Re: [osg-users] Unsupported wrapper class error?

2010-06-11 Thread Robert Osfield
Hi Glenn,

I can't shed any light on the issue, but I can possible help dig down
to find out what is wrong.  Would it be possible for you to come up
with a simple example that reproduces the problem?

Robert.

On Thu, Jun 10, 2010 at 8:03 PM, Glenn Waldron gwald...@gmail.com wrote:
 Hi folks,
 I'm reading and writing osgb streams. Every once and a while, I will see:

 InputStream::readObject(): Unsupported wrapper class osg::Image

 Can you shed some light on this? When it happens, it happens on my first
 attempt to read and then doesn't happen again during that run of the app.
 This is a recent trunk version of OSG. Thanks.


 Glenn Waldron : Pelican Mapping

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Re: [osg-users] scene data and manipulator

2010-06-11 Thread Gianni Ambrosio

Il 6/11/2010 10:37 AM, Gianni Ambrosio ha scritto:
With this code I can see two problems. First of all the loaded object 
is not fitted in the viewer. Then using the mouse to rotate 
(leftmouse+move), translate (middle mouse+move) or zoom (right 
mouse+move), I just can see the effect of rotation, while the loaded 
objet does not move in the viewer in the other two cases.


OK, the manipulator works now (don't ask me why). Now, which is the 
right way to fit the loaded object?


Regards
Gianni


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Re: [osg-users] [osgPlugins] FBX texture export problem.

2010-06-11 Thread Michael Platings
Hi Dario, if the file appears correctly in FBX QuickTime Viewer but not in
the latest version of OpenSceneGraph then please send the file over to me in
a .zip with associated textures, and I'll take a look.

On 10 June 2010 21:09, Dario Minieri para...@cheapnet.it wrote:

 Hi,

 anyone has any other information about this problem?

 Thank you!

 Cheers,
 Dario

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Re: [osg-users] ffmpeg synchronisation

2010-06-11 Thread Michael Platings
Hi Tanguy, thanks for the pointers, the timing code makes much more sense
now. Sound does indeed make it a lot more problematic, seems I'll have to do
some lateral thinking on this one :\

On 10 June 2010 13:52, Tanguy Fautre tang...@aristechnologies.com wrote:

  Hi Michael,



 It’s been a long time since I’ve touched the ffmpeg plugin, but here is how
 it was:

 1/ when the video sound is being played, the video time is synchronized
 with the audio player (this tries to keep the video tightly synchronized
 with the audio track);

 2/ when there is no video sound (or no audio player has been associated
 with this video), then the video used to be synchronized with an internal
 timer.



 Quickly looking at the code on SVN, it does not seem to have changed.



 Changing case 2 to be optionally synchronized with FrameStamp shouldn’t be
 too hard (but will require code changes in the plugin).

 Case 1 looks more problematic though.



 Tanguy





 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Michael
 Platings
 *Sent:* 09 June 2010 3:31 PM
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] ffmpeg synchronisation



 I've been playing around with the ffmpeg plugin and I've been very
 impressed with how capable it is. The only problem I have with it is that
 its playback speed is decoupled from the timing of the main scene.
 Does anyone know of an easy way to ensure that the time of the ffmpeg video
 is consistent with the time of the FrameStamp?

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Re: [osg-users] ffmpeg synchronisation

2010-06-11 Thread J.P. Delport

Hi,

On 11/06/10 11:06, Michael Platings wrote:

Hi Tanguy, thanks for the pointers, the timing code makes much more
sense now. Sound does indeed make it a lot more problematic, seems I'll
have to do some lateral thinking on this one :\


not a fix for your problem, but experiment with mplayer's scaletempo 
audio filter. Audio speed up/down without changing pitch.


jp



On 10 June 2010 13:52, Tanguy Fautre tang...@aristechnologies.com
mailto:tang...@aristechnologies.com wrote:

Hi Michael,

It’s been a long time since I’ve touched the ffmpeg plugin, but here
is how it was:

1/ when the video sound is being played, the video time is
synchronized with the audio player (this tries to keep the video
tightly synchronized with the audio track);

2/ when there is no video sound (or no audio player has been
associated with this video), then the video used to be synchronized
with an internal timer.

Quickly looking at the code on SVN, it does not seem to have changed.

Changing case 2 to be optionally synchronized with FrameStamp
shouldn’t be too hard (but will require code changes in the plugin).

Case 1 looks more problematic though.

Tanguy

*From:* osg-users-boun...@lists.openscenegraph.org
mailto:osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org
mailto:osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
*Michael Platings
*Sent:* 09 June 2010 3:31 PM
*To:* OpenSceneGraph Users
*Subject:* [osg-users] ffmpeg synchronisation

I've been playing around with the ffmpeg plugin and I've been very
impressed with how capable it is. The only problem I have with it is
that its playback speed is decoupled from the timing of the main scene.
Does anyone know of an easy way to ensure that the time of the
ffmpeg video is consistent with the time of the FrameStamp?


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Re: [osg-users] [vpb] resuming vpb build, revisited :)

2010-06-11 Thread Felix Morsdorf
Hi all,

a single osgdem build works flawlessly. Will keep an eye on the vpb issue with 
the next larger build we will have, but this will most likely be with the next 
version :)

Thank you!

Cheers,
Felix

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Re: [osg-users] Strange error only in debug mode

2010-06-11 Thread daniele argiolas
Thank you. I don't understand where is the error because in my program I simply 
call sometimes a removeUpdateCallback(nc) then an addUpdateCallback(nc) over my 
object, where nc is an osgAnimationCallback* object. I never delete my object 
then it's very strange this output.

Can anybody help me?

thanks

This is call stack:
osg65-osgd.dll!osg::NodeCallback::traverse(osg::Node * node=0x01aba720, 
osg::NodeVisitor * nv=0x019f5f68)  Line 21 + 0x2d bytes C++
osg65-osgd.dll!osg::AnimationPathCallback::operator()(osg::Node * 
node=0x01aba720, osg::NodeVisitor * nv=0x019f5f68)  Line 251  C++

osg65-osgUtild.dll!osgUtil::UpdateVisitor::handle_callbacks_and_traverse(osg::Node
  node={...})  Line 85 + 0x1c bytes  C++
osg65-osgUtild.dll!osgUtil::UpdateVisitor::apply(osg::Transform  
node={...})  Line 57 + 0x1a bytes C++
osg65-osgd.dll!osg::NodeVisitor::apply(osg::MatrixTransform  
node={...})  Line 136 + 0x13 bytesC++
osg65-osgd.dll!osg::MatrixTransform::accept(osg::NodeVisitor  
nv={...})  Line 37 + 0x41 bytes  C++
osg65-osgd.dll!osg::Group::traverse(osg::NodeVisitor  nv={...})  Line 
62 + 0x25 bytes  C++
osg65-osgd.dll!osg::NodeVisitor::traverse(osg::Node  node={...})  Line 
191 + 0x1c bytesC++

osg65-osgUtild.dll!osgUtil::UpdateVisitor::handle_callbacks_and_traverse(osg::Node
  node={...})  Line 86 + 0x25 bytes  C++
osg65-osgUtild.dll!osgUtil::UpdateVisitor::apply(osg::Group  
node={...})  Line 56 + 0x1a bytes C++
osg65-osgd.dll!osg::Group::accept(osg::NodeVisitor  nv={...})  Line 38 
+ 0x41 bytesC++

osg65-osgViewerd.dll!osgViewer::Scene::updateSceneGraph(osg::NodeVisitor  
updateVisitor={...})  Line 87 + 0x1e bytes   C++
osg65-osgViewerd.dll!osgViewer::Viewer::updateTraversal()  Line 882 
C++
osg65-osgViewerd.dll!osgViewer::ViewerBase::frame(double 
simulationTime=1.7976931348623157e+308)  Line 608 + 0xf bytes  C++
osg65-osgViewerd.dll!osgViewer::ViewerBase::run()  Line 581 + 0x1b 
bytesC++
osg65-osgViewerd.dll!osgViewer::Viewer::run()  Line 322 C++
ARGAME.exe!main()  Line 141 + 0xf bytes C++
ARGAME.exe!__tmainCRTStartup()  Line 586 + 0x19 bytes   C
ARGAME.exe!mainCRTStartup()  Line 403   C

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Re: [osg-users] Strange error only in debug mode

2010-06-11 Thread Alberto Luaces
daniele argiolas writes:

 Thank you. I don't understand where is the error because in my program I 
 simply call sometimes a removeUpdateCallback(nc) then an 
 addUpdateCallback(nc) over my object, where nc is an osgAnimationCallback* 
 object. I never delete my object then it's very strange this output.

Then it could be possible that you are removing the callback while OSG
is in its update phase. Where are you calling removeUpdateCallback()?

-- 
Alberto

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Re: [osg-users] Strange error only in debug mode

2010-06-11 Thread Raymond de Vries

Hi,

Fyi, you can also remove a callback by using NULL, the ref counting 
would clean it up then. Would that help?


Cheers
Raymond



On 6/11/2010 1:34 PM, Alberto Luaces wrote:

daniele argiolas writes:

   

Thank you. I don't understand where is the error because in my program I simply 
call sometimes a removeUpdateCallback(nc) then an addUpdateCallback(nc) over my 
object, where nc is an osgAnimationCallback* object. I never delete my object 
then it's very strange this output.
 

Then it could be possible that you are removing the callback while OSG
is in its update phase. Where are you calling removeUpdateCallback()?

   


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[osg-users] Weekend adventure

2010-06-11 Thread Robert Osfield
Hi All,

I've just wrapped up my work for the week, and taking this afternoon
and whole weekend off!  The car is packed with food, camping and
running equipment and I'm now setting off.  Tomorrow morning I set off
on my first mountain marathon, the Lochalsh Dirty 30.

   http://www.lochalsh-trails.co.uk/

We start at the pituresque village of Glenelg on the west coast of
Scotland, overlooking the Isle of Skye, then run along the coast, past
the famous Eilean Donan Castle (it's featured in many films) and then
back into the mountains and through a mountain pass, then back to
Glenelg for beers and food.  Total distance is 30 miles, with 1000m of
ascent/descent thrown into the mix, furthest I've ever been on foot in
one day so it's quite a challenging adventure, but ohh yes the
countryside is stunning and worth ever step.

But... of course I'll be thinking about terrain visualization, shader
composition and fixing pesky bugs as I go... for a at least a second
or two ;-)

Catch up with you all on Monday, and have a great weekend yourselves,

Robert.
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Re: [osg-users] Weekend adventure

2010-06-11 Thread Jean-Sébastien Guay

Hi Robert,


I've just wrapped up my work for the week, and taking this afternoon
and whole weekend off!  The car is packed with food, camping and
running equipment and I'm now setting off.  Tomorrow morning I set off
on my first mountain marathon, the Lochalsh Dirty 30.

http://www.lochalsh-trails.co.uk/

We start at the pituresque village of Glenelg on the west coast of
Scotland, overlooking the Isle of Skye, then run along the coast, past
the famous Eilean Donan Castle (it's featured in many films) and then
back into the mountains and through a mountain pass, then back to
Glenelg for beers and food.  Total distance is 30 miles, with 1000m of
ascent/descent thrown into the mix, furthest I've ever been on foot in
one day so it's quite a challenging adventure, but ohh yes the
countryside is stunning and worth ever step.


Wow, looks really cool! I'm not in any shape to go running those kinds 
of distances, but it really makes me want to go to Scotland and walk 
around all day looking at those sights!



But... of course I'll be thinking about terrain visualization, shader
composition and fixing pesky bugs as I go... for a at least a second
or two ;-)


I'm sure after making a hang-gliding simulator, OSG could be used to 
make a marathon simulator ;-)



Catch up with you all on Monday, and have a great weekend yourselves,


And you. Enjoy the run and the change of pace! (pardon the pun)

J-S
--
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Weekend adventure

2010-06-11 Thread Wang Rui
Hi Robert,

Ah, life becomes colorful with hobbies, isn't it? :)

I'm a novel writer in my spare time, and love to read lots of books
everytime and everywhere. But it seems that I still really lack
physical exercise. Maybe I should get out of the city and get in a
good walk like you, after my OSG book finished and not too busy with
business.

But at this time I'll be first thinking of a new powerful particle
effects implementation in OSG, which will be used to satisfy my client
and can be used to enhance the osgParticle library if possible. Also
I'll work hard on the beginners book and continue helping to improve
the OSG development, too.

Have a nice weekend!

Wang Rui


2010/6/11 Robert Osfield robert.osfi...@gmail.com:
 Hi All,

 I've just wrapped up my work for the week, and taking this afternoon
 and whole weekend off!  The car is packed with food, camping and
 running equipment and I'm now setting off.  Tomorrow morning I set off
 on my first mountain marathon, the Lochalsh Dirty 30.

   http://www.lochalsh-trails.co.uk/

 We start at the pituresque village of Glenelg on the west coast of
 Scotland, overlooking the Isle of Skye, then run along the coast, past
 the famous Eilean Donan Castle (it's featured in many films) and then
 back into the mountains and through a mountain pass, then back to
 Glenelg for beers and food.  Total distance is 30 miles, with 1000m of
 ascent/descent thrown into the mix, furthest I've ever been on foot in
 one day so it's quite a challenging adventure, but ohh yes the
 countryside is stunning and worth ever step.

 But... of course I'll be thinking about terrain visualization, shader
 composition and fixing pesky bugs as I go... for a at least a second
 or two ;-)

 Catch up with you all on Monday, and have a great weekend yourselves,

 Robert.
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[osg-users] Draw dynamic line with LODs and EBO

2010-06-11 Thread Roman Grigoriev
Hi,
I have to make in my app dynamic lines. As far as I know display lists are 
deprecated for now on GLES2 platform I try to make it using VBO+EBO, like in 
osgparametric,so now  it works fine.  But I have to draw up to 1000 lines with 
100 points so it can be so hard to GPU. So I decided to recalculate EBO using 
LOD strategy. So I'll calculate distance to my point and remove odd indices. 
Could you please give me some snippet how to work with EBO in update or draw 
callback? 
Also my lines are trajectories and I have to draw them respectively to 
simulation time. But I found that I can't change size of element buffer. 
Because I found in PrimitiveSet.cpp
this lines 

Code:

void DrawElementsUInt::draw(State state, bool useVertexBufferObjects) const 
{
...
 if (ebo)
{
if (_numInstances=1) state.glDrawElementsInstanced(mode, size(), 
GL_UNSIGNED_INT, (const GLvoid *)(ebo-getOffset(getBufferIndex())), 
_numInstances);
else glDrawElements(mode, size(), GL_UNSIGNED_INT, (const GLvoid 
*)(ebo-getOffset(getBufferIndex(;
}
}



so here size() - total size of element buffer and I create for example EBO with 
200 indices total and want draw only first 100 indices - how can I make it?

for the reference here is my code
 
Code:

osg::Node* createModel( bool dynamic, bool useVBO)
{
osg::Geode* geode = new osg::Geode;
osg::Geometry* geom = new osg::Geometry;
geode-addDrawable(geom);
osg::Vec3 row(0.0f,0.0f,0.0);
unsigned int num_x = 200;
   unsigned int num_y = 20;
   unsigned int vert_no = 0;
osg::Vec3Array* vertices = new osg::Vec3Array( num_x );

unsigned int iy;
for(iy=0; iynum_x; iy++)
{
(*vertices)[vert_no++] = row;
row.y()=1000.0f*iy;
row.z()+=100;
}
geom-setVertexArray(vertices);
osg::VertexBufferObject* vbo = useVBO ? new osg::VertexBufferObject : 0;
if (vbo) vertices-setVertexBufferObject(vbo);
osg::ElementBufferObject* ebo = useVBO ? new osg::ElementBufferObject : 0;
osg::DrawElementsUInt* elements = new 
osg::DrawElementsUInt(GL_LINE_STRIP_ADJACENCY_EXT, num_x);
unsigned int element_no = 0;
for(unsigned int ix = 0; ixnum_x; ix++)
{
(*elements)[element_no++] = ix;
}

geom-addPrimitiveSet(elements);
geom -setDataVariance(osg::Object::DYNAMIC);
geom-setDrawCallback(new DrawCallback());
if (ebo) elements-setElementBufferObject(ebo);
geom-setUseVertexBufferObjects(useVBO);
return geode;
}



... 

Thank you!

Cheers,
Roman[/code]

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Re: [osg-users] Weekend adventure

2010-06-11 Thread Montgomery, John T.
Looks great - Have a nice weekend!
I'm on a yacht (read: dingy) to Rothesay and environs on the 29th.
:-)  John Montgomery | UOA | +44 (0) 1224 27 3218 | EWG37.




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: 11 June 2010 14:07
To: OpenSceneGraph Users
Subject: [osg-users] Weekend adventure

Hi All,

I've just wrapped up my work for the week, and taking this afternoon
and whole weekend off!  The car is packed with food, camping and
running equipment and I'm now setting off.  Tomorrow morning I set off
on my first mountain marathon, the Lochalsh Dirty 30.

   http://www.lochalsh-trails.co.uk/

We start at the pituresque village of Glenelg on the west coast of
Scotland, overlooking the Isle of Skye, then run along the coast, past
the famous Eilean Donan Castle (it's featured in many films) and then
back into the mountains and through a mountain pass, then back to
Glenelg for beers and food.  Total distance is 30 miles, with 1000m of
ascent/descent thrown into the mix, furthest I've ever been on foot in
one day so it's quite a challenging adventure, but ohh yes the
countryside is stunning and worth ever step.

But... of course I'll be thinking about terrain visualization, shader
composition and fixing pesky bugs as I go... for a at least a second
or two ;-)

Catch up with you all on Monday, and have a great weekend yourselves,

Robert.
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The University of Aberdeen is a charity registered in Scotland, No SC013683.
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Re: [osg-users] Draw dynamic line with LODs and EBO

2010-06-11 Thread Glenn Waldron
Roman,

I see that you are allocating EBOs by hand. If you skip that and just call
setUseVertexBufferObjects(true), OSG will automatically create a single
shared EBO for the osg::Geometry, and put all your PrimitiveSets inside that
shared EBO at various offsets/spans. (I could be mistaken but I think that's
true.) Then you can just create multiple PrimitiveSets and swap in the one
you want drawn at the appropriate time.

I'm not sure why osgparametric creates VBOs and EBOs manually, but I have
not studied it too closely.

Glenn Waldron : Pelican Mapping


On Fri, Jun 11, 2010 at 10:27 AM, Roman Grigoriev grigor...@gosniias.ruwrote:

 Hi,
 I have to make in my app dynamic lines. As far as I know display lists are
 deprecated for now on GLES2 platform I try to make it using VBO+EBO, like in
 osgparametric,so now  it works fine.  But I have to draw up to 1000 lines
 with 100 points so it can be so hard to GPU. So I decided to recalculate EBO
 using LOD strategy. So I'll calculate distance to my point and remove odd
 indices. Could you please give me some snippet how to work with EBO in
 update or draw callback?
 Also my lines are trajectories and I have to draw them respectively to
 simulation time. But I found that I can't change size of element buffer.
 Because I found in PrimitiveSet.cpp
 this lines

 Code:

 void DrawElementsUInt::draw(State state, bool useVertexBufferObjects)
 const
 {
 ...
 if (ebo)
{
if (_numInstances=1) state.glDrawElementsInstanced(mode,
 size(), GL_UNSIGNED_INT, (const GLvoid *)(ebo-getOffset(getBufferIndex())),
 _numInstances);
else glDrawElements(mode, size(), GL_UNSIGNED_INT, (const GLvoid
 *)(ebo-getOffset(getBufferIndex(;
}
 }



 so here size() - total size of element buffer and I create for example EBO
 with 200 indices total and want draw only first 100 indices - how can I make
 it?

 for the reference here is my code

 Code:

 osg::Node* createModel( bool dynamic, bool useVBO)
 {
osg::Geode* geode = new osg::Geode;
osg::Geometry* geom = new osg::Geometry;
geode-addDrawable(geom);
osg::Vec3 row(0.0f,0.0f,0.0);
unsigned int num_x = 200;
   unsigned int num_y = 20;
   unsigned int vert_no = 0;
osg::Vec3Array* vertices = new osg::Vec3Array( num_x );

unsigned int iy;
for(iy=0; iynum_x; iy++)
{
(*vertices)[vert_no++] = row;
row.y()=1000.0f*iy;
row.z()+=100;
}
 geom-setVertexArray(vertices);
 osg::VertexBufferObject* vbo = useVBO ? new osg::VertexBufferObject : 0;
 if (vbo) vertices-setVertexBufferObject(vbo);
 osg::ElementBufferObject* ebo = useVBO ? new osg::ElementBufferObject : 0;
osg::DrawElementsUInt* elements = new
 osg::DrawElementsUInt(GL_LINE_STRIP_ADJACENCY_EXT, num_x);
unsigned int element_no = 0;
for(unsigned int ix = 0; ixnum_x; ix++)
{
(*elements)[element_no++] = ix;
}

geom-addPrimitiveSet(elements);
geom -setDataVariance(osg::Object::DYNAMIC);
geom-setDrawCallback(new DrawCallback());
if (ebo) elements-setElementBufferObject(ebo);
 geom-setUseVertexBufferObjects(useVBO);
 return geode;
 }



 ...

 Thank you!

 Cheers,
 Roman[/code]

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Re: [osg-users] I don't want OSG to rescal textures, how can I avoid it?

2010-06-11 Thread Manuel Garea

Ulrich Hertlein wrote:
 On 11/06/10 15:13 , Manuel Garea wrote:
 
  Hi, I have a problem with textures: my textures have sizes that are not 
  power of two,
  and I don't want OSG to rescale them.
  
  OSG show me a message like:
  
  
   Scalling image '...' from (200x200) to (256x256)
   
  
  although I'm calling the function 
  texture-setResizeNonPowerOfTwoHint(false);
  ... 
  
 
 Does your OpenGL driver support non-power-of-two textures?
 /ulrich
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Ulrich... I really don't know if my OpenGL driver supports it, how could I 
know? thank you another time!

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[osg-users] Distortion

2010-06-11 Thread Naresh Palaiya
Hi,

Hello Guys,

Actually i have to create radial distortion in an image using osg. So i created 
root node then camera node then geode and atlast i was trying to create the 
geometry which i can attach to the geode node. I am assuming distortion to be 
like this D = (1 +k1*r*r + k2*r*r*r*r); where k1 and k2 are the coefficient of 
distortion and r is the distance between ideal image coordinate(x and y). So i 
want to get Barrel distorted image and Pincushion distorted image for postive 
and negative values of k. But i couldn`t understand which geometry i should 
attach to get those kind of image.

So if anybody knows about this then please let me know.

Thanks in advance

Thank you!

Cheers,
Naresh

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[osg-users] mesh with per-polygon color data?

2010-06-11 Thread Alborz Gharraee
Hi

I have a triangle mesh that contains vertex, triangle vertex index, and color 
data. I used an osg::Geometry and it is rendered perfectly. Just two questions:

1. When I add the color data to the geometry, the application slows down. I 
understand that per-primitive binding slows things down, but per-primitive 
color data is all I have, so can I get better performance with the same data 
set?

2. Can osg automatically generate surface (or vertex) normals or do I have to 
write the code for that?

Thanks
-Alborz

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Re: [osg-users] Picking node with scaled positionattitudetransform as parent

2010-06-11 Thread Greg Myers
Looks like my guess was wrong.  It looks like the bounding sphere does take 
into account the scale.  I looked into the intersection test in 
LineSegmentIntersector and found that the line segment is in fact intersecting 
the sphere at two points but one of the final tests is failing. 

Here is the intersects function in LineSegmentIntersector.  I added line 
numbers to ease my explanation.


Code:

1:bool LineSegmentIntersector::intersects(const osg::BoundingSphere bs )
2:{
3: if ( !bs.valid() ) return true;

4: osg::Vec3d sm = _start - bs._center;
5: double c = sm.length2()-bs._radius*bs._radius;
6: if (c0.0) return true;

7: osg::Vec3d se = _end-_start;
8: double a = se.length2();
9: double b = (sm*se)*2.0;
10: double d = b*b-4.0*a*c;

11: if (d0.0) return false;

12: double div = 1.0/(2.0*a);

13: double r1 = (-b-d)*div;
14: double r2 = (-b+d)*div;

15: if (r1=0.0  r2=0.0) return false;

16: if (r1=1.0  r2=1.0) return false;

17: return true;
18:}




The last test ( line 16 ) is failing.  From reading the web I understand that 
if the test on line 11 fails then there is no intersection but if it passes 
then the line segment intersects the sphere at two points.  I don't understand 
what the last two tests ( lines 15 and 16 ) are testing for.  Could someone 
explain it to me?  

Thanks in advance for any help.

Cheers,
Greg

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Re: [osg-users] Picking node with scaled positionattitudetransform as parent

2010-06-11 Thread Jean-Sébastien Guay

Hi Greg,

Kudos on taking the initiative to debug into the OSG source yourself. I 
don't think many would have been able to answer your question of why the 
intersection test was failing, so that was the good thing to do.



The last test ( line 16 ) is failing.  From reading the web I understand that 
if the test on line 11 fails then there is no intersection but if it passes 
then the line segment intersects the sphere at two points.  I don't understand 
what the last two tests ( lines 15 and 16 ) are testing for.  Could someone 
explain it to me?


The LineSegmentIntersector tests a line segment for intersection, not a 
ray. So the tests on lines 15 and 16 are there to make sure any 
intersection that was detected happened between the start of the line 
segment and its end (normalized to 0.0 - 1.0).


Seems to me that your line segment's second point (end) is before the 
geometry you're testing, if it fails at line 16. The geometry is further 
than the furthest point of the line.


As to why, I don't know... Perhaps you calculate the endpoints of your 
line segment wrong? Or there's a mixup in coordinate systems somewhere 
along the line (geez, forgive the pun).


Hope this helps,

J-S
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Re: [osg-users] Picking node with scaled positionattitudetransform as parent

2010-06-11 Thread Greg Myers
Hi J-S,

Thanks for the explanation.  I really appreciate it.  

I'm using the computeIntersections function for osgViewer::View so it 
calculates the line segment start and end points for me but now that I'm armed 
with the knowledge you gave me about the failing condition I can try and do the 
intersection test using another method where I calculate those points myself 
and see what happens.  If I can't figure it out I'll be back here with my head 
hanging low.  ;)  But I will have learned a lot trying to figure it all out.  

Thanks for taking the time to answer my question.

Cheers,
Greg

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Re: [osg-users] mesh with per-polygon color data?

2010-06-11 Thread Jason Daly

Alborz Gharraee wrote:

Hi

I have a triangle mesh that contains vertex, triangle vertex index, and color 
data. I used an osg::Geometry and it is rendered perfectly. Just two questions:

1. When I add the color data to the geometry, the application slows down. I 
understand that per-primitive binding slows things down, but per-primitive 
color data is all I have, so can I get better performance with the same data 
set?
  


You should be able to write a function that expands the per-primitive 
data to per-vertex data.  You may have to duplicate vertices for this to 
work (depending on the look you're going for), but the end result should 
run faster regardless.




2. Can osg automatically generate surface (or vertex) normals or do I have to 
write the code for that?
  


Look at osgUtil::SmoothingVisitor

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[osg-users] [build] Successful build using VS2010?

2010-06-11 Thread Nick Schultz
Has anybody been able to successfully build the latest dev-head in VS2010?  

I kept getting several fatal LINK errors saying it cannot open input files 

ex:

LINK : fatal error LNK1181: cannot open input file '..\..\lib\Release\osgGA.lib'

I'm assuming it's a path error made somewhere in the build scripts.  I posted 
about this a couple of months ago and I couldn't find a fix.  

I tried searching the forums about this topic but couldn't find anything, are 
we just out of luck trying to use VS2010 for now?

Thanks,

Nick

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Re: [osg-users] scene data and manipulator

2010-06-11 Thread Thomas Canipel
there is no ''right' way to set the object to the scene, but i usually set a 
group to the sceneData and after that I addChild to the group .


Cheers,
Thomas

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Re: [osg-users] DataPager issue

2010-06-11 Thread Thomas Canipel
Hi rober,

is there a solution to clear the memory of the datapager ? since the function 
clear() doesnt seem to release the information


Thank you!

Cheers,
Thomas

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[osg-users] Scaling an Object - Normals

2010-06-11 Thread Thomas Canipel
Hi,

I would like to know how I can re-scale the normal of an object loaded after 
scale the object ?

Thank you!

Cheers,
Thomas

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Re: [osg-users] Scaling an Object - Normals

2010-06-11 Thread Ben Cain
// Normalize normals to correct lighting from the scaling operation.
object-getOrCreateStateSet()-setMode(GL_NORMALIZE, osg::StateAttribute::ON);

On Fri, Jun 11, 2010 at 4:27 PM, Thomas Canipel
thomas.cani...@gmail.com wrote:
 Hi,

 I would like to know how I can re-scale the normal of an object loaded after 
 scale the object ?

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Re: [osg-users] Scaling an Object - Normals

2010-06-11 Thread Ben Cain
Mail got formated oddly ... trying again.

// Normalize normals to correct lighting from the scaling operation.
object-getOrCreateStateSet()-setMode(GL_NORMALIZE,osg::StateAttribute::ON);


On 6/11/10, Ben Cain brca...@gmail.com wrote:
 // Normalize normals to correct lighting from the scaling operation.
 object-getOrCreateStateSet()-setMode(GL_NORMALIZE,
 osg::StateAttribute::ON);

 On Fri, Jun 11, 2010 at 4:27 PM, Thomas Canipel
 thomas.cani...@gmail.com wrote:
 Hi,

 I would like to know how I can re-scale the normal of an object loaded
 after scale the object ?


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Re: [osg-users] [osgPlugins] [Inventor plugin] Fix bugs that Inventor plugin lost Sub-Node name in a *.iv file

2010-06-11 Thread Tan Dunming
Hi John,

I have post the submission. See the forum link below.
http://forum.openscenegraph.org/viewtopic.php?t=5968

But I am sorry that I did not use the Subversion repository source code for I 
do not have time to rebuild the latest version. In stead, I use osgdb_iv from 
osg_2.9.7. I guess these two may have little change. As I know, the latest 
version use  OSG_DEBUG and osg_2.9.7 still use 
osg::notify(osg::DEBUG_INFO). 

Thank you!

Cheers,
Tan

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