Re: [osg-users] 3D Scene emulating a 2D environment

2010-07-06 Thread Martin Scheffler
theoribeiro: Just set your ortho projection values to your screen size: (0, 
1024, 0, 768) or whatever. Also set your camera viewport:
camera->setViewport(0, 0, 1024, 768).
Now the OSG units correspond to pixels on your screen.

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Re: [osg-users] Model optimizations

2010-07-06 Thread Tim Moore
On Wed, Jul 7, 2010 at 5:39 AM, Roman Grigoriev wrote:

> Hi guys!
> I have one set of models that positioned along x axis and another set of
> models positioned along y axis.
> So I apply matrixtransform to second set of models to aling them along X
> axis.
> So in my app I translate and rotate them also so on first set of models I
> have one matrixtransform and on second I have two matrixtransform.
> So here I got additional perfomance penalties.
> I want to remove my additional matrixtransform. As far as I understand I
> have to write  custom node visitor that apply my transformation to vertices
> and write back transormed models to model files. Maybe it's already done?
>
> It's probably best to set up the transformations so you only have one
MatrixTransform per model to begin with. Just compose the transformations in
one matrix i.e.: mat.setRotate(...); mat.setTrans(...). Or do the matrix
math if you need to compose more complex transformations.

Tim

> Thank you!
>
> Cheers,
> Roman
>
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>
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Re: [osg-users] display lists & draw callbacks

2010-07-06 Thread Cory Riddell




Robert & Tim, 

Thanks for the information and advice. I guess it's time to take some
measurements and see what the cost of my draw callback actually is.

Cory



On 7/6/2010 5:13 PM, Tim Moore wrote:

  
  On Tue, Jul 6, 2010 at 11:14 PM, Cory
Riddell  wrote:
  Robert,

Thanks for the quick reply.

If I understand the NodeMask and CullMask, these would cull entire
nodes, not individual osg::Drawable instances, correct?
  
  Yes, but you can store one Drawable per Geode node, or perhaps
group of these Drawables that can be turned off into a single Geode. 
  
For example, I have geode's that contain a text label as one of their
drawables. I thought about using a switch node to toggle the text on and
off, but that seemed a bit heavy compared to a callback. With my draw
callback, I can easily turn labels on or off for the entire graph. The
penalty is that those drawables cannot use display lists.


  That could be a stiff penalty. Using a node mask also saves OSG
work in the cull and draw phases of the rendering loop.
  
  
  Tim 
  
Cory



On 7/6/2010 3:16 PM, Robert Osfield wrote:
> Hi Cory,
>
> This is expected behaviour as the draw callback is nested within
the
> code that sets up display lists, so once the display list is
created
> it'll not call the callback again.  If you disable the use of
display
> lists via drawable->setUseDisplayLists(false); then your
callback will
> be called on every frame.
>
> Another approach you could take to switching on/off various
subgraphs
> is to use a combination of NodeMask and CullMask.  Have a look at
the
> osgstereoimage example for inspiration on this approach.
>
> Robert.
>
> On Tue, Jul 6, 2010 at 8:19 PM, Cory Riddell 
wrote:
>
>> I have a very simple draw callback defined that uses a bool to
decide if
>> the drawable should be drawn. The body of the callback's
>> drawImplementation() looks like:
>>
>>  if (m_enable)
>>  {
>>    drawable->drawImplementation(renderInfo);
>>  }
>>
>> I have drawables scattered all over my scene that use the same
instance
>> of this callback. By doing this, I'm able to toggle all of
those
>> drawables on or off by setting a single bool.
>>
>> This only seems to work though if the drawable has display
lists
>> disabled. My code to set the callback looks like:
>>
>>  drawable->setUseDisplayList(false);
>>  // callback is my shared callback instance
>>  drawable->setDrawCallback(callback);
>>
>> Is this expected behaviour? If I understand this correctly, to
use
>> display lists, I would have to tell each drawable to recompile
>> (dirtyDisplayList()) whenever I toggle my m_enable bool. Since
the whole
>> point of my shared draw callback is to avoid traversing my
graph, doing
>> so would defeat the purpose of my callback. So, do I
understand this
>> correctly?
>>
>> It looks like display lists can prevent a draw callback from
being
>> called. Is that right?
>>
>> Cory
>>
>>
>>
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[osg-users] Model optimizations

2010-07-06 Thread Roman Grigoriev
Hi guys!
I have one set of models that positioned along x axis and another set of models 
positioned along y axis. 
So I apply matrixtransform to second set of models to aling them along X axis. 
So in my app I translate and rotate them also so on first set of models I have 
one matrixtransform and on second I have two matrixtransform.
So here I got additional perfomance penalties. 
I want to remove my additional matrixtransform. As far as I understand I have 
to write  custom node visitor that apply my transformation to vertices and 
write back transormed models to model files. Maybe it's already done?

Thank you!

Cheers,
Roman

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Re: [osg-users] OpenSceneGraph BOF at SIGGRAPH 2010

2010-07-06 Thread David Glenn
Thanks John!

D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] osgviewerd cow.osg ---no data loaded

2010-07-06 Thread Randy
Hi J-S,
Thanks for your explicit response!
Yes, I've solved this problem and the cow could appear.
But another question now:
The command line shows an error after "osgviewerd cow.osg": Error: [Screen #0] 
ChooseMatchingPixelFormat<> -Unable to choose the requested pixel format
Any suggestion?
Thanks again!

Best regards,
Randy

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Wednesday, July 07, 2010 12:12 AM
To: OpenSceneGraph Users
Subject: [!! SPAM] Re: [osg-users] osgviewerd cow.osg ---no data loaded

Hello Randy,

> After installing, I don’t know how to set environment variable
> ”OSG_FILE_PATH” which should be the “sample” directory. Since I get only
> 4 files in installing directory——bin,include,lib,share,but with no
> sample file.

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

Download the OpenSceneGraph-Data-2.8.0.zip file, unzip it wherever you 
want (it can be in a "data" directory parallel to your bin, include, 
lib, share directories, for example) then set OSG_FILE_PATH to that 
directory, for example (on Windows):

set OSG_FILE_PATH=C:\OpenSceneGraph\data

If you want OSG_FILE_PATH to be set at the system level (so you don't 
need to set it each time you start a new command prompt) go to your 
system properties, Environment Variables button and set it there.

On Linux (bash), you'd type:

export OSG_FILE_PATH=/home/username/src/OpenSceneGraph/data

and you'd add that to your .bashrc for example.

Hope this helps,

J-S
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[osg-users] automatically minimize the viewer window

2010-07-06 Thread Thomas Canipel
Hi,

Is there a way to modify the behavior of the window, like minimize it , 
programmatically ?


Thank you!

Cheers,
Thomas

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[osg-users] 3D Scene emulating a 2D environment

2010-07-06 Thread Theo Ribeiro
Hi,

I have to render a scene that pretends to be a 2D environment. But I need it to 
be 3D so that I can work with the Z component. I'll try to explain it better.

I'll have a camera that will be still for the whole time. 2D objects will be 
put in front of the camera as it was a 2D application. Although, sometimes 
these 2D objects will spin around an axis in 3D. So, I cannot use the Ortho 
projection. 

However, I can't find out how to set the projection matrix so that I can work 
with my coordinates right. I need to know what are the maximum coordinates that 
fit my window, how many pixels there are, what real size are the objects, 
etc... Because I'm getting some window coordinates from screen touchs! As these 
coordinates are relative to the window I don't know how to relate them to my 
OSG objects!

Do you guys know of any examples that could help me? I already looked at the 
osgHUD example but couldn't find anything useful.


Thanks a bunch.

Cheers,
Theo

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Re: [osg-users] display lists & draw callbacks

2010-07-06 Thread Tim Moore
On Tue, Jul 6, 2010 at 11:14 PM, Cory Riddell  wrote:

> Robert,
>
> Thanks for the quick reply.
>
> If I understand the NodeMask and CullMask, these would cull entire
> nodes, not individual osg::Drawable instances, correct?
>
Yes, but you can store one Drawable per Geode node, or perhaps group of
these Drawables that can be turned off into a single Geode.

>
> For example, I have geode's that contain a text label as one of their
> drawables. I thought about using a switch node to toggle the text on and
> off, but that seemed a bit heavy compared to a callback. With my draw
> callback, I can easily turn labels on or off for the entire graph. The
> penalty is that those drawables cannot use display lists.
>
> That could be a stiff penalty. Using a node mask also saves OSG work in the
cull and draw phases of the rendering loop.

Tim

> Cory
>
> On 7/6/2010 3:16 PM, Robert Osfield wrote:
> > Hi Cory,
> >
> > This is expected behaviour as the draw callback is nested within the
> > code that sets up display lists, so once the display list is created
> > it'll not call the callback again.  If you disable the use of display
> > lists via drawable->setUseDisplayLists(false); then your callback will
> > be called on every frame.
> >
> > Another approach you could take to switching on/off various subgraphs
> > is to use a combination of NodeMask and CullMask.  Have a look at the
> > osgstereoimage example for inspiration on this approach.
> >
> > Robert.
> >
> > On Tue, Jul 6, 2010 at 8:19 PM, Cory Riddell  wrote:
> >
> >> I have a very simple draw callback defined that uses a bool to decide if
> >> the drawable should be drawn. The body of the callback's
> >> drawImplementation() looks like:
> >>
> >>  if (m_enable)
> >>  {
> >>drawable->drawImplementation(renderInfo);
> >>  }
> >>
> >> I have drawables scattered all over my scene that use the same instance
> >> of this callback. By doing this, I'm able to toggle all of those
> >> drawables on or off by setting a single bool.
> >>
> >> This only seems to work though if the drawable has display lists
> >> disabled. My code to set the callback looks like:
> >>
> >>  drawable->setUseDisplayList(false);
> >>  // callback is my shared callback instance
> >>  drawable->setDrawCallback(callback);
> >>
> >> Is this expected behaviour? If I understand this correctly, to use
> >> display lists, I would have to tell each drawable to recompile
> >> (dirtyDisplayList()) whenever I toggle my m_enable bool. Since the whole
> >> point of my shared draw callback is to avoid traversing my graph, doing
> >> so would defeat the purpose of my callback. So, do I understand this
> >> correctly?
> >>
> >> It looks like display lists can prevent a draw callback from being
> >> called. Is that right?
> >>
> >> Cory
> >>
> >>
> >>
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >>
> > ___
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> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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Re: [osg-users] OT: NASA immersive 3D graphics

2010-07-06 Thread Jason Daly

Trajce (Nick) Nikolov wrote:

http://www.nasa.gov/offices/education/programs/national/ltp/games/moonbasealpha/index.html


Looks cool.  Now that Constellation has been canceled, this might be the 
only way of getting back there for a while...


--"J"

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Re: [osg-users] Usage of the command line of osgTerrain

2010-07-06 Thread ting zhang
Hi,
Thank you very much. But I heard that the osgTerrain OSG example in osg 
2.8.0 or even higher version has some features about the real-time generation 
of terrains. Is this true or not? thank you again.
... 

Thank you!

Cheers,
ting

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Re: [osg-users] OpenSceneGraph BOF at SIGGRAPH 2010

2010-07-06 Thread John F. Richardson
Hello David,

The key is the release forms for unlimited distribution. If you are going to 
bring anything start the paperwork soon.

John

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Glenn
Sent: Tuesday, July 06, 2010 1:00 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OpenSceneGraph BOF at SIGGRAPH 2010

Greetings:

I will be at Siggraph! I do plan to attend OSG BOF and drag as many of my 
fellows out of the desert that I can – all one of two of us that is! I'm not 
sure what I can get clearance to show off anything there, but if I can, I'll be 
ready - just in case! 

I may not be the sharpest tool in the shed, but that is why I attend this stuff 
anyway – to learn more!

I encourage as many people who can to attend!

Sorry to hear that you’re not going to be there Robert, but I’m sure that what 
ever is dreamed up will be interesting!

See some of you there I hope!
So Cal is fun in July and LA Live is an exiting place to be!

D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] OpenSceneGraph BOF at SIGGRAPH 2010

2010-07-06 Thread John F. Richardson
Hello Robert,

A presentation on OSG-3.0/OpenGL ES would be fantastic. I was probably going
to ask you for a few "highlights" slides on the cutting edge of OSG in any
case.

I was also thinking about a panel at the end of the BOF so maybe some panel
topic suggestions would be nice.

John

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Monday, July 05, 2010 6:09 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenSceneGraph BOF at SIGGRAPH 2010

Hi John,

Many thanks for taking charge of the Siggraph BOF this year.  I won't
be at Siggraph so won't be able to help out directly, but can write a
presentation on the topic of OSG-3.0/OpenGL ES.  Since I won't be
physically with you I'll need a volunteer to give the talk on my
behalf, or for me to record a video message.  Or I could help
contribute content for other talks on the OSG-3.0/OpenGL ES topic.

Let me know your thoughts on how I might be able to contribute.

Cheers,
Robert.
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Re: [osg-users] How to make sure that both the back and the frontside of a polygon are lit...

2010-07-06 Thread Jason Daly

Alberto Luaces wrote:

If I reverse the normals the opposite side lights up as expected .. Am I doing 
something wrong..
  


Are you expecting both sides to be lit identically (i.e.: the front lit 
as brightly as the back) ?  Keep in mind that OpenGL doesn't do global 
illumination (that is, light doesn't "bounce"), if a surface isn't 
facing a light source, it won't be lit.


If you only have one light source in the scene, and the front side is 
facing toward it, then the front side will be lit and the back won't.  
If you're trying to get both the front and back to be lit at a similar 
intensity, you may need to add one or more lights to the scene so that 
the back faces are also facing a light source.


--"J"
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Re: [osg-users] display lists & draw callbacks

2010-07-06 Thread Cory Riddell
Robert,

Thanks for the quick reply.

If I understand the NodeMask and CullMask, these would cull entire
nodes, not individual osg::Drawable instances, correct?

For example, I have geode's that contain a text label as one of their
drawables. I thought about using a switch node to toggle the text on and
off, but that seemed a bit heavy compared to a callback. With my draw
callback, I can easily turn labels on or off for the entire graph. The
penalty is that those drawables cannot use display lists.

Cory

On 7/6/2010 3:16 PM, Robert Osfield wrote:
> Hi Cory,
>
> This is expected behaviour as the draw callback is nested within the
> code that sets up display lists, so once the display list is created
> it'll not call the callback again.  If you disable the use of display
> lists via drawable->setUseDisplayLists(false); then your callback will
> be called on every frame.
>
> Another approach you could take to switching on/off various subgraphs
> is to use a combination of NodeMask and CullMask.  Have a look at the
> osgstereoimage example for inspiration on this approach.
>
> Robert.
>
> On Tue, Jul 6, 2010 at 8:19 PM, Cory Riddell  wrote:
>   
>> I have a very simple draw callback defined that uses a bool to decide if
>> the drawable should be drawn. The body of the callback's
>> drawImplementation() looks like:
>>
>>  if (m_enable)
>>  {
>>drawable->drawImplementation(renderInfo);
>>  }
>>
>> I have drawables scattered all over my scene that use the same instance
>> of this callback. By doing this, I'm able to toggle all of those
>> drawables on or off by setting a single bool.
>>
>> This only seems to work though if the drawable has display lists
>> disabled. My code to set the callback looks like:
>>
>>  drawable->setUseDisplayList(false);
>>  // callback is my shared callback instance
>>  drawable->setDrawCallback(callback);
>>
>> Is this expected behaviour? If I understand this correctly, to use
>> display lists, I would have to tell each drawable to recompile
>> (dirtyDisplayList()) whenever I toggle my m_enable bool. Since the whole
>> point of my shared draw callback is to avoid traversing my graph, doing
>> so would defeat the purpose of my callback. So, do I understand this
>> correctly?
>>
>> It looks like display lists can prevent a draw callback from being
>> called. Is that right?
>>
>> Cory
>>
>>
>>
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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>> 
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[osg-users] nofity in two files from two differents applications

2010-07-06 Thread Vincent Bourdier

Hi all,

I'm using the osg::notify logs, but in two applications(threads) in the 
same process.
Each application uses the notify logs of osg that are redirected into a 
log file, but when one application run and the second is started, it 
redirect each logs into a new common file...
I would like to keep each log into a separate file, but keeping the 
osg::notify usage.


Do you have any idea or suggestion ?

Thanks

Regards,
   Vincent.
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Re: [osg-users] PageLOD externals

2010-07-06 Thread Sebastian Messerschmidt

Hi Robert,

Thanks for the hint, I'm going to check.
But there should be no principal problem including PagedLOD nodes as 
childs of PagedLODs, right?
The point is all source files are located in the same source in the same 
path and the external references are loaded if the sub-tile is loaded 
individually. But anyways, I'll go on and see what the parser is trying 
to pull.


cheers
Sebastian

Hi Sebastian,

I can't help much directly but to debug things two things that might
be useful are first up to up the OSG_NOTIFY_LEVEL env var to DEBUG to
see what files and paths are being tried - there is a chance that the
external files aren't being found for some reason.  Second suggestion
is to output your files to .osg and then inspect the file references
and distances by hand to see if they all make sense.

Robert.

On Tue, Jul 6, 2010 at 6:45 PM, Sebastian Messerschmidt
 wrote:
  

Hello,

I've managed to convert a relatively large OpenFlight database to a pagedLOD
- database.
Therefore I replace all terrain-tile references (proxyNodes) in the
master.flt with PagedLOD nodes that reference the converted .ive page. In
another step I also replaced all references inside the terrain-pages with
PagedLODs.
The bounds for the terrain-tiles and externals are obtained by preparsing
those files and using a BoundVisitor.

Now for the problem:

If I load a single page (flightx_y.ive) I get all the externals referenced
by the terrain page paged in without a problem but if I load the master.ive
(referencing the terrain-pages) I only get the PageLODs for the terrain
tiles but no externals for the terrain-pages itself.
For me it seems the sub-externals of the terrain-page are never loaded.

Is there anything which I might be doing wrong?

Reading through other post I noticed that you can set the
LODRanges/Filenames for the different LOD-scales under a PagedLOD
individually. But my converted ProxyNodes already contain their own LODs.

Help would be really appreciated.

cheers
Sebastian


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Re: [osg-users] display lists & draw callbacks

2010-07-06 Thread Robert Osfield
Hi Cory,

This is expected behaviour as the draw callback is nested within the
code that sets up display lists, so once the display list is created
it'll not call the callback again.  If you disable the use of display
lists via drawable->setUseDisplayLists(false); then your callback will
be called on every frame.

Another approach you could take to switching on/off various subgraphs
is to use a combination of NodeMask and CullMask.  Have a look at the
osgstereoimage example for inspiration on this approach.

Robert.

On Tue, Jul 6, 2010 at 8:19 PM, Cory Riddell  wrote:
> I have a very simple draw callback defined that uses a bool to decide if
> the drawable should be drawn. The body of the callback's
> drawImplementation() looks like:
>
>  if (m_enable)
>  {
>    drawable->drawImplementation(renderInfo);
>  }
>
> I have drawables scattered all over my scene that use the same instance
> of this callback. By doing this, I'm able to toggle all of those
> drawables on or off by setting a single bool.
>
> This only seems to work though if the drawable has display lists
> disabled. My code to set the callback looks like:
>
>  drawable->setUseDisplayList(false);
>  // callback is my shared callback instance
>  drawable->setDrawCallback(callback);
>
> Is this expected behaviour? If I understand this correctly, to use
> display lists, I would have to tell each drawable to recompile
> (dirtyDisplayList()) whenever I toggle my m_enable bool. Since the whole
> point of my shared draw callback is to avoid traversing my graph, doing
> so would defeat the purpose of my callback. So, do I understand this
> correctly?
>
> It looks like display lists can prevent a draw callback from being
> called. Is that right?
>
> Cory
>
>
>
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Re: [osg-users] PageLOD externals

2010-07-06 Thread Robert Osfield
Hi Sebastian,

I can't help much directly but to debug things two things that might
be useful are first up to up the OSG_NOTIFY_LEVEL env var to DEBUG to
see what files and paths are being tried - there is a chance that the
external files aren't being found for some reason.  Second suggestion
is to output your files to .osg and then inspect the file references
and distances by hand to see if they all make sense.

Robert.

On Tue, Jul 6, 2010 at 6:45 PM, Sebastian Messerschmidt
 wrote:
> Hello,
>
> I've managed to convert a relatively large OpenFlight database to a pagedLOD
> - database.
> Therefore I replace all terrain-tile references (proxyNodes) in the
> master.flt with PagedLOD nodes that reference the converted .ive page. In
> another step I also replaced all references inside the terrain-pages with
> PagedLODs.
> The bounds for the terrain-tiles and externals are obtained by preparsing
> those files and using a BoundVisitor.
>
> Now for the problem:
>
> If I load a single page (flightx_y.ive) I get all the externals referenced
> by the terrain page paged in without a problem but if I load the master.ive
> (referencing the terrain-pages) I only get the PageLODs for the terrain
> tiles but no externals for the terrain-pages itself.
> For me it seems the sub-externals of the terrain-page are never loaded.
>
> Is there anything which I might be doing wrong?
>
> Reading through other post I noticed that you can set the
> LODRanges/Filenames for the different LOD-scales under a PagedLOD
> individually. But my converted ProxyNodes already contain their own LODs.
>
> Help would be really appreciated.
>
> cheers
> Sebastian
>
>
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Re: [osg-users] find coordeinates in IVE

2010-07-06 Thread Jean-Sébastien Guay

Hi Bruce,


I downloaded some IVE files from a website that I am trying to use for a 
project teaching teens how to create video games using OSG.   I want to 
dynamically add objects along the path in the scene.  To do this I will have to 
specify the XYZ of the point to add the path.  My problem is that I don't know 
how to find the point short of using the debugger to get the camera location.  
That is a bit tricky to teach the kids at this point of their knowledge.  I 
would like to have a way for them to move around in the scene and decide where 
they want to add objects then edit a startup file and add the coordinates for 
each location.


Instead of using the debugger to get the location, why not show it on 
the screen (using osgText::Text for example) or even printing it in the 
console?


If you want to be able to click in the scene and get the location of an 
intersection with the terrain for example, just use IntersectionVisitor 
+ LineSegmentIntersector, or View::computeIntersections(). That way you 
could click somewhere on your terrain and make a model appear where you 
clicked. Search the OSG examples in the source code to see how to use 
IntersectionVisitor or computeIntersections().


Hope this helps,

J-S
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Re: [osg-users] OpenSceneGraph BOF at SIGGRAPH 2010

2010-07-06 Thread David Glenn
Greetings:

I will be at Siggraph! I do plan to attend OSG BOF and drag as many of my 
fellows out of the desert that I can – all one of two of us that is! I'm not 
sure what I can get clearance to show off anything there, but if I can, I'll be 
ready - just in case! 

I may not be the sharpest tool in the shed, but that is why I attend this stuff 
anyway – to learn more!

I encourage as many people who can to attend!

Sorry to hear that you’re not going to be there Robert, but I’m sure that what 
ever is dreamed up will be interesting!

See some of you there I hope!
So Cal is fun in July and LA Live is an exiting place to be!

D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] find coordeinates in IVE

2010-07-06 Thread Clay, Bruce
 Robert: 

  Thanks for your reply. 
  
I downloaded some IVE files from a website that I am trying to use for a 
project teaching teens how to create video games using OSG.   I want to 
dynamically add objects along the path in the scene.  To do this I will have to 
specify the XYZ of the point to add the path.  My problem is that I don't know 
how to find the point short of using the debugger to get the camera location.  
That is a bit tricky to teach the kids at this point of their knowledge.  I 
would like to have a way for them to move around in the scene and decide where 
they want to add objects then edit a startup file and add the coordinates for 
each location. 
  
Bruce 

 

Hi Bruce, 
  
I'm not clear on what you really want, but one technique for 
identifying objects in the scene is to simply assign a name to them. 
To decide what parts of the scene respond to picking one would use a 
Node NodeMask in combination with a IntersectionVisitor TraversalMask. 
 To work out the coords you can use the bounding sphere/box of the 
node/drawable or the ComputeBoundsVisitor, or the intersection 
results... I can't say at all which one of these may or may not be 
appropriately as your question is far too open ended. 
  
Robert. 
  
On Tue, Jul 6, 2010 at 2:11 AM, Clay, Bruce  wrote: 
> I have a few IVE files that I downloaded from the network.  I want to place 
> a variety of objects in the scene that I downloaded.  Is there any way to 
> get the coordinates of various locations? 
>  
>  
>  
> I don't know if the objects I see in the scene are models that would respond 
> to a pick list or not.  In some cases though I want to place objects on the 
> terrain itself. 
>  
>  
>  
> Bruce _
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Re: [osg-users] osgPPU and osgShadow::MinimalShadowMap

2010-07-06 Thread Wojciech Lewandowski
Hi Serge,

I am sorry I have no experience with osgPPU. Long ago (2 years ?) we tried it  
with HDR and it seemed to work with LispSM shadows on our testbed. Have not 
tested since then. I could not help you at the moment, I am on vacations and my 
computer is a netbook. Send me a private email next week if you still have a 
problem, I will try to test it...

Wojtek Lewandowski.  

PS. Do you by an chance test on ATI ? All techniques stemming from 
StandardShadowMap do not look good on latest Windows Catalyst drivers due to 
ATI VertexShader bugs (I can prove it).



From: Serge Lages 
Sent: Tuesday, July 06, 2010 7:37 PM
To: OpenSceneGraph Users 
Subject: [osg-users] osgPPU and osgShadow::MinimalShadowMap


Hi all, 


I am currently having troubles trying to make work osgPPU and specially HDR 
with osgShadow::MinimalShadowMap, you can find my test program attached (it 
comes from the list archive, I've made small modifications). Without shadows, 
it works fine, with MinimalShadowMap, I only have a black model (I am using 
cow.osg, with the teapot I have a white screen). Here is my command line :
osgppu_viewer.exe Data\hdr.ppu Data\cow.osg


Any idea where it comes from ?
Thanks !

-- 
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http://www.tharsis-software.com






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[osg-users] display lists & draw callbacks

2010-07-06 Thread Cory Riddell
I have a very simple draw callback defined that uses a bool to decide if
the drawable should be drawn. The body of the callback's
drawImplementation() looks like:

  if (m_enable)
  {
drawable->drawImplementation(renderInfo);
  }

I have drawables scattered all over my scene that use the same instance
of this callback. By doing this, I'm able to toggle all of those
drawables on or off by setting a single bool.

This only seems to work though if the drawable has display lists
disabled. My code to set the callback looks like:

  drawable->setUseDisplayList(false);
  // callback is my shared callback instance
  drawable->setDrawCallback(callback);

Is this expected behaviour? If I understand this correctly, to use
display lists, I would have to tell each drawable to recompile
(dirtyDisplayList()) whenever I toggle my m_enable bool. Since the whole
point of my shared draw callback is to avoid traversing my graph, doing
so would defeat the purpose of my callback. So, do I understand this
correctly?

It looks like display lists can prevent a draw callback from being
called. Is that right?

Cory



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Re: [osg-users] View not as expected

2010-07-06 Thread Jean-Sébastien Guay

Hello Sanat,


The NodeTrackerManipulator worked perfectly. It gives me the exact behavior I 
wanted except for the fact that its default orientation is a side on view to my 
model node. I can rotate that with my mouse and change the view to my 
preference.

But I would like to have the scene display with that view itself. I din't find 
any function in the source that allowed me to change rotation of the 
manipulator as the function


To set the initial position/orientation of a CameraManipulator you use 
setHomePosition() (defined in osgGA::MatrixManipulator which 
osgGA::NodeTrackerManipulator inherits). You could also use 
setByMatrix()/setByInverseMatrix() but some manipulators used to have 
empty implementations for these (I don't know which have changed now, 
but for these historic reasons I don't generally use them).


Hope this helps,

J-S
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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-06 Thread Michael Platings
I was referring to that by "For quads I imagine it would be possible to
write some fast specialised code to see if they should be split across
vertices (0,2) or (1,3) so that loading times remain bearable."

On 6 July 2010 09:02, Sukender  wrote:

> Oh... What about concave "quads" (I mean 4 points polygons)?
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
> - "Sukender"  a écrit :
>
> > OK. If you got time for this before I do... :)
> >
> > Sukender
> > PVLE - Lightweight cross-platform game engine -
> > http://pvle.sourceforge.net/
> >
> > - "Michael Platings"  a écrit :
> >
> > > Waht you could do is leave all the triangles and quads in one
> > > PrimitiveSet (like it is already), but put each polygon with >=5
> > > vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the
> > > Tesselator on the Geometry which should tesselate the polygons
> > > automagically.
> > >
> > >
> > > On 5 July 2010 13:49, Sukender < suky0...@free.fr > wrote:
> > >
> > >
> > > Hi Michael,
> > >
> > > Yes, sorry about OpenGL interpretation of polygons, I forgot that.
> > >
> > > Well actually, I guess the reader has to handle most (all?) cases.
> > So
> > > I suggest to have something like:
> > > - If number of points <= 4, use current code.
> > > - Else call GLU tesselation.
> > >
> > > Do you agree?
> > > The problem I have is that osgUtil::Tessellator is intended to
> > operate
> > > on osg's structures. Any idea on how to make it work easily in the
> > > reader plugin?
> > >
> > >
> > > Sukender
> > > PVLE - Lightweight cross-platform game engine -
> > > http://pvle.sourceforge.net/
> > >
> > > - "Michael Platings" < mplati...@gmail.com > a écrit :
> > >
> > >
> > >
> > >
> > > > No, 1 to 1 mapping of primitives isn't possible because OpenGL
> > > doesn't
> > > > render concave polygons correctly (in practice GL_POLYGON is the
> > > same
> > > > as GL_TRIANGLE_FAN).
> > > > Tesselation is possible via GLU but very slow so we need to be
> > > careful
> > > > about how we use that. Most models I've come across have many
> > > > triangles and quads but few polygons >=5 vertices. If we apply
> > > > triangulation to those few polygons then most models will be
> > > > unaffected. For quads I imagine it would be possible to write some
> > > > fast specialised code to see if they should be split across
> > vertices
> > > > (0,2) or (1,3) so that loading times remain bearable.
> > > > However, if your content provider could just produce models that
> > are
> > > > already suitable for real-time rendering that would be best ;)
> > > >
> > > >
> > > > On 5 July 2010 09:09, Sukender < suky0...@free.fr > wrote:
> > > >
> > > >
> > > > Hi all,
> > > >
> > > > The FBX reader seems to interpret FBX polygons as triangles. Well
> > I
> > > > guess this should not be, as 1-to-1 mapping of primitives is
> > > possible
> > > > (as far as I know), but this is not really an issue. What is an
> > > issue
> > > > is that concave polygons are not intepreted the right way. I think
> > > > about two solutions:
> > > > 1. Use tessellation code to get correct "splitting"
> > > > 2. Do the 1-to-1 mapping of primitives
> > > >
> > > > Am I right ?
> > > > Other ideas?
> > > > Anyone having time for this?
> > > >
> > > > Thanks folks!
> > > >
> > > > Cheers,
> > > >
> > > > Sukender
> > > > PVLE - Lightweight cross-platform game engine -
> > > > http://pvle.sourceforge.net/
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> > > >
> > >
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > >
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> > > >
> > >
> >
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Re: [osg-users] View not as expected

2010-07-06 Thread Sanat Talmaki
Hi JS, Rob

I understand what you meant by having either the manipulator or the update 
callback.

The NodeTrackerManipulator worked perfectly. It gives me the exact behavior I 
wanted except for the fact that its default orientation is a side on view to my 
model node. I can rotate that with my mouse and change the view to my 
preference.

But I would like to have the scene display with that view itself. I din't find 
any function in the source that allowed me to change rotation of the 
manipulator as the function 


Code:
void computeNodeCenterAndRotation(osg::Vec3d& center, osg::Quat& rotation) 
const;



is protected but it looks like it could do the trick for me.

It is referenced in the public function 

Code:
osg::Matrixd NodeTrackerManipulator::getMatrix()




While I have used quat to set and change rotation in my code, I haven't used 
Matrixd. So I was hoping to know how I can get around this ?

Thanks.

Sanat

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[osg-users] PageLOD externals

2010-07-06 Thread Sebastian Messerschmidt

Hello,

I've managed to convert a relatively large OpenFlight database to a 
pagedLOD - database.
Therefore I replace all terrain-tile references (proxyNodes) in the 
master.flt with PagedLOD nodes that reference the converted .ive page. 
In another step I also replaced all references inside the terrain-pages 
with PagedLODs.
The bounds for the terrain-tiles and externals are obtained by 
preparsing those files and using a BoundVisitor.


Now for the problem:

If I load a single page (flightx_y.ive) I get all the externals 
referenced by the terrain page paged in without a problem but if I load 
the master.ive (referencing the terrain-pages) I only get the PageLODs 
for the terrain tiles but no externals for the terrain-pages itself.

For me it seems the sub-externals of the terrain-page are never loaded.

Is there anything which I might be doing wrong?

Reading through other post I noticed that you can set the 
LODRanges/Filenames for the different LOD-scales under a PagedLOD 
individually. But my converted ProxyNodes already contain their own LODs.


Help would be really appreciated.

cheers
Sebastian


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[osg-users] osgPPU and osgShadow::MinimalShadowMap

2010-07-06 Thread Serge Lages
Hi all,

I am currently having troubles trying to make work osgPPU and specially HDR
with osgShadow::MinimalShadowMap, you can find my test program attached (it
comes from the list archive, I've made small modifications). Without
shadows, it works fine, with MinimalShadowMap, I only have a black model (I
am using cow.osg, with the teapot I have a white screen). Here is my command
line :
osgppu_viewer.exe Data\hdr.ppu Data\cow.osg

Any idea where it comes from ?
Thanks !

-- 
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http://www.tharsis-software.com


view.cpp
Description: Binary data
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Re: [osg-users] missing posts on the mailing lists.

2010-07-06 Thread Gordon Tomlinson
Quite a few OSG messages go to my junk folders especially from certain
regions in the world 

 



__

Gordon Tomlinson 

www.vis-sim.com  

www.PhotographyByGordon.com


__

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce
(Nick) Nikolov
Sent: Tuesday, July 06, 2010 5:11 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] missing posts on the mailing lists.

 

some emails might end up in the junk


-Nick



On Tue, Jul 6, 2010 at 8:05 PM, Martin Naylor 
wrote:

Hi all,

I am either going crazy or more likely my outlook email is.

Is anyone else missing replies on posts?

 

An example:

Jose posted with the subject "light through walls"

I see J-S's reply but I don't see Nicks, the only reason why i noticed is
that Jose thanks Nick and J-S, but I don't see Nick's reply.

Mmmm I did see something in submissions in the other day from another poster
who is having similar problems.

 

Maybe it's just me!

 

Martin Naylor.

 


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Re: [osg-users] osgviewerd cow.osg ---no data loaded

2010-07-06 Thread Jean-Sébastien Guay

Hello Randy,


After installing, I don’t know how to set environment variable
”OSG_FILE_PATH” which should be the “sample” directory. Since I get only
4 files in installing directory——bin,include,lib,share,but with no
sample file.


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

Download the OpenSceneGraph-Data-2.8.0.zip file, unzip it wherever you 
want (it can be in a "data" directory parallel to your bin, include, 
lib, share directories, for example) then set OSG_FILE_PATH to that 
directory, for example (on Windows):


set OSG_FILE_PATH=C:\OpenSceneGraph\data

If you want OSG_FILE_PATH to be set at the system level (so you don't 
need to set it each time you start a new command prompt) go to your 
system properties, Environment Variables button and set it there.


On Linux (bash), you'd type:

export OSG_FILE_PATH=/home/username/src/OpenSceneGraph/data

and you'd add that to your .bashrc for example.

Hope this helps,

J-S
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Re: [osg-users] missing posts on the mailing lists.

2010-07-06 Thread Trajce (Nick) Nikolov
some emails might end up in the junk

-Nick


On Tue, Jul 6, 2010 at 8:05 PM, Martin Naylor
wrote:

>  Hi all,
>
> I am either going crazy or more likely my outlook email is.
>
> Is anyone else missing replies on posts?
>
>
>
> An example:
>
> Jose posted with the subject “light through walls”
>
> I see J-S’s reply but I don’t see Nicks, the only reason why i noticed is
> that Jose thanks Nick and J-S, but I don’t see Nick’s reply.
>
> Mmmm I did see something in submissions in the other day from another
> poster who is having similar problems.
>
>
>
> Maybe it’s just me!
>
>
>
> Martin Naylor.
>
>
>
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[osg-users] missing posts on the mailing lists.

2010-07-06 Thread Martin Naylor
Hi all,

I am either going crazy or more likely my outlook email is.

Is anyone else missing replies on posts?

 

An example:

Jose posted with the subject "light through walls"

I see J-S's reply but I don't see Nicks, the only reason why i noticed is
that Jose thanks Nick and J-S, but I don't see Nick's reply.

Mmmm I did see something in submissions in the other day from another poster
who is having similar problems.

 

Maybe it's just me!

 

Martin Naylor.

 

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[osg-users] HI,One job for China 3D Software Engineer

2010-07-06 Thread feiger . yu
Dear OSG-community, 
Software Engineer with 3D Graphics Experience 
-- 
NSTEK is looking for an Software Engineer with strong 3D Graphics Experience. 
You will be joining a highly motivated team. We are looking for a 
self-motivated and creative individual with a minimum of one year experience 
developing C++ code and 3D graphics programming. 
Required Experience 
* Strong C++ Development Experience 
* 3D Graphics Experience, preferably OpenGL, GLSL and OpenSceneGraph 
Desired Experience 
* Experience with linux development tools 
* Experience with Qt Programming 
Bonus Experience 
* Visual Studio (Windows) development 
The position is located at our location in beijing, China.We offer excellent 
compensation and benefits. 
Please send resume to the address below and mention that you saw it on the 
OpenSceneGraph job board. 
* Url: http://www.nstek.com.cn
* email: feiger...@tom.com
* First posted: 7-7-2010 
Best regards, 
feiger.yu
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[osg-users] osgviewerd cow.osg ---no data loaded

2010-07-06 Thread Randy
Hi all,

I’m new here.

I find there is something wrong with my installing OSG from source code on
windows xp.

when I use “osgviewerd cow.osg” command, it gives me the error info: no
data loaded, while the command “osgversiond” works well.

I guess it is about the environment variable.

After installing, I don’t know how to set environment variable ”
OSG_FILE_PATH” which should be the “sample” directory. Since I get only 4
files in installing directory――bin,include,lib,share,but with no sample
file.

 

 

Any clue?

Thanks for any suggestion!

 

Best regards,

Randy

――
――

To be frank, dream is hard to own!

Fortunately, I do understand what deserves me to dedicate myself to through
all my life.

――
――

 

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Re: [osg-users] View not as expected

2010-07-06 Thread Jean-Sébastien Guay

Hi Sanat,


For the bottom left view, I wanted a view of the 3D model (backhoe) and the 
terrain with the camera either inside the cab of the backhoe or hovering just 
above it. So I did the following:

Code:
view->setSceneData(backhoe1PAT);
//where backhoe1PAT is the positionAtttransform of the 1st backhoe.
view->setCameraManipulator(new osgGA::TrackballManipulator);
view->getCamera()->setUpdateCallback(new 
CameraFollowMyNodeCallback(backhoe1PAT));
//follows backhoe1 in the overall scene view as in the topmost scene

However on running this code, as you can see the bottom-left view shows only 
the backhoe and not resting on the underlying terrain. So I wanted to know what 
I am doing wrong


Well, it seems to me you're getting the results your code asks for.

view->setSceneData(backhoe1PAT);

means that the view1 will only see the backhoe, because it's the only 
scene graph it knows about. You need to do


view->setSceneData(root);

Additionally, as Robert said, your camera manipulator and your camera 
update callback will fight to control the values in your camera's view 
matrix (i.e. they will each try to change your camera's position). Use 
one or the other. If you want to follow the backhoe in a fixed way you 
can use a camera update callback, but if you want to follow it but be 
able to change the angle with the mouse use a camera manipulator, in 
particular osgGA::NodeTrackerManipulator can do this. Search the OSG 
examples in the source code to see how to use it.


Hope this helps,

J-S
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Re: [osg-users] View not as expected

2010-07-06 Thread Robert Osfield
Hi Sanat,

It doesn't make sense to attach a CameraManipulator which updates the
camera position and an update callback to update it's position, use
one or the other.

Robert.

On Tue, Jul 6, 2010 at 3:01 PM, Sanat Talmaki  wrote:
> Hi Robert,
>
> Ah yes, my post's title may have been misleading. But what I am trying is:
> For the top-most view, I add the whole scene to the view:
>
>
> Code:
> view->setSceneData(root);
> view->setCameraManipulator(new osgGA::TrackballManipulator);
> view->getCamera()->setUpdateCallback(new 
> CameraFollowMyNodeCallback(backhoe1PAT));
>
>
>
> For the bottom left view, I wanted a view of the 3D model (backhoe) and the 
> terrain with the camera either inside the cab of the backhoe or hovering just 
> above it. So I did the following:
>
>
> Code:
> view->setSceneData(backhoe1PAT);
> //where backhoe1PAT is the positionAtttransform of the 1st backhoe.
> view->setCameraManipulator(new osgGA::TrackballManipulator);
> view->getCamera()->setUpdateCallback(new 
> CameraFollowMyNodeCallback(backhoe1PAT));
> //follows backhoe1 in the overall scene view as in the topmost scene
>
>
>
>
> However on running this code, as you can see the bottom-left view shows only 
> the backhoe and not resting on the underlying terrain. So I wanted to know 
> what I am doing wrong
>
> Thanks
>
> Sanat
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=29729#29729
>
>
>
>
>
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Re: [osg-users] View not as expected

2010-07-06 Thread Sanat Talmaki
Hi Robert,

Ah yes, my post's title may have been misleading. But what I am trying is:
For the top-most view, I add the whole scene to the view:


Code:
view->setSceneData(root);
view->setCameraManipulator(new osgGA::TrackballManipulator);
view->getCamera()->setUpdateCallback(new 
CameraFollowMyNodeCallback(backhoe1PAT));



For the bottom left view, I wanted a view of the 3D model (backhoe) and the 
terrain with the camera either inside the cab of the backhoe or hovering just 
above it. So I did the following:


Code:
view->setSceneData(backhoe1PAT); 
//where backhoe1PAT is the positionAtttransform of the 1st backhoe.
view->setCameraManipulator(new osgGA::TrackballManipulator);
view->getCamera()->setUpdateCallback(new 
CameraFollowMyNodeCallback(backhoe1PAT));
//follows backhoe1 in the overall scene view as in the topmost scene




However on running this code, as you can see the bottom-left view shows only 
the backhoe and not resting on the underlying terrain. So I wanted to know what 
I am doing wrong

Thanks

Sanat

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Re: [osg-users] osgshadow example completely black+ other visual problems

2010-07-06 Thread issam boughanmi
1- i did'nt try any of the command line options, just the exe
but i will try your commands tonight, thanks for the suggestion


2 - h ... probably

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Re: [osg-users] osgshadow example completely black+ other visual problems

2010-07-06 Thread Jean-Sébastien Guay

Hello Issam,


can someone what can cause this please
[Image: http://img94.imageshack.us/img94/4281/shadowlg.th.jpg ] 
(http://img94.imageshack.us/i/shadowlg.jpg/)


What command line options are you using to run the osgshadow example?

For me, these work well

osgshadow --sm -3
osgshadow --ssm -3
osgshadow --lispsm -3
osgshadow --sm -4
osgshadow --lispsm -4

My config: AMD Athlon64 X2 4200+, NVidia GeForce GT 240 1GB, Windows 7 64bit

Did it ever work on this machine / configuration?


another issues i have

[Image: http://img697.imageshack.us/img697/8601/screen2vks.th.jpg ] 
(http://img697.imageshack.us/i/screen2vks.jpg/)
[Image: http://img88.imageshack.us/img88/204/screen1pzj.th.jpg ] 
(http://img88.imageshack.us/i/screen1pzj.jpg/)
[Image: http://img443.imageshack.us/img443/6802/screen3owj.th.jpg ] 
(http://img443.imageshack.us/i/screen3owj.jpg/)

ps : the last pics are from crysis and not from my app ;)


That looks like your video card is overheating or something like that.

J-S
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[osg-users] osgshadow example completely black+ other visual problems

2010-07-06 Thread issam boughanmi
Hi,

can someone what can cause this please 
[Image: http://img94.imageshack.us/img94/4281/shadowlg.th.jpg ] 
(http://img94.imageshack.us/i/shadowlg.jpg/)




my config :
- Windows 7
- Ati x1950 pro 
- omega drivers

i tested this in winXP with the latest availble catalyst drivers and got the 
same problem

another issues i have

[Image: http://img697.imageshack.us/img697/8601/screen2vks.th.jpg ] 
(http://img697.imageshack.us/i/screen2vks.jpg/)
[Image: http://img88.imageshack.us/img88/204/screen1pzj.th.jpg ] 
(http://img88.imageshack.us/i/screen1pzj.jpg/)
[Image: http://img443.imageshack.us/img443/6802/screen3owj.th.jpg ] 
(http://img443.imageshack.us/i/screen3owj.jpg/)



any help is welcome


Thanks and good day



ps : the last pics are from crysis and not from my app ;)

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Re: [osg-users] light through walls

2010-07-06 Thread Jose Rincon
Hi,

Before all, I thank Nick and Jean-Sebastian for your pieces of advices.

What I try to do now, it's to apply ShadowMap to the SpotLight.

I use Delta3D for my initial program, and I have a shader for Spotlight in that 
program. I've included the ShadowedScene of OpenSceneGraph and my goal now is 
syncronize my SpotLight with ShadowMaps.

If I try to compile the two things, I don't have an unwanted effect. However, 
If I deactive the shader for the spotlight, I get a shader effect more or less 
wanted.

Thank you!

Cheers,
Jose

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[osg-users] Obj object point number

2010-07-06 Thread Aitor Ardanza
Hi,

I have a question ... I have a model that I have added a skeleton in Maya, and 
I try to export the weights of the vertices to a file. According to this, the 
model has 3468 vertices, but the load on OSG, the vertex array is 5145 ...

I need to indicate the weights of all vertices for skinning ... if only we 
applied to the early 3468, the model is in pieces.

Thank you!

Cheers,
Aitor

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Re: [osg-users] Question about osgAnimation Bezier curves

2010-07-06 Thread daniele argiolas
Ok, thank you, I've understood how cubic bezier works.

I've another question: I notice that the ball stops when it reachs every point. 
Is there a simple way to make a continuous animations, without stops?

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Re: [osg-users] [vpb] rendering problem

2010-07-06 Thread lucie lemonnier
Hi,

Thank you for the information!
Indeed, the coord system of my dem is in degrees.
gdal_info give this :

Driver: USGSDEM/USGS Optional ASCII DEM (and CDED)
Files: 104n04_0100_deme.dem
Size is 1201, 1201
Coordinate System is:
GEOGCS["NAD83",
DATUM["North_American_Datum_1983",
SPHEROID["GRS 1980",6378137,298.257222101,
AUTHORITY["EPSG","7019"]],
TOWGS84[0,0,0,0,0,0,0],
AUTHORITY["EPSG","6269"]],
PRIMEM["Greenwich",0,
AUTHORITY["EPSG","8901"]],
UNIT["degree",0.0174532925199433,
AUTHORITY["EPSG","9108"]],
AXIS["Lat",NORTH],
AXIS["Long",EAST],
AUTHORITY["EPSG","4269"]]
Origin = (-133.75010416660,59.25010416667)
Pixel Size = (0.0002083,-0.0002083)
Metadata:
  AREA_OR_POINT=Point
Corner Coordinates:
Upper Left  (-133.7501042,  59.2501042) (133d45'0.37"W, 59d15'0.38"N)
Lower Left  (-133.7501042,  58.9998958) (133d45'0.37"W, 58d59'59.63"N)
Upper Right (-133.4998958,  59.2501042) (133d29'59.62"W, 59d15'0.38"N)
Lower Right (-133.4998958,  58.9998958) (133d29'59.62"W, 58d59'59.63"N)
Center  (-133.625,  59.125) (133d37'30.00"W, 59d 7'30.00"N)
Band 1 Block=1201x1201 Type=Int16, ColorInterp=Undefined
  NoData Value=-32767
  Unit Type: m

I don't know what to write in my command line except --geocentric so that this 
works, I tried several things but it doesn't work.

Thank you!

Cheers,
lucie

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Re: [osg-users] FBX reading of GL_POLYGON

2010-07-06 Thread Sukender
Oh... What about concave "quads" (I mean 4 points polygons)?

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

- "Sukender"  a écrit :

> OK. If you got time for this before I do... :)
> 
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
> 
> - "Michael Platings"  a écrit :
> 
> > Waht you could do is leave all the triangles and quads in one
> > PrimitiveSet (like it is already), but put each polygon with >=5
> > vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the
> > Tesselator on the Geometry which should tesselate the polygons
> > automagically.
> >
> >
> > On 5 July 2010 13:49, Sukender < suky0...@free.fr > wrote:
> >
> >
> > Hi Michael,
> >
> > Yes, sorry about OpenGL interpretation of polygons, I forgot that.
> >
> > Well actually, I guess the reader has to handle most (all?) cases.
> So
> > I suggest to have something like:
> > - If number of points <= 4, use current code.
> > - Else call GLU tesselation.
> >
> > Do you agree?
> > The problem I have is that osgUtil::Tessellator is intended to
> operate
> > on osg's structures. Any idea on how to make it work easily in the
> > reader plugin?
> >
> >
> > Sukender
> > PVLE - Lightweight cross-platform game engine -
> > http://pvle.sourceforge.net/
> >
> > - "Michael Platings" < mplati...@gmail.com > a écrit :
> >
> >
> >
> >
> > > No, 1 to 1 mapping of primitives isn't possible because OpenGL
> > doesn't
> > > render concave polygons correctly (in practice GL_POLYGON is the
> > same
> > > as GL_TRIANGLE_FAN).
> > > Tesselation is possible via GLU but very slow so we need to be
> > careful
> > > about how we use that. Most models I've come across have many
> > > triangles and quads but few polygons >=5 vertices. If we apply
> > > triangulation to those few polygons then most models will be
> > > unaffected. For quads I imagine it would be possible to write some
> > > fast specialised code to see if they should be split across
> vertices
> > > (0,2) or (1,3) so that loading times remain bearable.
> > > However, if your content provider could just produce models that
> are
> > > already suitable for real-time rendering that would be best ;)
> > >
> > >
> > > On 5 July 2010 09:09, Sukender < suky0...@free.fr > wrote:
> > >
> > >
> > > Hi all,
> > >
> > > The FBX reader seems to interpret FBX polygons as triangles. Well
> I
> > > guess this should not be, as 1-to-1 mapping of primitives is
> > possible
> > > (as far as I know), but this is not really an issue. What is an
> > issue
> > > is that concave polygons are not intepreted the right way. I think
> > > about two solutions:
> > > 1. Use tessellation code to get correct "splitting"
> > > 2. Do the 1-to-1 mapping of primitives
> > >
> > > Am I right ?
> > > Other ideas?
> > > Anyone having time for this?
> > >
> > > Thanks folks!
> > >
> > > Cheers,
> > >
> > > Sukender
> > > PVLE - Lightweight cross-platform game engine -
> > > http://pvle.sourceforge.net/
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Re: [osg-users] how to animate a scene

2010-07-06 Thread Gianni Ambrosio
Hi All,
I need to add coordinates to an AnimationPath at runtime. I tried to modify the 
osganimation example adding a button to insert a value into the AnimationPath 
node on every button clicked. To add a value into the AnimationPath I used:

insert(double time, const ControlPoint &controlPoint)

As consequence of this call the animation is not fluid. I mean, It seems that 
every time a new value is added to the AnimationPath node the animation is 
rewind back a little, one step or more it is hard to know.

Is this strange (not acceptable) behaviour, expected? Is there a way to avoid 
that?

Regards
Gianni

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Re: [osg-users] Usage of the command line of osgTerrain

2010-07-06 Thread Robert Osfield
Hi Ting,

The old osgterrain example was written for testing purposes of niche
features rather than an educational example, so unfortunately isn't a
great place to lean how to use osgterrain as it's way too complicated.

Both VirtualPlanetBuilder and osgEarth build osgTerrain based
databases so these might be a good place to look for another reference
on how to build osgTerrain databases.

Robert.

On Mon, Jul 5, 2010 at 10:39 PM, ting zhang  wrote:
> Hi,
> I am learning osgTerrain recently. But I am confused about the command line 
> of osgTerrain OSG examples. Would someone kindly provide me a example of the 
> usage of the command line of osgTerrain. Thank you.
> ...
>
> Thank you!
>
> Cheers,
> ting
>
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>
>
>
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Re: [osg-users] drawing a line using mouse

2010-07-06 Thread Robert Osfield
Hi Devanshi,

On Tue, Jul 6, 2010 at 6:06 AM, Devanshi Tiwari  wrote:
> i have understood the concept but i cant implement it.
> as in i have all the code in the program but somehow it doesnt seem to run

I'm sorry but you'll need to learn how to write and debug programs
yourself, it's a skill that will help your throughout your career.  We
can point you in the right direction but you need to walk the journey.

Robert.
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Re: [osg-users] Bone space matrix

2010-07-06 Thread Aitor Ardanza
Hi,

I have a problem ... in my application receives the matrices of bones in each 
time step (bones are updated in real time), and using:


Code:
pBoneUpdate.at(i)->getStackedTransforms().push_back( new 
osgAnimation::StackedQuaternionElement("rotate", mat.getRotate()));


the framerate plummets ...
Is there some method to update the bones without using it?

Thank you!

Cheers,
Aitor

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Re: [osg-users] Find coorinates in ive

2010-07-06 Thread Robert Osfield
Hi Bruce,

I'm not clear on what you really want, but one technique for
identifying objects in the scene is to simply assign a name to them.
To decide what parts of the scene respond to picking one would use a
Node NodeMask in combination with a IntersectionVisitor TraversalMask.
 To work out the coords you can use the bounding sphere/box of the
node/drawable or the ComputeBoundsVisitor, or the intersection
results... I can't say at all which one of these may or may not be
appropriately as your question is far too open ended.

Robert.

On Tue, Jul 6, 2010 at 2:11 AM, Clay, Bruce  wrote:
> I have a few IVE files that I downloaded from the network.  I want to place
> a variety of objects in the scene that I downloaded.  Is there any way to
> get the coordinates of various locations?
>
>
>
> I don’t know if the objects I see in the scene are models that would respond
> to a pick list or not.  In some cases though I want to place objects on the
> terrain itself.
>
>
>
> Bruce
>
>
>
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Re: [osg-users] View not as expected

2010-07-06 Thread Robert Osfield
Hi Sanat,

Your subject line says "View not as expected", but reading your email
I don't get any qualification of this.  Until you explain exactly what
is wrong nobody will be able to help you.

Robert.

On Mon, Jul 5, 2010 at 11:24 PM, Sanat Talmaki  wrote:
> Hi,
>
> I am trying to use osgViewer::CompositeViewer to get multiple views of my 
> scene. In the screenshot attached, I have the topmost view as the that of the 
> overall scene.
>
> However I wanted the bottom-left view to be that of the just one of the 
> models in the scene and following it in a manner similar to the out-of-car 
> view seen in many car racing games. (the bottom right view has not yet been 
> set but that would be similar only focusing on the other model in the scene).
>
> I looked at the osgthirdperson view example but wasn't sure if that was the 
> way to go.
>
> Any help would be appreciated.
>
> Thanks,
>
> Regards,
> Sanat
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=29707#29707
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/test_sc1_589.jpg
>
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