osg-users,
>>> >
>>> > I would like if it's possible to set the osg viewer display setting the
>>> > way
>>> > we can use linearly polarized glasses (like Ice Age 3 in 3D)?
>>> >
>>> > For info from wikipedia :
>>> >
>>> > To present a stereoscopic motion picture, two images are projected
>>> > superimposed onto the same screen through orthogonal polarizing
>>> > filters. It
>>> > is best to use a silver screen so that polarization is preserved. The
>>> > projectors can receive their outputs from a computer with a dual-head
>>> > graphics card. The viewer wears low-cost eyeglasses which also contain
>>> > a
>>> > pair of orthogonal polarizing filters. As each filter only passes light
>>> > which is similarly polarized and blocks the orthogonally polarized
>>> > light,
>>> > each eye only sees one of the images, and the effect is achieved.
>>> > Linearly
>>> > polarized glasses require the viewer to keep his head level, as tilting
>>> > of
>>> > the viewing filters will cause the images of the left and right
>>> > channels to
>>> > bleed over to the opposite channel – therefore, viewers learn very
>>> > quickly
>>> > not to tilt their heads. In addition, since no head tracking is
>>> > involved,
>>> > several people can view the stereocopic images at the same time
>>> >
>>> > Kind regards,
>>> > --
>>> > Alexandre AMALRIC                   Ingénieur R&D
>>> > ===
>>> > PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
>>> > http://www.pixxim.fr
>>> >
>>> > ___
>>> > osg-users mailing list
>>> > osg-users@lists.openscenegraph.org
>>> >
>>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>> >
>>> >
>>>
>>>
>>>
>>> --
>>> Maxim Gammer
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>>
>> --
>> Alexandre AMALRIC                   Ingénieur R&D
>> ===
>> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
>> http://www.pixxim.fr
>>
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>



-- 
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Re: [osg-users] transparent object sorting and back face culling

2009-08-17 Thread Andrew Thompson
Hi there

A quick related question for you guys, does OSG do the transparency bin sorting 
per Geode or per primitive?

I have a Geode with multiple transparent primitives in it, however one is a box 
with 4 sides created using QUAD_STRIP and top/bottom created using POLYGON and 
as such as not coming out quite right. 

[Image: http://i137.photobucket.com/albums/q217/andyb1979/TransCube.png ]

If I create individual QUAD's will this work better? Or perhaps does it have to 
be individual Geodes to get the sorting working right?

Thank you!

Andrew

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Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Pierre BOURDIN
Hi Alexandre,
to have a stereo rendering, you need a to have 2 images on the device
separated by the polarised barrier... This gives you plenty of possible
configurations, like 1 projector and a filter wheel or 2 projectors with 2
filters etc...
There is now some "new" passive stereo monitor mostly using circular
polarisation, but I haven't tested any of them with OSG, maybe someone has
made some experiment ?

You can have a look at this site to have more details:
http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_jvc&SubCatID_=3
This one is available with linear polarisation:
http://www.inition.co.uk/inition/product.php?URL_=product_stereovis_miracube_g170s&SubCatID_=3


Concerning the film Ice Age 3, it is not using the same method. It is based
on Infitec stereo, a colour multiplexing method.
There was a discussion about it:
http://forum.openscenegraph.org/viewtopic.php?p=15140#15140

If you want to see it near Marseille, they are using this infitec system at
the Centre de Réalité Virtuelle de la Méditerranée de la Faculté des
Sciences du sport de Luminy:
http://www.realite-virtuelle.univmed.fr/index.php?option=com_content&view=article&id=3&Itemid=40&lang=fr


Cheers,
Pierre.


2009/8/17 Alexandre Amalric 

> Hi Maxim,
>
> Isn't it possible to set passive stereo with polarized glasses on a single
> classic LCD screen ?
> Or the only way to do this is to plug 2 projector (aligned) on 2 output
> from a graphic card ?
> My goal is to know if a standard OSG application running on a computer
> desktop (with a GUI) can be set to produce passive stereo with polarized
> glasses.
> 2009/8/17 Maxim Gammer 
>
> Hi
>>
>>
>> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
>>
>> and 2 monitor\proector ()
>>
>> :)
>>
>>
>> 2009/8/17 Alexandre Amalric :
>>  > Hi osg-users,
>> >
>> > I would like if it's possible to set the osg viewer display setting the
>> way
>> > we can use linearly polarized glasses (like Ice Age 3 in 3D)?
>> >
>> > For info from wikipedia :
>> >
>> > To present a stereoscopic motion picture, two images are projected
>> > superimposed onto the same screen through orthogonal polarizing filters.
>> It
>> > is best to use a silver screen so that polarization is preserved. The
>> > projectors can receive their outputs from a computer with a dual-head
>> > graphics card. The viewer wears low-cost eyeglasses which also contain a
>> > pair of orthogonal polarizing filters. As each filter only passes light
>> > which is similarly polarized and blocks the orthogonally polarized
>> light,
>> > each eye only sees one of the images, and the effect is achieved.
>> Linearly
>> > polarized glasses require the viewer to keep his head level, as tilting
>> of
>> > the viewing filters will cause the images of the left and right channels
>> to
>> > bleed over to the opposite channel – therefore, viewers learn very
>> quickly
>> > not to tilt their heads. In addition, since no head tracking is
>> involved,
>> > several people can view the stereocopic images at the same time
>> >
>> > Kind regards,
>> > --
>> > Alexandre AMALRIC   Ingénieur R&D
>> > ===
>> > PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
>> > http://www.pixxim.fr
>> >
>> > ___
>> > osg-users mailing list
>> > osg-users@lists.openscenegraph.org
>> >
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> >
>>
>>
>>
>> --
>> Maxim Gammer
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
> Alexandre AMALRIC   Ingénieur R&D
> ===
> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> http://www.pixxim.fr
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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Re: [osg-users] Using shared OpenGL contexts

2009-08-17 Thread Ulrich Hertlein

Hi Raphael,

On 17/08/09 2:10 PM, Raphael Sebbe wrote:

To further clarify, my goal is to be able to use multiple GL contexts
representing the same scene from different camera angles, and those contexts
could well be GL views in windows, FBOs, or even Core Animation GL layers
(Mac). As said previously, having textures on 3D objects being the result of
some GPU image processing (Core Image), or the other way around, using the
result of 3D rendering as input to GPU filters (Core Image) are possible
applications. But all these things require some kind of flexibility in the
way you create/declare (possibly shared) contexts, to avoid duplicating VBO,
DL and other GPU resources all over.

A nice extension to OSG would be to make it possible to work with external
contexts, even if some constraints need to be enforced (such as state
preserving across OSG calls, or other threading constraints). But this is
probably easier to say than to implement. I will dig some more in the source
to find out.


I would also find this a helpful extension.

A while ago I wrote some code to that effect for passing an AGLContext* as 
traits->sharedContext to GraphicsWindowCarbon.  The code would first do the usual 
dynamic_cast to GraphicsWindowCarbon and PixelBufferCarbon and if both fail would simply 
static_cast the pointer to AGLContext.


This was an ugly hack of course.  A better(?) way might be to create a 
GraphicsWindowCarbon constructor with an existing AGLContext*.


Cheers,
/ulrich
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Re: [osg-users] Using shared OpenGL contexts

2009-08-17 Thread Raphael Sebbe
Thank you Robert and Paul for this information.
To further clarify, my goal is to be able to use multiple GL contexts
representing the same scene from different camera angles, and those contexts
could well be GL views in windows, FBOs, or even Core Animation GL layers
(Mac). As said previously, having textures on 3D objects being the result of
some GPU image processing (Core Image), or the other way around, using the
result of 3D rendering as input to GPU filters (Core Image) are possible
applications. But all these things require some kind of flexibility in the
way you create/declare (possibly shared) contexts, to avoid duplicating VBO,
DL and other GPU resources all over.

A nice extension to OSG would be to make it possible to work with external
contexts, even if some constraints need to be enforced (such as state
preserving across OSG calls, or other threading constraints). But this is
probably easier to say than to implement. I will dig some more in the source
to find out.

Thanks,

Raphael


On Fri, Aug 14, 2009 at 6:33 PM, Paul Martz  wrote:

>  Robert -- Thanks for replying to this; I saw the post and was curious
> myself as to how this could be done.
>
> Let's assume the app has created their own contexts and done so with object
> sharing set up correctly. Taking just DLs as an example, could the app
> enforce their own DL sharing with a Drawable draw callback? Seems like this
> would be possible, but I'd have to dig further.
>
> Not sure at all how an app would do with with shared buffer objects,
> texture objects, etc.
>
>  Paul Martz
> Skew Matrix Software LLC
> *http://www.skew-matrix.com* 
> +1 303 859 9466
>
>
> Robert Osfield wrote:
>
> Hi Raphael,
>
> On Tue, Aug 11, 2009 at 6:36 PM, Raphael Sebbe 
>  wrote:
>
>
>  Is it possible in OSG to use shared opengl contexts that are created outside
> of OSG, and yet declare to OSG that they are sharing their texture spaces
> (and VBO, etc)? I searched the documentation, but could not find a way to do
> that.
>
>
>  There isn't any support for doing this directly.  If you use the
> GraphicsWindowEmedded feature of osgViewer they you could probably do
> it, but you'd loose threading and multi-context support provided by
> osgViewer.  If you just need a single context and single threading
> then this would be OK.  See the osgviewerSDL and osgviewerGLUT for
> examples of this in action.
>
> In general though, the OSG is designed to be the primary way you drive
> OpenGL apps rather than something that is secondary and piggy backing
> on the back of another part of the app that does OpenGL.  Lazy state
> updating, state sorting, threading and and multi-context management
> that make the scene graph so useful are all things that make mixing
> with 3rd party OpenGL code awkward.
>
> Robert.
> ___
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Re: [osg-users] Visualizing Terrain DB on web page

2009-08-17 Thread Luigi Calori

Hi Akilan
My deployment scheme is based on extension under Firefox.
Do you need javascript interaction with the application (like 
virtualrome site) or are you ok with just embedding in the page?

In the latter case, look at test examples in the link
http://3d.cineca.it/storage/OSG4Web_test/Windows/test.html

Test it if it suit your need I can send you the address to get the source.
I' ll be off line for next two weeks, so either today or in september

Regards
Luigi
Akilan ha scritto:

Hi,

   Yeah, I did in the same way as u said. Wrapped OSG functions into ActiveX 
control and deployed with IE. It s working fine. But it is not happening so 
with Firefox. Yes, I need help to deploy using Firefox.

Thank you!

Cheers,
Akilan

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Re: [osg-users] Visualizing Terrain DB on web page

2009-08-17 Thread Tomlinson, Gordon
Does it work in Firefox if you use the IE Tab, plug-in for firefox ?, I
have found this to be very useful and works for most things I have tried
that typically need IE 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Akilan
Sent: Monday, August 17, 2009 2:31 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visualizing Terrain DB on web page

Hi,

   Yeah, I did in the same way as u said. Wrapped OSG functions into
ActiveX control and deployed with IE. It s working fine. But it is not
happening so with Firefox. Yes, I need help to deploy using Firefox.

Thank you!

Cheers,
Akilan

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g
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Re: [osg-users] OpenSceneGraph-2.8.2 released

2009-08-17 Thread Robert Osfield
Hi Sukender,

On Mon, Aug 17, 2009 at 11:55 AM, Sukender wrote:
> Sorry to push this topic up, but it seems VC8/9 binaries are not available on 
> the website... :)
> Cheers,

Thanks for the push.  I've been overrun by my extended family this
last ten days so haven't had much time at my computer.  Last members
just left this morning so finally I'm able to get back to work fully
and tackling the back-log

Robert.
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Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Alexandre Amalric
Hi Maxim,

Isn't it possible to set passive stereo with polarized glasses on a single
classic LCD screen ?
Or the only way to do this is to plug 2 projector (aligned) on 2 output from
a graphic card ?
My goal is to know if a standard OSG application running on a computer
desktop (with a GUI) can be set to produce passive stereo with polarized
glasses.
2009/8/17 Maxim Gammer 

> Hi
>
>
> http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings
>
> and 2 monitor\proector ()
>
> :)
>
>
> 2009/8/17 Alexandre Amalric :
>  > Hi osg-users,
> >
> > I would like if it's possible to set the osg viewer display setting the
> way
> > we can use linearly polarized glasses (like Ice Age 3 in 3D)?
> >
> > For info from wikipedia :
> >
> > To present a stereoscopic motion picture, two images are projected
> > superimposed onto the same screen through orthogonal polarizing filters.
> It
> > is best to use a silver screen so that polarization is preserved. The
> > projectors can receive their outputs from a computer with a dual-head
> > graphics card. The viewer wears low-cost eyeglasses which also contain a
> > pair of orthogonal polarizing filters. As each filter only passes light
> > which is similarly polarized and blocks the orthogonally polarized light,
> > each eye only sees one of the images, and the effect is achieved.
> Linearly
> > polarized glasses require the viewer to keep his head level, as tilting
> of
> > the viewing filters will cause the images of the left and right channels
> to
> > bleed over to the opposite channel – therefore, viewers learn very
> quickly
> > not to tilt their heads. In addition, since no head tracking is involved,
> > several people can view the stereocopic images at the same time
> >
> > Kind regards,
> > --
> > Alexandre AMALRIC   Ingénieur R&D
> > ===
> > PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> > http://www.pixxim.fr
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
>
>
>
> --
> Maxim Gammer
> ___
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>



-- 
Alexandre AMALRIC   Ingénieur R&D
===
PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
http://www.pixxim.fr
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Re: [osg-users] OpenSceneGraph-2.8.2 released

2009-08-17 Thread Sukender
Hi Robert,

Sorry to push this topic up, but it seems VC8/9 binaries are not available on 
the website... :)
Cheers,

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

- Mail Original -
De: "Sukender" 
À: "OpenSceneGraph Users" 
Envoyé: Jeudi 6 Août 2009 21h35:53 GMT +01:00 Amsterdam / Berlin / Berne / Rome 
/ Stockholm / Vienne
Objet: Re: [osg-users] OpenSceneGraph-2.8.2 released

MD5 checksums for VC8:


AA3E9C1E092C49F0D1967CD189E22598  
libopenscenegraph-2.8.2-win32-x86-vc80sp1-Debug.zip
AFD1D03805A9C8A77D176C1E21100951  
libopenscenegraph-2.8.2-win32-x86-vc80sp1-Release.zip
F2A9756CC140883639CEF1FF92765BB5  
libopenscenegraph-dev-2.8.2-win32-x86-vc80sp1-Debug.zip
E4CF9E8FA1B62692BAC7710E6E7617B6  
libopenscenegraph-dev-2.8.2-win32-x86-vc80sp1-Release.zip
71EE87AED6D8B85A1985FA03108DFABE  
libopenscenegraph-wrappers-2.8.2-win32-x86-vc80sp1-Debug.zip
9CABA9E674D04B053D7B86876531E7F6  
libopenscenegraph-wrappers-2.8.2-win32-x86-vc80sp1-Release.zip
BC3FE01CD98B038070E98EB0CBE3FF59  
libopenthreads-2.8.2-win32-x86-vc80sp1-Debug.zip
8E0E2201F0322484C9976B71BA9F43AF  
libopenthreads-2.8.2-win32-x86-vc80sp1-Release.zip
1C70B1FAEF8EE2F401B2E7C50F02B855  
libopenthreads-dev-2.8.2-win32-x86-vc80sp1-Debug.zip
348501BED03D7C4BDCF1C3ABC6B81EA0  
libopenthreads-dev-2.8.2-win32-x86-vc80sp1-Release.zip
BC3CBE97DFC002342A09B174688EF6FD  
openscenegraph-2.8.2-win32-x86-vc80sp1-Debug.zip
991D1F3AD64EFC8BC11295705F13EABB  
openscenegraph-2.8.2-win32-x86-vc80sp1-Release.zip
E97296DE41691293160806CD35CDE06A  
openscenegraph-all-2.8.2-win32-x86-vc80sp1-Debug.zip
3EBE7180455C0EF783A69A9321058515  
openscenegraph-all-2.8.2-win32-x86-vc80sp1-Release(2).zip
B04251102E3DEC4F3ECEA95711DAF2B7  
openscenegraph-examples-2.8.2-win32-x86-vc80sp1-Debug.zip
FFFD93785A9C177FE7D4F2D149481606  
openscenegraph-examples-2.8.2-win32-x86-vc80sp1-Release.zip


// Name confilcts with VC9:
30A4E5B5614AD979E615E5EEB5A9C765  openscenegraph-doc-2.8.2.zip



Le Wed, 05 Aug 2009 14:57:15 +0200, Sukender  a écrit:

> Hi Robert,
>
> Yes, all binaries are ready.
> Attached to this message is an archive containing an MD5 for each VC9 file, 
> plus one containing all VC9 MD5. However, I can't send you MD5 for VC8 right 
> now (and it seems I won't be until a few days).
>
> Sukender
> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>
> - Mail d'origine -
> De: Robert Osfield 
> À: OpenSceneGraph Users 
> Envoyé: Wed, 5 Aug 2009 09:57:25 +0200 (CEST)
> Objet: Re: [osg-users] OpenSceneGraph-2.8.2 released
>
> Hi Sukender,
>
> Thanks for uploading these.  Are they all ready to upload?
>
> Could you provide the md5sum's and sizes of these files so I can
> verify they have been uploaded OK?
>
> Cheers,
> Robert.
>
> On Tue, Aug 4, 2009 at 10:11 AM, Sukender wrote:
>> Hi Robert,
>>
>> As expected, I did a mistake when building two VC9 packages (documentation 
>> was missing in packages named "all" because I forgot to generate the doc 
>> before). Sorry.
>> Please use openscenegraph-all-2.8.2-win32-x86-vc90-Debug(2).zip and 
>> openscenegraph-all-2.8.2-win32-x86-vc90-Release(2).zip (instead of the 
>> "without (2)" ones). Same thing for 
>> openscenegraph-all-2.8.2-win32-x86-vc80sp1-Release(2).zip as told in my 
>> previous mail.
>> Upload should be complete in less that 30 min.
>>
>> Sukender
>> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>>
>> - Mail d'origine -
>> De: Sukender 
>> À: OpenSceneGraph Users 
>> Envoyé: Tue, 4 Aug 2009 07:41:21 +0200 (CEST)
>> Objet: Re: [osg-users] OpenSceneGraph-2.8.2 released
>>
>> Hi Robert, hi Jose-Luis, hi all,
>>
>> I'm uploading VC8sp1 binaries for 2.8.2, as for VC9sp1. However, You'll have 
>> to delete "openscenegraph-all-2.8.2-win32-x86-vc80sp1-Release.zip" (which 
>> was truncated beacause of a transfer termination) and use/rename 
>> "openscenegraph-all-2.8.2-win32-x86-vc80sp1-Release(2).zip" instead.
>>
>> BTW, Jose-Luis and Robert, may packages maintainers have a full read/write 
>> access to a specific FTP folder, such as one with their name? That would 
>> avoid such things, as I could have replaced the truncated file. (And I have 
>> to check something on VC9 binaries I uploaded ; I just hope all went right 
>> or I'll have to upload renamed files again!)
>>
>> And a final question: should the site have a link (or text reference) to 
>> download a "doc" package on the wiki/Support page? Something like this:
>> "Reference Guides - online reference for OpenSceneGraph API's. Offline 
>> documentation may be downloaded from one of the precompiled binaries set on 
>> the download page."
>>
>> Cheers,
>>
>> --
>> Sukender
>> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
>>
>>
>> Le Mon, 03 Aug 2009 16:51:57 +0200,  a écrit:
>>
>>> Hi Robert, hi all,
>>>
>>> Uploading VC9sp1 binaries for 2.8.2 (release & debug - ETA: 3 minutes)... 
>>> I'll try to do the same with VC8sp1

Re: [osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Maxim Gammer
Hi

http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/StereoSettings

and 2 monitor\proector ()

:)


2009/8/17 Alexandre Amalric :
> Hi osg-users,
>
> I would like if it's possible to set the osg viewer display setting the way
> we can use linearly polarized glasses (like Ice Age 3 in 3D)?
>
> For info from wikipedia :
>
> To present a stereoscopic motion picture, two images are projected
> superimposed onto the same screen through orthogonal polarizing filters. It
> is best to use a silver screen so that polarization is preserved. The
> projectors can receive their outputs from a computer with a dual-head
> graphics card. The viewer wears low-cost eyeglasses which also contain a
> pair of orthogonal polarizing filters. As each filter only passes light
> which is similarly polarized and blocks the orthogonally polarized light,
> each eye only sees one of the images, and the effect is achieved. Linearly
> polarized glasses require the viewer to keep his head level, as tilting of
> the viewing filters will cause the images of the left and right channels to
> bleed over to the opposite channel – therefore, viewers learn very quickly
> not to tilt their heads. In addition, since no head tracking is involved,
> several people can view the stereocopic images at the same time
>
> Kind regards,
> --
> Alexandre AMALRIC                   Ingénieur R&D
> ===
> PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
> http://www.pixxim.fr
>
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>
>



-- 
Maxim Gammer
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[osg-users] Stereoscopy with Linearly polarized glasses

2009-08-17 Thread Alexandre Amalric
Hi osg-users,

I would like if it's possible to set the osg viewer display setting the way
we can use linearly polarized glasses (like Ice Age 3 in 3D)?

For info from wikipedia :

*To present a stereoscopic motion picture, two images are projected
superimposed onto the same screen through
**orthogonal*
* **polarizing* * filters. It is
best to use a silver screen so that polarization is preserved. The
projectors can receive their outputs from a computer with a dual-head
graphics card. The viewer wears low-cost eyeglasses which also contain a
pair of orthogonal polarizing filters. As each filter only passes light
which is similarly polarized and blocks the orthogonally polarized light,
each eye only sees one of the images, and the effect is achieved. Linearly
polarized glasses require the viewer to keep his head level, as tilting of
the viewing filters will cause the images of the left and right channels to
bleed over to the opposite channel – therefore, viewers learn very quickly
not to tilt their heads. In addition, since no head tracking is involved,
several people can view the stereocopic images at the same time*
**

Kind regards,

-- 
Alexandre AMALRIC   Ingénieur R&D
===
PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille
http://www.pixxim.fr
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Re: [osg-users] 3D HUD Elements

2009-08-17 Thread Robert Osfield
Hi Jimmy,

I'd recommend doing 3D hud's using a second camera, see the osghud
example.  The second camera needn't be an othrographic one as
illustrate in the example.

Robert.

On Mon, Aug 17, 2009 at 5:21 AM, Jimmy Lin wrote:
> Hi,
>
> Does anyone has solution for this?
>
> I am doing a simliar thing as well.
>
> I tried to update my 3D Axis object with camera's position by using 
> CullCallBack, but I have flickering problem with mutiple view/camera.
> It seems it's too late to update the node position/matrix at the culling 
> stage, but only cullvisitor able to access eye point.
>
> Is there a way to do this?
>
> Thank you!
>
> Cheers,
> Jimmy
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=16318#16318
>
>
>
>
>
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Re: [osg-users] Reset Viewer and Context question

2009-08-17 Thread Robert Osfield
Hi Jimmy,

On Mon, Aug 17, 2009 at 2:49 AM, Jimmy Lin wrote:
> I will try that.
>
> By the way, when I remove an object from the scene graph by remove the PAT 
> above the model, do I need to call releaseGLObjects on the model node as 
> well? or just the PAT?

The node your remove from the scene graph is one you need to call
releaseGLObjects on, it'll traverse down the subgraph below this node
calling releaseGLObjects on all the StateSet and Drawables for you.

> I use the model to create mutiple instance (use mutiple PAT) in the scene. If 
> one of the instance got detached from the scene and  the model calls 
> releaseGLObjects, would it cause problem with my other instances?

The other instances would have there GL objects released, so they'd
have to recompile them, so there is a potential waste of operations,
but functionally it should work.

Robert.
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Re: [osg-users] Paged Geometry?

2009-08-17 Thread Robert Osfield
Hi Peter,

There isn't a paged geometry plugin, database paging support is built
directly into the scene graph via the osg::PageLOD node, and into the
viewer using the osgDB::DatabasePager that is automatically set up for
you (you don't need to do anything to enable it.)

The problem in hand is really how to create the databases rather than
how to render them.  This is a very open ended question, ranging from
commercial tools to rolling your own database builders.  You've said
nothing about your existing data so I can't say anything specific in
recommendations.

Robert.

On Mon, Aug 17, 2009 at 1:09 AM, Peter Bear wrote:
> Hi, anyone know if there's a paged geometry plugin out there or in the works 
> for OSG? I was hoping for something like this to assist in the rendering of 
> terrain features such as forests, vegetation and things like that.
> Thank you!
>
> Cheers,
> Peter
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=16315#16315
>
>
>
>
>
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Re: [osg-users] Need help regarding rendering to a texture

2009-08-17 Thread Robert Osfield
Hi Brett,

Your email doesn't really provide enough details to help you.  For
pre-render examples have a look at osgprerender or
osgprerendercubemap.  Please note the viewer level Camera controls
what the overall scene looks at, the viewer doesn't need a
CameraManipulator though, you can set the viewer Camera's view matrix
directly on each new frame.

Robert.

On Sun, Aug 16, 2009 at 8:24 PM, Brett Thomas Lee wrote:
> Hi,
>
> I am using osg in my rendering engine.I have set the prerender camera using 
> osg and rendered to a texture.Do I need to set another camera for my system 
> to work(is setting camera some thing like a state)??I am asking this because 
> my engine sets its own camera transforms and I dont need osg transforms while 
> rendering to screen.
>
> Thank you!
>
> Cheers,
> Brett
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=16305#16305
>
>
>
>
>
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Re: [osg-users] 360 degree screen captures

2009-08-17 Thread J.P. Delport

Hi,

Wally Atkins wrote:

Hi jp,

Thanks for the reply. I see that the osgprerender does spin the model
and I made a stab at putting in the osgDB::writeImageFile but I must
be at the wrong place ... because the output (PNG) that I got was
just a full white image.

In the function createPreRenderSubGraph() I went to the if (useImage)
block and added the writeImageFile() call there ... that must not be
the appropriate place though.

Also, I see in the createPreRenderSubGraph() function a variable
named "noSteps" which I am assuming determines the number of steps to
take in order to perform the 360 around the model. What I would like
to do is use that count ... somehow ... to number the images
accordingly as the snap shots around the model.


The cow is actually spun using an AnimationPathCallback attached to 
loadedModelTransform. You could either try to get the angle from the 
AnimationPathCallback or you could just attach the model to your own 
transform that you control manually. You would then need to pass this 
angular value to MyCameraPostDrawCallback. You could start by using a 
global variable and then refine it, there are multiple options.




I just tried adding the writeImageFile() into the
MyCameraPostDrawCallback and got at least a resemblance of the model
in the resulting image file. I'm really not sure of the best way to
go about this so any further tips would be greatly appreciated.


Yes, the writeImage should go into MyCameraPostDrawCallback, you could 
remove the image modification in the callback or put the write before 
the image is modified.


jp



Thanks, Wally

-- Read this topic online here: 
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