Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-04-01 Thread Paul Martz

Bruce Wheaton wrote:
The Xcode project seems better - executables can now create the correct 
sort of windows. Thanks Stephan!


Good to hear. I think we're really close to a release now with the new rc3, 
which has the updated XCode file.



I also got to learn something more about OSG, so that was nice.

BTW, Paul - thanks for the OSGQSG - very nice, good introduction.


You're welcome. It needs updating, starting to be irrelevant in spots...
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Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-04-01 Thread Bruce Wheaton
The Xcode project seems better - executables can now create the  
correct sort of windows. Thanks Stephan!


I also got to learn something more about OSG, so that was nice.

BTW, Paul - thanks for the OSGQSG - very nice, good introduction.

Bruce

On Apr 1, 2010, at 10:05 AM, Bruce Wheaton wrote:

I'm working on it, but I ran out of time compiling it this morning.  
Will continue later. The correct flags seem to be there, in a place  
they will get picked up.


The PNG plug-in seems like an easy fix - it's their recommended fix.  
Did you try it with the older library, just in case that version  
number isn't getting though at the right time?


Bruce

On Mar 31, 2010, at 8:46 PM, Paul Martz wrote:


Bruce Wheaton wrote:
I certainly defer to Stephan on this... but I presume the fix he  
found is similar, or addresses the core problem. If time becomes a  
factor Stephan, or you need testing of a changed version, let me  
know.


Stephan sent me a new XCode project file and I have checked it in  
to the 2.8 branch but I have not yet made another release  
candidate. I want to consider updating the PNG plugin before I tag  
another rc. (If the changes to PNG are non-intrusive, and I'm  
suspecting they are, it might be a good idea to update it.)


In the meantime, if you could test the XCode project files on the  
head revision of the 2.8 branch, I'd appreciate it.

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[osg-users] Flickering in camera views with multiple cameras

2010-04-01 Thread John Galt
Hi,

I am using two views with viewports in my composite viewer. While running the 
code I see the two views but they seem to be flickering. 

Does anyone know what's the reason behind it and how I can fix it so that I can 
get a smooth feed for both views at the same time?

Thank you!

Cheers,
John

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[osg-users] 2.8.3 rc3 tagged -- hopefully the last rc

2010-04-01 Thread Paul Martz

Hi all -- I've just tagged 2.8.3 rc3. You can download it from here:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.3-rc3

More info on the 2.8.3 release is here:
  http://www.openscenegraph.org/projects/osg/wiki/Support/283release

Changes in rc3 include:
 * Fixes for mingw builds.
 * Fix for static linking of 3DS, OBJ, and FBX plugins.
 * Fix XCode problems with the osgviewer and osgmovie executables.
 * Add the OSG_CPP_EXCEPTIONS_AVAILABLE CMake option.
 * Update PNG plugin for compatibility with multiple versions of libPNG.
 * CMake build enhancements for the COLLADA plugin.

Really the only code change was the update of the PNG plugin, and the other 
changes are all build-related. As a result, I'm optimistic I can rename the rc3 
as the final release on 3 April, late Saturday. I appreciate any testing you can 
do between now and then.


Thanks to everyone who contributed suggestions, changes, fixes, and all the 
testing! I think we're getting really close to the final release now.


I'm changing my name to Paul "Merge Monkey" Martz. :-)
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Re: [osg-users] 2.8.3 release imminent

2010-04-01 Thread Paul Martz

Rafa Gaitan wrote:

Hi Paul,

I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.

What do you think?


Hi Rafa -- As the release was held back due to other changes anyway, and the 
COLLADA build changes were non-invasive and didn't change any actual code, I 
have added these CMake changes.


I've tested on Windows w/ VS9. With this change, setting up and building the 
COLLADA plugin on 2.8.3 is just as easy as on trunk.


This is in 2.8.3 rc3 (just tagged). Thanks for the input.
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Re: [osg-users] looking for a terrain database building

2010-04-01 Thread Jean-Sébastien Guay

Hi Terry,


Hi J-S.  When you convert a file to .flt and then back to .ive, your
PagedLOD nodes are lost.


I meant converting the leaf tiles. Unless I'm mistaken (it's been a 
while since I analyzed the structure so I might remember wrong), in a 
VPB database, you have a master .ive file, which has PagedLOD nodes that 
refer to other .ive files, which might have other PagedLODs, etc. 
Eventually you have geometry in .ive files that have no PagedLODs. You 
could convert these to flt, edit the geometry, and reconvert. But it 
does mean that each LOD of each tile is in a separate file, so it's a 
bit of a pain to edit all LODs of a certain region to match (you have to 
convert and edit as many files as you have levels, separately).



The new .ive file is
also 50X larger than the original and missing its textures, but those
problems are probably solvable.


The 50x larger is weird, but the textures you just have to convert to 
.osg with -O OutputTextureFiles to recover them (convert to .osg and to 
.flt then delete the .osg file). I don't know if the flt output plugin 
has a similar option, I know about that one for the .osg output plugin 
so I've always used that.



No, I need tiles to be in separate files.


I understand that, but what I meant is that the VPB structure is 
hierarchical. You have the first LOD (lowest-res) with the whole terrain 
at very low resolution, then two or four tiles at higher resolution, 
then each of those splits into four again, etc. So level i has 4^i tiles 
in general for square terrain.



If you want to make all tiles at all LODs the same size, then I guess
that could be added as an option in VPB. But then what would you replace
PagedLOD with? ProxyNode?


I don't understand what you mean here.


I mean if you want VPB to build non-quadtree LOD structures. i.e. each 
LOD you have the same number of tiles, and each tile fits the same 
world-space bound.


J-S
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Re: [osg-users] looking for a terrain database building

2010-04-01 Thread Terry Welsh
>
> Message: 2
> Date: Thu, 01 Apr 2010 09:13:21 -0400
> From: Jean-S?bastien Guay 
> To: OpenSceneGraph Users 
> Subject: Re: [osg-users] looking for a terrain database building
> Message-ID: <4bb49bf1.8070...@cm-labs.com>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> Hi Terry,
>
>> Both VPB and osgEarth seem to default to building scenegraphs with
>> PagedLOD nodes, which I don't think will work for me.  One option I
>> thought of is to use VPB to create a big database in a single file
>> with traditional LOD nodes, then use a separate program to convert it
>> all to individual .flt tiles and a Metaflight file or something
>> similar.  I'll have to do more thinking about this option.  Anyone
>> know of any alternatives to Metaflight that can describe tiled
>> databases but still let you store and edit tiles individually?  I just
>> want to consider all the options.
>
> What's the specific problem with PagedLOD? You could still find the tile
> you want to modify, convert it to .flt (using osgconv with the flt write
> support in recent OSG versions), edit it, reconvert it to .ive (with
> osgconv, keeping the name the same) and run it.

Hi J-S.  When you convert a file to .flt and then back to .ive, your
PagedLOD nodes are lost.  More accurately, I think they get turned
into regular LOD nodes that don't link to any external files the way
PagedLOD nodes do.  That's the biggest problem.  The new .ive file is
also 50X larger than the original and missing its textures, but those
problems are probably solvable.
>
> Is the problem that the multiple LODs for the same region are not in the
> same file? That's not just caused by using PagedLOD, but also the fact
> that VPB (and I assume osgEarth too) make quadtree-LOD structures. If
> you needed all LODs of a given region to be in a single file, then all
> the geometry would be in a single file because the lowest-res LOD
> contains the geometry for the whole terrain. Tiles become more numerous
> and smaller as you go to higher-res LODs.

No, I need tiles to be in separate files.  The databases we need to
build here are large enough that having all LODs in one file will be
impractical or impossible.  But I want to consider building one big
file with LOD nodes as an intermediate step.  I'd process that file
and split it all up into separate tiles.  If I did that I still don't
know if I'd build a metaflight description file or something else.
>
> If you want to make all tiles at all LODs the same size, then I guess
> that could be added as an option in VPB. But then what would you replace
> PagedLOD with? ProxyNode?

I don't understand what you mean here.
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[osg-users] Re : Publicly Available TerraPage Database

2010-04-01 Thread Mabrouk Gharbi
vous pouver telecharger piazip cest un logiciel libre qui fait la compression 
de fichier  

 GHARBI MABROUK
MAITRISE GENIE ELECTRIQUE
TEL +216 94232502





De : Ben Cain 
À : osg-users@lists.openscenegraph.org
Envoyé le : Jeu 1 avril 2010, 20 h 43 min 08 s
Objet : Re: [osg-users] Publicly Available TerraPage Database


Ryan.H.Kawicki wrote:
> We currently have a publicly available database.  It is small and not very 
> complex, [...]  If you like, I can also make this available to the OSG 
> community.  In its uncompressed form, it is about 150 MB.

Hi Ryan,

I'd be very interested in a sample TerraPage database (simple or not).

Can you provide URL?  Any compressed format is good (e.g. RAR, ZIP, TAR, ...).

Thanks,
   Ben

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Re: [osg-users] Publicly Available TerraPage Database

2010-04-01 Thread Ben Cain

Ryan.H.Kawicki wrote:
> We currently have a publicly available database.  It is small and not very 
> complex, [...]  If you like, I can also make this available to the OSG 
> community.  In its uncompressed form, it is about 150 MB.

Hi Ryan,

I'd be very interested in a sample TerraPage database (simple or not).

Can you provide URL?  Any compressed format is good (e.g. RAR, ZIP, TAR, ...).

Thanks,
   Ben

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Re: [osg-users] libPNG API changes

2010-04-01 Thread Paul Martz

Bruce Wheaton wrote:
LibPNG changed their API in January. I have a current Arch Linux install 
which uses the newer version, but we can presume it will crop up more. 
The only two current issues are addressed by:


/OpenSceneGraph/src/osgPlugins/png/ReaderWriterPNG.cpp 
176d175

< #if PNG_LIBPNG_VER < 10004
178,180d176
< #else
< if (fin.gcount() == 8 && png_sig_cmp(header, 0, 8) == 0)
< #endif
231,232d226
< {
< #if PNG_LIBPNG_VER < 10004
234,237d227
< #else


Re: [osg-users] 2.8.3rc2 Mac Xcode project - Windowing system

2010-04-01 Thread Bruce Wheaton
I'm working on it, but I ran out of time compiling it this morning.  
Will continue later. The correct flags seem to be there, in a place  
they will get picked up.


The PNG plug-in seems like an easy fix - it's their recommended fix.  
Did you try it with the older library, just in case that version  
number isn't getting though at the right time?


Bruce

On Mar 31, 2010, at 8:46 PM, Paul Martz wrote:


Bruce Wheaton wrote:
I certainly defer to Stephan on this... but I presume the fix he  
found is similar, or addresses the core problem. If time becomes a  
factor Stephan, or you need testing of a changed version, let me  
know.


Stephan sent me a new XCode project file and I have checked it in to  
the 2.8 branch but I have not yet made another release candidate. I  
want to consider updating the PNG plugin before I tag another rc.  
(If the changes to PNG are non-intrusive, and I'm suspecting they  
are, it might be a good idea to update it.)


In the meantime, if you could test the XCode project files on the  
head revision of the 2.8 branch, I'd appreciate it.

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Re: [osg-users] [vpb] Backing off elevation

2010-04-01 Thread David Riepl
I know I could do it with GlobalMapper as a pre-process.  But you are missing 
the point.
What I am looking for is that level of control in VPB just like I have with 
imagery, but for elevation.

David

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Re: [osg-users] CMake Structure for new projects

2010-04-01 Thread Torben Dannhauer
Hi,
I've migrated my Project to CMAKE, it works great. 

For other CMAKE beginners:
http://www-flc.desy.de/ldcoptimization/documents/talks/CMake_Tutorial.pdf

Generating vcproj file, if using MSVC to preset debugging parameter:
http://stackoverflow.com/questions/1005901/how-to-set-path-environment-variable-using-cmake-and-visual-studio-to-run-test

Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] Backing off elevation

2010-04-01 Thread Torben Dannhauer
Hi,

or preprocess you data with globalmapper to lower resolution.


Thank you!

Cheers,
Torben

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Re: [osg-users] [vpb] binaries of osgDem

2010-04-01 Thread Torben Dannhauer
Hi,

I use cmake 2.8.0

Waht are your error messages? At which stages? compiling? linking?

I haven't used VS 2005 Express, so I dont know if you fail on a specifiy 2005 
Express limitation..

Cheers,
Torben

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Re: [osg-users] [vpb] Backing off elevation

2010-04-01 Thread issam boughanmi
if i understand correctely :

why not build your terrain with lower dted files resultion DTED1 or srtm 
(30m/90m) ?

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Re: [osg-users] [vpb] binaries of osgDem

2010-04-01 Thread issam boughanmi
32 bit version


what is your cmake version please ?

2010/4/1, Torben Dannhauer :
> Hi,
>
> Are you sure you tested all osg versions in combination with all vpb
> versions? thats a lot... :)
>
> You have seen the compatiblity list provided on vpb project site?
>
> I use osg dev 2.9.7 with newest vpb and it works like a charm. I use VC2005.
> Do you use 32bit or 64 bit?
>
>
>
> Cheers,
> Torben
>
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>
>
>
>
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Re: [osg-users] [vpb] binaries of osgDem

2010-04-01 Thread Torben Dannhauer
Hi,

Are you sure you tested all osg versions in combination with all vpb versions? 
thats a lot... :)

You have seen the compatiblity list provided on vpb project site?

I use osg dev 2.9.7 with newest vpb and it works like a charm. I use VC2005.
Do you use 32bit or 64 bit?



Cheers,
Torben

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Re: [osg-users] [osgPPU] Help with glow example

2010-04-01 Thread Allen Saucier
Hi,
 
Art, thank you for such details.  I had studied the code and looked at the 
documentation on-line but I was still misunderstanding the basics of how to 
construct a pipe-line and how to inject scene camera data into that pipe-line.  
Your explanations have helped tremendously.


> 
> allensaucier wrote:  � Select � � Expand �
> 
> 1. what line of code actually performs the glow effect? 
> a. I am a novice with shaders and osgPPU 
> b. I found how to increase the intensity of the glow within the shader source 
> code; it is the * 2 effect on glowColor 
> c. I can not find the line of code that actually performs the glow 
> 
> There is no direct one line or function. It is just matter of the algorithm 
> used behind. For glow effect the object which has to glow is rendered 
> separatly in a buffer. This buffer is then blurred (shaders) and added to the 
> main view also in a shader. So you have to understand first how the algorithm 
> works and then you will find the lines of code you actually need. 
> 
> Quote:  � Select � � Expand �
> 
> 2. Within the shader source code, the variables view and glow confuse me. 
> Nothing within glow.cpp refers directly to either of these variables and so I 
> do not know 
> 1) how the glow effect actually happens. 
> 2) how the different input to shaderSrc is actually differentiated between 
> view and glow. 
> Would someone please tell me?  
> 
> I have noticed that the resultShader receives input from unitCam1 and from 
> blury which gives the "view" and "glow" outputs, though I do not fully 
> understand how. 
> 
> See previously. View is the main view, glow is the glowed view. 
> 


I believe the glow method is the actual combining of the Main Camera's output 
with the slaveCamera's output.  This feat is still a mystery to me but it is 
really kool.  I have two reasons for wishing to understand it: 1) I want to 
blur an entire scene as viewed by my main camera; 2) I wish to glow a 
dynamically instantiated and added node to my scene where the entire scene is 
blurred and that new node is glowing.

I understood that the "view" and "glow" within the shader code were for two 
different camera inputs.  Could you tell me how the shader knows which input is 
from which camera?  This fact still completely eludes me.


> 
> UniCameraAttachmentBypass do bypass camera's attachments (i.e. render 
> textures) into the osgPPU pipeline. As I said before, every unit is a node 
> computing outputs by using inputs. Inputs are always textures. So in order to 
> bring it to the pipeline from OpenSceneGraph's cameras, we place this unit 
> either directly under Processor or under UnitCamera. UnitCamera do bypass the 
> osg's camera to the pipeline. It has no direct output and hence 
> UnitCameraAttachmentBypass is required to get camera attachments and put it 
> into the pipeline. Units placed under AttachmentBypass will use camera's 
> texture as input. 
> 


Question: when you say, "UniCameraAttachmentBypass do bypass camera's 
attachments," do you mean that UniCameraAttachmentBypass sends a camera's 
output into the pipeline without modification?  The word bypass means to 
completely go around an object and not deal with it at all and LEAVE IT behind 
you so that it has NO FURTHER EFFECT in the path you have chosen to go.  

However, "to pass" a camera's attachments into the pipeline means to take a 
camera's output and simply send it forward into the pipeline without 
modification within that unit.

One more question:
It appears that the main camera or any camera for that matter must have a 
"texture" attachment added to it so that that camera's output may be sent into 
a pipeline as a texture.  Is this correct?

Thank you very much Art, I really do appreciate your time and I appreciate you 
answering my questions.  After I have completed my tasks, I would really like 
to send you the example code that I am building and see what you think and 
perhaps even publish my example with your approval. :)


Cheers,
Allen

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Re: [osg-users] OsgDem binaries

2010-04-01 Thread Chris 'Xenon' Hanson
On 4/1/2010 7:53 AM, Glenn Waldron wrote:
> http://www.alphapixel.com/osg/

  He beat me to it.

  I'm in the process of setting up an automated build system to make available 
a binary
OSG with as many options/plugins as I can get to compile (including things like 
VRML,
COLLADA, FBX, etc, which many people find difficult to compile). My plan is to 
eventually
offer stable (2.8.x) and SVN-HEAD (2.9.x) with options like OpenGL 2 and 3 
support.

  I currently have a pretty basic stable OSG with FBX included, VPB, and 
osgEarth. My
osgEarth isn't 100% solid yet, I'm still figuring out what's up with my 
osgEarth build --
it seems not to be able to find the OSG loader plugins so it can't load 
VPB-built terrain,
but I'm close to getting that sorted out. (No lie, I woke up in the middle of 
the night
the other night and knew what was wrong. But I can't recall what my revelation 
was... ;)

  But my current OSG and VPB are solid, though my GDAL doesn't have all of the 
esoteric
loaders built in yet.

-- 
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Re: [osg-users] osgText and Texture

2010-04-01 Thread Robert Osfield
Hi Akilan,


On Thu, Apr 1, 2010 at 1:49 PM, Akilan Thangamani
 wrote:
> Hi robert,
>
> True. I do follow the osgHud example. But I am trying to display lat, lon 
> values as text on mouse move over texture set from buffer. Anyway we use our 
> own tranformation. But I couldn 't set the transparency. Have a look @ my 
> code and let me get the mistake i do.

I'm afraid I'm too pushed for time to go reviewing user code.  How
about looking at the osgfadetext, it shows another method of placing
text into scene.  Also consider disable depth test.

Robert.
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Re: [osg-users] OsgDem binaries

2010-04-01 Thread issam boughanmi
ok i will try to post the cmake error messages tonight

2010/4/1, Jean-Sébastien Guay :
> Hello Issam,
>
>> i have serious problems to buils the vpb applications with cmake 2.6
>> and vc++ 2008 express
>> i tried all the combination between osg/vpb versions without succes
>>
>> what i want is simply to generate a pagedlod terrain with osgdem to
>> use with delta3d application that use osg 2.8.2 i think
>>
>> if someone can share a visual studio solution or even better the exe
>> files (osgdem) that can be used with osg 2.8.2 that can be very kindfull
>
> I doubt very much someone will build VPB for you... You should be able
> to find out why it's not building, or at least post specific errors here
> so we can help you more.
>
> Looking at the VPB wiki front page, for OSG 2.8.2 (actually any OSG on
> the 2.8 branch) you need VPB 0.9.10. That should build. If not please
> post the errors you get and maybe we can help...
>
> It's all about learning how to do things and fix problems, instead of
> just saying that you have a problem and waiting for others to fix it for
> you...
>
> J-S
> --
> __
> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
> http://www.cm-labs.com/
>  http://whitestar02.webhop.org/
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Re: [osg-users] OsgDem binaries

2010-04-01 Thread Glenn Waldron
http://www.alphapixel.com/osg/


Glenn Waldron : Pelican Mapping : +1.703.652.4791


On Thu, Apr 1, 2010 at 8:36 AM, issam boughanmi wrote:

> Hi,
>
> i have serious problems to buils the vpb applications with cmake 2.6
> and vc++ 2008 express
> i tried all the combination between osg/vpb versions without succes
>
>
> what i want is simply to generate a pagedlod terrain with osgdem to
> use with delta3d application that use osg 2.8.2 i think
>
>
> if someone can share a visual studio solution or even better the exe
> files (osgdem) that can be used with osg 2.8.2 that can be very
> kindfull
>
>
>
>
> Thanks and good day
>
> Cheers,
> issam
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>
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Re: [osg-users] OsgDem binaries

2010-04-01 Thread Jean-Sébastien Guay

Hello Issam,


i have serious problems to buils the vpb applications with cmake 2.6
and vc++ 2008 express
i tried all the combination between osg/vpb versions without succes

what i want is simply to generate a pagedlod terrain with osgdem to
use with delta3d application that use osg 2.8.2 i think

if someone can share a visual studio solution or even better the exe
files (osgdem) that can be used with osg 2.8.2 that can be very kindfull


I doubt very much someone will build VPB for you... You should be able 
to find out why it's not building, or at least post specific errors here 
so we can help you more.


Looking at the VPB wiki front page, for OSG 2.8.2 (actually any OSG on 
the 2.8 branch) you need VPB 0.9.10. That should build. If not please 
post the errors you get and maybe we can help...


It's all about learning how to do things and fix problems, instead of 
just saying that you have a problem and waiting for others to fix it for 
you...


J-S
--
__
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Re: [osg-users] looking for a terrain database building

2010-04-01 Thread Jean-Sébastien Guay

Hi Terry,


Both VPB and osgEarth seem to default to building scenegraphs with
PagedLOD nodes, which I don't think will work for me.  One option I
thought of is to use VPB to create a big database in a single file
with traditional LOD nodes, then use a separate program to convert it
all to individual .flt tiles and a Metaflight file or something
similar.  I'll have to do more thinking about this option.  Anyone
know of any alternatives to Metaflight that can describe tiled
databases but still let you store and edit tiles individually?  I just
want to consider all the options.


What's the specific problem with PagedLOD? You could still find the tile 
you want to modify, convert it to .flt (using osgconv with the flt write 
support in recent OSG versions), edit it, reconvert it to .ive (with 
osgconv, keeping the name the same) and run it.


Is the problem that the multiple LODs for the same region are not in the 
same file? That's not just caused by using PagedLOD, but also the fact 
that VPB (and I assume osgEarth too) make quadtree-LOD structures. If 
you needed all LODs of a given region to be in a single file, then all 
the geometry would be in a single file because the lowest-res LOD 
contains the geometry for the whole terrain. Tiles become more numerous 
and smaller as you go to higher-res LODs.


If you want to make all tiles at all LODs the same size, then I guess 
that could be added as an option in VPB. But then what would you replace 
PagedLOD with? ProxyNode?


J-S
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[osg-users] OsgDem binaries

2010-04-01 Thread issam boughanmi
Hi,

i have serious problems to buils the vpb applications with cmake 2.6
and vc++ 2008 express
i tried all the combination between osg/vpb versions without succes


what i want is simply to generate a pagedlod terrain with osgdem to
use with delta3d application that use osg 2.8.2 i think


if someone can share a visual studio solution or even better the exe
files (osgdem) that can be used with osg 2.8.2 that can be very
kindfull




Thanks and good day

Cheers,
issam
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Re: [osg-users] osgText and Texture

2010-04-01 Thread J.P. Delport

Hi,

haven't looked at the code in detail, but in an ortho projection you can 
still put things in front of others by using the z coordinate.


jp

Akilan Thangamani wrote:

Hi robert,

True. I do follow the osgHud example. But I am trying to display lat, lon 
values as text on mouse move over texture set from buffer. Anyway we use our 
own tranformation. But I couldn 't set the transparency. Have a look @ my code 
and let me get the mistake i do.



Code:


osg::Camera* createTex()
{   
   osg::Group* group=new osg::Group;

   osg::Geometry  *geom;
   osg::Camera* camera = new osg::Camera;


camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1920,0,1200));
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::POST_RENDER);
camera->setAllowEventFocus(true);


{

osg::Vec3 top_left(0.0f ,0.0f ,1200.0f);
osg::Vec3 bottom_left(0.0f ,0.0f ,0.0f);
osg::Vec3 bottom_right(1920.0f ,0.0f, 0.0f);
osg::Vec3 top_right(1920.0f, 0.0f, 1200.0f);

geom = new osg::Geometry;


osg::Vec3Array* vertices = new osg::Vec3Array(4);



(*vertices)[0] = top_left;
(*vertices)[1] = bottom_left;
(*vertices)[2] = bottom_right;  
(*vertices)[3] = top_right;
geom->setVertexArray(vertices);

	
		osg::Vec2Array* texcoords = new osg::Vec2Array(4);


(*texcoords)[0].set(0.0f,1.0f);
(*texcoords)[1].set(0.0f,0.0f);
(*texcoords)[2].set(1.0f,0.0f);
(*texcoords)[3].set(1.0f,1.0f);

geom->setTexCoordArray(0,texcoords);

osg::Vec3Array* normals = new osg::Vec3Array(1);

(*normals)[0].set(0.0f,0.0f,1.0f);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
	
		osg::Vec4Array* colors = new osg::Vec4Array(1);

(*colors)[0].set(1.0f,1.0f,1.0f,0.2f);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);

geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
	
		osg::Geode* geom_geode = new osg::Geode;

geom_geode->addDrawable(geom);

	
		texture = new osg::Texture2D;

texture->setName("TEXTURE");
   
		texture->setDataVariance(osg::Object::DYNAMIC); 
		texture->setResizeNonPowerOfTwoHint(false);


// Setting buffer
		osg::Image* image = new osg::Image; 
		image->setName("BUFFER");
		image->setOrigin(osg::Image::BOTTOM_LEFT); 
		image->setImage(buf_width, buf_height, 1, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE,buf, osg::Image::NO_DELETE); 


texture->setImage(image);
osg::StateSet* stateset = geom->getOrCreateStateSet();

stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);   
 
stateset->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | 
osg::StateAttribute::OFF);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
camera->addChild(geom_geode);
}

return camera;
}

osg::Node* createLatLonLabel()
{
osg::Group* root=new osg::Group;

osg::Camera* camera = new osg::Camera;
root->addChild(camera);

camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1920,0,1200));
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::POST_RENDER);
camera->setAllowEventFocus(true);

{   
osg::Geode* geode = new osg::Geode();
std::string timesFont("fonts/arial.ttf");
osg::StateSet* stateset = geode->getOrCreateStateSet();


stateset->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | 
osg::StateAttribute::OFF);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::Vec3 position(0.0f,0.0f,0.0f);   


{
latLonDisp = new  osgText::Text;
geode->addDrawable( latLonDisp );

latLonDisp->setFont(timesFont);
latLonDisp->setCharacterSize(15);
latLonDisp->setFontResolution(25,25);
latLonDisp->setPosition(position);
latLonDisp->setText("(0,0)");
  	latLonDisp->setAlignment(osgText::Text::CENTER_TOP);

latLonDisp->setAxisAlignment(osgText::Text::XY_PLANE);   

}   
 

Re: [osg-users] osgText and Texture

2010-04-01 Thread Akilan Thangamani
Hi robert,

True. I do follow the osgHud example. But I am trying to display lat, lon 
values as text on mouse move over texture set from buffer. Anyway we use our 
own tranformation. But I couldn 't set the transparency. Have a look @ my code 
and let me get the mistake i do.



Code:


osg::Camera* createTex()
{   
   osg::Group* group=new osg::Group;

   osg::Geometry  *geom;
   osg::Camera* camera = new osg::Camera;

camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1920,0,1200));
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::POST_RENDER);
camera->setAllowEventFocus(true);

{

osg::Vec3 top_left(0.0f ,0.0f ,1200.0f);
osg::Vec3 bottom_left(0.0f ,0.0f ,0.0f);
osg::Vec3 bottom_right(1920.0f ,0.0f, 0.0f);
osg::Vec3 top_right(1920.0f, 0.0f, 1200.0f);

geom = new osg::Geometry;


osg::Vec3Array* vertices = new osg::Vec3Array(4);



(*vertices)[0] = top_left;
(*vertices)[1] = bottom_left;
(*vertices)[2] = bottom_right;  
(*vertices)[3] = top_right;
geom->setVertexArray(vertices);


osg::Vec2Array* texcoords = new osg::Vec2Array(4);

(*texcoords)[0].set(0.0f,1.0f);
(*texcoords)[1].set(0.0f,0.0f);
(*texcoords)[2].set(1.0f,0.0f);
(*texcoords)[3].set(1.0f,1.0f);

geom->setTexCoordArray(0,texcoords);

osg::Vec3Array* normals = new osg::Vec3Array(1);

(*normals)[0].set(0.0f,0.0f,1.0f);
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);

osg::Vec4Array* colors = new osg::Vec4Array(1);
(*colors)[0].set(1.0f,1.0f,1.0f,0.2f);
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);

geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));

osg::Geode* geom_geode = new osg::Geode;
geom_geode->addDrawable(geom);


texture = new osg::Texture2D;
texture->setName("TEXTURE");
texture->setDataVariance(osg::Object::DYNAMIC); 
texture->setResizeNonPowerOfTwoHint(false);

// Setting buffer
osg::Image* image = new osg::Image; 
image->setName("BUFFER");
image->setOrigin(osg::Image::BOTTOM_LEFT); 
image->setImage(buf_width, buf_height, 1, GL_LUMINANCE, 
GL_LUMINANCE, GL_UNSIGNED_BYTE,buf, osg::Image::NO_DELETE); 

texture->setImage(image);   
osg::StateSet* stateset = geom->getOrCreateStateSet();

stateset->setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);   

stateset->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | 
osg::StateAttribute::OFF);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
camera->addChild(geom_geode);
}

return camera;
}

osg::Node* createLatLonLabel()
{
osg::Group* root=new osg::Group;

osg::Camera* camera = new osg::Camera;
root->addChild(camera);

camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1920,0,1200));
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
camera->setRenderOrder(osg::Camera::POST_RENDER);   
camera->setAllowEventFocus(true);

{   
osg::Geode* geode = new osg::Geode();
std::string timesFont("fonts/arial.ttf");
osg::StateSet* stateset = geode->getOrCreateStateSet();

stateset->setMode(GL_LIGHTING, osg::StateAttribute::OVERRIDE | 
osg::StateAttribute::OFF);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::Vec3 position(0.0f,0.0f,0.0f);   

{
latLonDisp = new  osgText::Text;
geode->addDrawable( latLonDisp );

latLonDisp->setFont(timesFont);
latLonDisp->setCharacterSize(15);
latLonDisp->setFontResolution(25,25);
latLonDisp->setPosition(position);
latLonDisp->setText("(0,0)");
latLonDisp->setAlignment(osgText::Text::CENTER_TOP);
latLonDisp->setAxisAlignment(osgText::Text::XY_PLANE);  

}   
c

[osg-users] Newbie questions...

2010-04-01 Thread Ku Krapox
Hi everyone,

As I'm new to OSG and the community i'm not sure if this is an appropriate 
place for a newbie's questions, but i'm having much difficulty to learn some 
specifics... :-* 
In particular, I'm stucked with callback functions and keyboard handling.


Callbacks
My problem is : I can get back the nodes of a geode if it's a loaded model 
(like the tank), but I can't do the same for my own objects, such as simple 
osg::Sphere loaded in an osg::Geode. What I do is I set the Geode's name to 
"earth" and I call :

Code:
_earthNode = dynamic_cast \< osgSim::DOFTransform* \> (findEarth.getFirst());


... which results in a NULL value in _earthNode. I've found out that the 
dynamic_cast fails when the returned named object is a geode, but I don't know 
what object should be named in my hierarchy to be handled sucessfully by a 
DOFTransform? Or should I use something else than a DOFTransform??


Keyboard Events Handling
Here's the kind of code I'm writing :

Code:
_KEH->addFunction(' ', buildGraph);


buildGraph() beeing declared in the .h and beeing defined just below in the .cpp

Code:
void buildGraph();


 Im doing exactly what is in the tutorial, except that everything is in a 
class, but it fails to build with the following error :

> 1>.\CGraph.cpp(49) : error C3867: 'graphs::CGraph::buildGraph': function call 
> missing argument list; use '&graphs::CGraph::buildGraph' to create a pointer 
> to member

Is anyone familiar with this compilation error?... I don't see what "argument 
list" is missing, since my function doesn't take any...


Any help on any of these topics would be greatly appreciated!
Thanks in advance!  :) 

Cheers,
Ku

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[osg-users] [vpb] binaries of osgDem

2010-04-01 Thread issam boughanmi
Hi,

i have serious problems to buils the vpb applications with cmake 2.6  and vc++ 
2008 express
i tried all the combination between osg/vpb versions without succes 


what i want is simply to generate a pagedlod terrain with osgdem to use with 
delta3d application that use osg 2.8.2 i think


if someone can share a visual studio solution or even better the exe files 
(osgdem) that can be used with osg 2.8.2 that can be very kindfull




Thanks and good day

Cheers,
issam

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Re: [osg-users] osgText and Texture

2010-04-01 Thread Robert Osfield
Hi Akilan,

Have a look at the osghud example as it provides a text overlay as
sets up the camera appropriately.

Robert.

On Thu, Apr 1, 2010 at 7:46 AM, Akilan Thangamani
 wrote:
> Hi,
>
>
>
> I created a texture and  set to a camera.  Another camera was set to a text.  
> Text and the  texture are in different views.  Always the text goes behind 
> the texture.  What needs to be done to make the text appear always in front? 
> I tried by setting the texture state's  rendering hint as TRANSPARENT. But 
> couldn 't any change.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=26342#26342
>
>
>
>
>
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Re: [osg-users] Two cameras for the same scene

2010-04-01 Thread Robert Osfield
Hi John,

On Thu, Apr 1, 2010 at 1:16 AM, John Galt  wrote:
>  I want to have the viewTwo camera follow the pyramidTwoXForm (PAT). How do I 
> set it to do the required?
>
> Please help me, I am unable to figure this out for a while now.

"Following" a node is a bit open ended, so how to do it is a bit open
ended as well.  As we can't know exactly what you mean by "follow" as
node we'll just take a few guess.

First up would the osgGA::NodeTrackerManipulator work for you?  Have a
look at the osgsimulation example for an example of it in action.

Second approach would be to manually set the second view's master
camera's view matrix on each new frame yourself, either via a update
callback attached to the camera, or a setting directly in the viewer
main frame loop - just set the camera before the
viewer.renderingTraversals() call.   If you can this approach you next
question will be how to compute the view matrix, for this is where the
open ended bit comes in - only you know how you want it to follow.
You will of course need to know the position of the node in question,
and you can use node->getWorldMatrices() to work out where it is, then
use this is whatever way you want to get the view matrix you need.
This is vector maths that I'll have to presume you are comfortable
with.

Robert.
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Re: [osg-users] Callback to run existing OpenGL Code

2010-04-01 Thread Robert Osfield
HI Bruce,

You can create a subclass from osg::Drawable, or use Drawable draw
callback, or use a Camera pre/post draw callback to do your own OpenGL
work.  When doing this you'll need to make sure that the OSG knows
about the state you have changed so it can correctly manage state -
this is is crucial as the OSG does lazy state updating to reduce the
number of OpenGL calls, and if you change OpenGL state without telling
it then it'll just out of sync and won't apply the state when it needs
to.   osg::State object has a number of haveApplied*() methods for
telling it that you've changed state.

Personally I would suggest that that the native OSG is actually the
best way to tackle your problem.  The OSG has support for textures
including PBO's and texture subloading, it also has support for GLSL
shaders, so everything you want to do is very straight forward to do
using native OSG classes.  Yes it does mean learning about them, but
it'll be a lot easier and loss problematic than learning about
creating your callback and informing the osg::State state tracking
about your state changes.

Robert.

On Thu, Apr 1, 2010 at 1:48 AM, Bruce Wheaton  wrote:
> I'm moving my backend to OSG, but I'm too chicken to do it all at once.
> Where would be the best place to run existing code?
>
> The code is a set of texture transfers (individual planes of videos) and
> then some drawing with a shader to convert it to floating point RGB.
>
> The transfer code should:
>
> run every single frame, before other operations (resulting textures get
> used),
> should ideally be split - transfer starts (PBOs) and transfer completion,
> could optionally use a pre-process camera and osg::uniforms,
> Can be overlapped with existing rendering (the tail of the previous drawing)
> - first phase won't affect textures in use.
> Should be done once per GPU (assuming contexts are shared on each card).
>
> Is there a callback or two that would fit? Is it kosher to do the work in a
> draw callback, or is there an earlier point that is in the OpenGL context?
> Maybe an example?
>
> Since I know the 'best advice' will probably be to bite the bullet, as a
> sanity check, I mention that my code is an ffmpeg video channel that decodes
> the video into native planes, then transfers multiple planes and uses a
> shader and multiple texturing to convert to floating point and do various
> color correction etc. I think fitting that into the existing ImageSequence,
> which seems to assume single frames of RGB, would be too time consuming at
> the moment.
>
> Regards,
>
> Bruce Wheaton
>
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