Re: [osg-users] openscenegraph.org down

2010-08-04 Thread Florian Kolbe
Hi,

seems to be down again...

Thank you!

Cheers,
Florian

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Re: [osg-users] threading and captureCurrentState

2010-08-04 Thread PCJohn

Hi,

captureCurrentState name is misleading - it is not capturing state from 
OpenGL.
It should be, maybe, getCurrentState. It is just taking last pushed 
attributes on the state stack. These attributes are returned in the 
StateSet given as parameter. Thus, the function should work any time 
during cull traversal, I guess.


I do not understand, but it work with SingleThreaded and 
CullDrawThreadPerContext while it crashes with DrawThreadPerContext and 
 CullThreadPerCameraDrawThreadPerContext. It seems to me like two 
threads are accessing state stack...


John


Wojciech Lewandowski wrote:

Hi,

I don't think its allowed to call captureCurrentState in Cull stage. I 
am not certain about this, but would expect that captureCurrentState 
would read OpenGL state  and update osg::State accordingly. If this is 
the case then it does require valid OpenGL context, which is only 
guaranteed to be valid in Render stage. SingleThreaded mode is bit 
different and manages SceneViews differently which has the side effect 
that OpenGL context often remains valid beetwen Render stages .


Wojtek

--
From: "PCJohn" 
Sent: Tuesday, August 03, 2010 4:38 PM
To: "OpenSceneGraph Users" 
Subject: [osg-users] threading and captureCurrentState


Hi,

I see a threading issue when capturing current attributes in cull phase.

My code placed in my derived ShadowTechnique::cull():

void MyShadowVolume::cull( osgUtil::CullVisitor& cv )
{
   ref_ptr< StateSet > currentState = new StateSet;
   cv.getState()->captureCurrentState( *currentState );

   cv.pushStateSet( _ss1 );
   _shadowedScene->Group::traverse( cv );
   cv.popStateSet();

   cv.pushStateSet( _ss2 );
   _shadowedScene->Group::traverse( cv );
   cv.popStateSet();
}

StateSets are not changing. It crashes inside captureCurrentState 
while I have to wait few seconds. However, the time changes 
(race-condition?). It looks like threading issue and if I set 
viewer.setThreadingModel( SingleThreaded ), the problem seems to 
disappear.


Is the code above correct? Am I using captureCurrentState correctly? 
I need it to determine FrontFace attribute settings.

Thanks,
John






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Re: [osg-users] [osgPlugins] osgb and external models

2010-08-04 Thread Morten Hauknes
The terrain tile is not using paged LOD. When converting the openflight file 
external models results in ProxyNodes with a reference to eg. house1.flt. The 
proxynode looks fine in the osgt format, and i guess the reader should have 
used the openflight reader when loading the converted osgt/b file, but this 
does not happen even if i copy all external models into target directory.

In the case of .ive the option to select to include external models in 
converting or not is noWriteExternalReferenceFiles. This is later used in 
ProxyNode::write where some code writes the external files as 'ive files, line 
75 to 98.

I guess you maybe have a idea on how this should work on the new reader/writer?

Cheers,
Morten

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Re: [osg-users] osgAnimation w hardware skinning clears model-stateset

2010-08-04 Thread Cedric Pinson
Hi Rob,

Thank you for the fix, I have merged the changes to the trunk.
Please next time, use the osg-submission mailing list to submit patch.

Thank you,

Regards,
Cedric

On Tue, 2010-08-03 at 17:38 +0200, Rob Smith wrote:
> Hi,
> 
> I had some serious problems getting a hardware-skinned model texured because 
> the skinning-shader overwrites the statesete of the model. With that all 
> loaded textures and other material-stuff were deleted.
> 
> So here's a tiny diff, that makes use of the existing stateset:
> 
> Code:
> Index: src/osgAnimation/RigTransformHardware.cpp
> ===
> --- src/osgAnimation/RigTransformHardware.cpp (revision 11685)
> +++ src/osgAnimation/RigTransformHardware.cpp (working copy)
> @@ -255,11 +255,11 @@
>  }
>  program->addShader(_shader.get());
>  
> -osg::ref_ptr ss = new osg::StateSet;
> +osg::StateSet* ss = geom.getOrCreateStateSet();
>  ss->addUniform(getMatrixPaletteUniform());
>  ss->addUniform(new osg::Uniform("nbBonesPerVertex", 
> getNumBonesPerVertex()));
>  ss->setAttributeAndModes(program.get());
> -geom.setStateSet(ss.get());
> +
>  _needInit = false;
>  return true;
>  }
> 
> 
> 
>  
> 
> 
> 
> Cheers,
> Rob
> 
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> 
> 
> 
> 
> 
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Re: [osg-users] threading and captureCurrentState

2010-08-04 Thread Wojciech Lewandowski

I see. Apologies for the misinformation.

WL

--
From: "PCJohn" 
Sent: Wednesday, August 04, 2010 9:33 AM
To: "OpenSceneGraph Users" 
Subject: Re: [osg-users] threading and captureCurrentState


Hi,

captureCurrentState name is misleading - it is not capturing state from 
OpenGL.
It should be, maybe, getCurrentState. It is just taking last pushed 
attributes on the state stack. These attributes are returned in the 
StateSet given as parameter. Thus, the function should work any time 
during cull traversal, I guess.


I do not understand, but it work with SingleThreaded and 
CullDrawThreadPerContext while it crashes with DrawThreadPerContext and 
CullThreadPerCameraDrawThreadPerContext. It seems to me like two threads 
are accessing state stack...


John


Wojciech Lewandowski wrote:

Hi,

I don't think its allowed to call captureCurrentState in Cull stage. I am 
not certain about this, but would expect that captureCurrentState would 
read OpenGL state  and update osg::State accordingly. If this is the case 
then it does require valid OpenGL context, which is only guaranteed to be 
valid in Render stage. SingleThreaded mode is bit different and manages 
SceneViews differently which has the side effect that OpenGL context 
often remains valid beetwen Render stages .


Wojtek

--
From: "PCJohn" 
Sent: Tuesday, August 03, 2010 4:38 PM
To: "OpenSceneGraph Users" 
Subject: [osg-users] threading and captureCurrentState


Hi,

I see a threading issue when capturing current attributes in cull phase.

My code placed in my derived ShadowTechnique::cull():

void MyShadowVolume::cull( osgUtil::CullVisitor& cv )
{
   ref_ptr< StateSet > currentState = new StateSet;
   cv.getState()->captureCurrentState( *currentState );

   cv.pushStateSet( _ss1 );
   _shadowedScene->Group::traverse( cv );
   cv.popStateSet();

   cv.pushStateSet( _ss2 );
   _shadowedScene->Group::traverse( cv );
   cv.popStateSet();
}

StateSets are not changing. It crashes inside captureCurrentState while 
I have to wait few seconds. However, the time changes (race-condition?). 
It looks like threading issue and if I set viewer.setThreadingModel( 
SingleThreaded ), the problem seems to disappear.


Is the code above correct? Am I using captureCurrentState correctly? I 
need it to determine FrontFace attribute settings.

Thanks,
John






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Re: [osg-users] LOD Culling issue

2010-08-04 Thread Vincent Bourdier

Hi Robert,

Thanks a lot  for this answer, I tried and this fix my issue :)

Regards,
   Vincent.

Le 16/07/2010 10:50, Robert Osfield a écrit :

Hi Vincent,

   

Do you mean that I have to initialize the Bounding Sphere of the PagedLOD
node when I create it ? because I didn't found any special method in LOD or
PagedLOD about that.
 

You obviously didn't look hard enough...  in the LOD header you'll find:

 /** Modes which control how the center of object should be
determined when computing which child is active.*/
 enum CenterMode
 {
 USE_BOUNDING_SPHERE_CENTER,
 USER_DEFINED_CENTER
 };

 /** Set how the center of object should be determined when
computing which child is active.*/
 void setCenterMode(CenterMode mode) { _centerMode=mode; }

 /** Get how the center of object should be determined when
computing which child is active.*/
 CenterMode getCenterMode() const { return _centerMode; }

 /** Sets the object-space point which defines the center of
the osg::LOD.
 center is affected by any transforms in the hierarchy
above the osg::LOD.*/
 inline void setCenter(const vec_type&  center) {
_centerMode=USER_DEFINED_CENTER; _userDefinedCenter = center; }

 /** return the LOD center point. */
 inline const vec_type&  getCenter() const { if
(_centerMode==USER_DEFINED_CENTER) return _userDefinedCenter; else
return getBound().center(); }


 /** Set the object-space reference radius of the volume
enclosed by the LOD.
   * Used to determine the bounding sphere of the LOD in the
absence of any children.*/
 inline void setRadius(value_type radius) { _radius = radius; }

 /** Get the object-space radius of the volume enclosed by the LOD.*/
 inline value_type getRadius() const { return _radius; }


Use these user bounding sphere methods when your PagedLOD has all
external children to make sure it has a relevant bounding sphere.

Robert.
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Re: [osg-users] StandardShadowMap on ATI

2010-08-04 Thread Wojciech Lewandowski

Perfect !

One thing got me intrigued, though. You derive internal ViewData class from 
MinimalShadowMap::ViewData instead of 
VsvCustomShadowTechniqueClass::ViewData. Is it deliberate ? I suspect this 
works because VsvCustomShadowTechniqueClass is actually 
MinimalCullBoundsShadowMap and MinimalCullBoundsShadowMap::ViewData does not 
differ from MinimalShadowMap::ViewData. But if one day you will try to 
change VsvCustomShadowTechniqueClass typedef to other ViewDependentTechnique 
class some issues may appear.


PS. In the meantime I managed to install Catalsyst 10.7. Textures on island 
scene are still broken (as in 10.5/10.6) no matter which shadow technique I 
use. They are broken even with the simplest ShadowMap. Perhaps, you have 
found a workaround for this problem ?


Wojtek



--
From: "Bradley Baker Searles" 
Sent: Tuesday, August 03, 2010 10:47 PM
To: 
Subject: Re: [osg-users] StandardShadowMap on ATI

Alright, so just wanted to post the code for the overrides I did, just in 
case anyone stumbles upon this forum entry and wants to see precisely what 
I did.  It's a bit different than the example that Wojtek posted in this 
thread (as referenced above):


http://forum.openscenegraph.org/viewtopic.php?t=4178   (Wojtek's 
MyViewDependentShadowMap example)


:D

Seems to be working very well.

Thanks again-
Baker Searles

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Attachments:
http://forum.openscenegraph.org//files/osgforum_ati_107_drivers_266.jpg
http://forum.openscenegraph.org//files/st_174.cpp
http://forum.openscenegraph.org//files/st_482.h


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[osg-users] Cubemap

2010-08-04 Thread Martin Großer
Hello,

can it be possible that the positive y and the negative y are interchanged?
The example "osgvertexprogram" use the "Cubemap_snow" and the negy.jpg looks 
like the positive y.

I think the correct settings looks like the following image: 
http://www.waterpg.com/wordpress/wp-content/uploads/2009/08/cube_map_unfolded.jpg

Cheers

Martin
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Re: [osg-users] Coordinate system in all readerwriters

2010-08-04 Thread Rob Smith
Hi,

I just stumbled over some rotation-issues with my fbx-files (exported from 
3dsMax, Exporter 2011.3). All of them are rotated -90° around the x-axis. 

So I was wondering if this is the desired behaviour? And if yes, what exactly 
is the prupose? 


Thank you!

Cheers,
Rob

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Re: [osg-users] threading and captureCurrentState

2010-08-04 Thread Tim Moore
On Wed, Aug 4, 2010 at 9:33 AM, PCJohn  wrote:

> Hi,
>
> captureCurrentState name is misleading - it is not capturing state from
> OpenGL.
> It should be, maybe, getCurrentState. It is just taking last pushed
> attributes on the state stack. These attributes are returned in the StateSet
> given as parameter. Thus, the function should work any time during cull
> traversal, I guess.
>
> No. CullVisitor::pushStateSet does not affect the graphics state
immediately. It is used to build the state graph that is used during the
draw traversal to change the state. You really can't use osg::State for much
outside of the graphics traversal.

I do not understand, but it work with SingleThreaded and
> CullDrawThreadPerContext while it crashes with DrawThreadPerContext and
>  CullThreadPerCameraDrawThreadPerContext. It seems to me like two threads
> are accessing state stack...
>
> There isn't a state stack. See
http://www.bricoworks.com/articles/stateset/stateset.html and
http://www.bricoworks.com/articles/stategraph/stategraph.html.

Tim


> John
>
>
>
> Wojciech Lewandowski wrote:
>
>> Hi,
>>
>> I don't think its allowed to call captureCurrentState in Cull stage. I am
>> not certain about this, but would expect that captureCurrentState would read
>> OpenGL state  and update osg::State accordingly. If this is the case then it
>> does require valid OpenGL context, which is only guaranteed to be valid in
>> Render stage. SingleThreaded mode is bit different and manages SceneViews
>> differently which has the side effect that OpenGL context often remains
>> valid beetwen Render stages .
>>
>> Wojtek
>>
>> --
>> From: "PCJohn" 
>> Sent: Tuesday, August 03, 2010 4:38 PM
>> To: "OpenSceneGraph Users" 
>> Subject: [osg-users] threading and captureCurrentState
>>
>>  Hi,
>>>
>>> I see a threading issue when capturing current attributes in cull phase.
>>>
>>> My code placed in my derived ShadowTechnique::cull():
>>>
>>> void MyShadowVolume::cull( osgUtil::CullVisitor& cv )
>>> {
>>>   ref_ptr< StateSet > currentState = new StateSet;
>>>   cv.getState()->captureCurrentState( *currentState );
>>>
>>>   cv.pushStateSet( _ss1 );
>>>   _shadowedScene->Group::traverse( cv );
>>>   cv.popStateSet();
>>>
>>>   cv.pushStateSet( _ss2 );
>>>   _shadowedScene->Group::traverse( cv );
>>>   cv.popStateSet();
>>> }
>>>
>>> StateSets are not changing. It crashes inside captureCurrentState while I
>>> have to wait few seconds. However, the time changes (race-condition?). It
>>> looks like threading issue and if I set viewer.setThreadingModel(
>>> SingleThreaded ), the problem seems to disappear.
>>>
>>> Is the code above correct? Am I using captureCurrentState correctly? I
>>> need it to determine FrontFace attribute settings.
>>> Thanks,
>>> John
>>>
>>>
>>>
>>>
>>>
>>>
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>>>
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>>
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[osg-users] Culling traversal

2010-08-04 Thread benedikt naessens
I have an OSG tree, where I want some nodes to be visible and some hidden. 
Currently, I set the visibility status with nodemasks; I don't want to use 
switches, because I want to set the visibility of nodes dynamically (thus, 
otherwise, each node would need a switch). 

I have a situation where I want to hide a node X and all its children, with the 
exception of one its children. I made an NodeVisitor which adapts all the 
nodemasks of the node X and all its children. I know that if you want to hide 
the node and its children, basically you only need to change the nodemask of 
node X, because the cull visitor stops at node X. But, this is obviously not 
the behaviour I want. 

How can I change the behaviour of the CullVisitor, so I doesn't stop at nodes 
with the "hidden" nodemask ? I use setInheritanceMask ( with inheritancemask = 
osg::CullSettings::ALL_VARIABLES & ~osg::CullSettings::CULL_MASK) and 
setCullMask, but it seems that does something different. I am a bit confused of 
how inheritance masks work. 

Do I have to set the traversal mask of the cull visitor ? How do I apply then a 
new cull visitor on a camera (or viewer ...) ? 

Thank you!

Benedikt.

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[osg-users] Repeating and Bumpmapping a texture

2010-08-04 Thread Mike Stewart
Hi,


I'm having a bit of trouble getting texturing to work out. I'm trying to get a 
bumpmapped texture (using osgFX::BumpMapping) to repeat with a TexMat. So far 
I've gotten it to either bump map or repeat, but not both at the same time, 
even though none of the code changes. The code I've attached has the texmat 
code that works when not normal mapped active, but it doesn't do anything. Can 
anybody point me in the right direction for getting both things working at the 
same time?


... 

Thank you!

Cheers,
Mike

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Re: [osg-users] threading and captureCurrentState

2010-08-04 Thread PCJohn

Hi Tim,

Tim Moore wrote:


On Wed, Aug 4, 2010 at 9:33 AM, PCJohn > wrote:


Hi,

captureCurrentState name is misleading - it is not capturing state
from OpenGL.
It should be, maybe, getCurrentState. It is just taking last
pushed attributes on the state stack. These attributes are
returned in the StateSet given as parameter. Thus, the function
should work any time during cull traversal, I guess.

No. CullVisitor::pushStateSet does not affect the graphics state 
immediately. It is used to build the state graph that is used during 
the draw traversal to change the state. You really can't use 
osg::State for much outside of the graphics traversal.
We do not understand each other. I am not using it outside cull 
traversal, neither I want to do anything with OpenGL state.


I do not understand, but it work with SingleThreaded and
CullDrawThreadPerContext while it crashes with
DrawThreadPerContext and  CullThreadPerCameraDrawThreadPerContext.
It seems to me like two threads are accessing state stack...

There isn't a state stack. 
See http://www.bricoworks.com/articles/stateset/stateset.html and http://www.bricoworks.com/articles/stategraph/stategraph.html.


Yes. There is. Oh. I see. Sorry for confusion, you call it attribute 
stack and that is a correct name for it.
Anyway, there is State::_attributeMap that is composed of AttributeStack 
structs and they have a member attributeVec that is serving as a stack 
of attributes. The top of the stack is "current" attribute or the last 
pushed attribute. That is the one I need to get. Until now, I see a 
threading issue like two threads manipulating the "attribute stack".


John

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Re: [osg-users] Rendering to texture 1 from texture 0 and switching the textures

2010-08-04 Thread Honnet Vincent

 Hi,

what do you mean with osgPPU ?

Vincent

Le 03/08/2010 18:15, Jeremy Moles a écrit :

On Tue, 2010-08-03 at 12:30 +0200, Honnet Vincent wrote:

Hi,

I'm a new in using OpenSceneGraph, so if this problem was already
solved, please send me the link. But I didn't find anything that could
help me from the archive.

My problem is the following:

I would like to:
1- initialize the texture 0
2- modify the texture 1 by using the data from the texture 0
3- render texture 1 through a shader
4- put the texture 1 into the texture 0 (switching the buffers actually)
5- return to step 2
this is like updating a texture from its old state.

I'm currently having a look to demo "osgmultiplerendertargets" but I'm
not used enough with osg to understand everything or/and to modify it so
that I get the process I need.

I can't be 100% sure, but this sounds like a job for osgPPU. :) If I'm
not mistaken, this is exactly the kind of thing it purports to do (and
more).


Could someone help me ?
Thanks in advance, regards,
Vincent
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[osg-users] osg course: oct 5-7, seattle, wa

2010-08-04 Thread Bob Kuehne
hi all,

it's time again for our osg course! registration is open now, with a 15% 
discount off the full course price until 09/02. the class is a small one, so 
register early (and often, if you like). here are the details:

--
Tech Soup announces open registration for its next OpenSceneGraph (OSG) course, 
October 5-7, 2010, in South Lake Union, Seattle, Washington. This class will 
teach students everything to be proficient in OSG in a 3-day intensive course. 
This course covers everything developers need to know to take maximum advantage 
of OpenSceneGraph from intermediate through advanced. We'll also take a tour 
through VirtualPlanetBuilder so you can build geospecific, tiled, paged 
datasets.

Topics:

* Building & Debugging
* Memory Management
* Nodes
* State & Lighting
* Visitors
* Viewing & Manipulating
* Plugins
* Optimization
* Terrain
* Data Tiling & Paging

This three-day course teaches the fundamentals of OpenSceneGraph. Developers 
attending the course learn the mechanisms behind effective development from 
scenegraph creation and manipulation through debugging & optimizing. Through 
instruction and labs, students build scenes and interact with real code from 
day one. The course is fast-paced, requires creativity and problem solving, and 
leaves users with a thorough immersion in OpenSceneGraph. Instruction is 
hands-on with numerous labs where students directly turn concepts into 
practical knowledge.
--

full course announcement:   http://www.techsoupcorp.com/news/osg-080210-pr.html
registration details here:  
http://www.techsoupcorp.com/courses/openscenegraph.html

hope to see you in seattle!

bob

bob kuehne
ceo - blue newt software
www.blue-newt.com734/834-2696





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[osg-users] Render to 3D image...

2010-08-04 Thread Emmanuel Roche
Hi everyone,

I'm currently trying to generate some 3D images in an OSG based app.

I've read the previous discussions on the OSG forums concerning the 3D
texture rendering, but this doesn't help in my situation. What I really need
is *3D image* rendering not *3D texture* rendering.

More explanations:

 * One can attach an osg::Image or an osg::Texture to the color buffer of a
given camera. But one can only specify the "face" argument for textures:

*void attach  (
BufferComponent  buffer,
osg::Texture  *texture, unsigned int level=0, unsigned int
face=0, bool mipMapGeneration=false, unsigned int multisampleSamples=0,
unsigned int multisampleColorSamples=0)

void attach 
(BufferComponentbuffer,
osg::Image  *image, unsigned int multisampleSamples=0, unsigned
int multisampleColorSamples=0)

** So,
  - if I attach a 3D image directly to the camera, the depth of the image is
not taken into account, and all the image "slices" will contain the same
result.
  - if I attach a Texture3D object, whether I assign it an underlying image
doesn't matter: the content of the "texture" cannot be retrieved with the
assigned image...

Is there something I'm missing here ? Did someone already successfully
render to a 3D texture *AND* wrote that texture to a file for instance ??

Or is there a way to retrieve the content of a 3D texture into a 3D image (I
guess retrieving the texture data from the graphic card somehow ?) [I'm not
very good at pure OpenGL considerations, thus the question :-) ].

Cheers! Thanks for your help guys!

Manu.
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Re: [osg-users] Render to 3D image...

2010-08-04 Thread Emmanuel Roche
Concerning this problem, I'm wondering if I could use the following
solution:

 1. Create a "master" 3D image, and allocate it;
 2. Since attaching 2D images to a camera would not require any face
argument, I could create "sub" images, one per z slice of the master camera,
and use setImage with an offset data pointer in the master image data...
 3. Then assign those sub images to each camera I'm using to render the
complete 3D image.

Would this work as expected ?? Or would attaching an image to a camera
actually somehow reallocate the image data ??? (and thus we would not be
able to write the slice data into the master image data).

I hope, those explanations are clear enough :-)

Manu.


2010/8/4 Emmanuel Roche 

> Hi everyone,
>
> I'm currently trying to generate some 3D images in an OSG based app.
>
> I've read the previous discussions on the OSG forums concerning the 3D
> texture rendering, but this doesn't help in my situation. What I really need
> is *3D image* rendering not *3D texture* rendering.
>
> More explanations:
>
>  * One can attach an osg::Image or an osg::Texture to the color buffer of a
> given camera. But one can only specify the "face" argument for textures:
>
> *void attach  (
> BufferComponent buffer,
> osg::Texture  *texture, unsigned int level=0, unsigned
> int face=0, bool mipMapGeneration=false, unsigned int multisampleSamples=0,
> unsigned int multisampleColorSamples=0)
>
> void attach  (
> BufferComponent buffer,
> osg::Image  *image, unsigned int multisampleSamples=0,
> unsigned int multisampleColorSamples=0)
>
> ** So,
>   - if I attach a 3D image directly to the camera, the depth of the image
> is not taken into account, and all the image "slices" will contain the same
> result.
>   - if I attach a Texture3D object, whether I assign it an underlying image
> doesn't matter: the content of the "texture" cannot be retrieved with the
> assigned image...
>
> Is there something I'm missing here ? Did someone already successfully
> render to a 3D texture *AND* wrote that texture to a file for instance ??
>
> Or is there a way to retrieve the content of a 3D texture into a 3D image
> (I guess retrieving the texture data from the graphic card somehow ?) [I'm
> not very good at pure OpenGL considerations, thus the question :-) ].
>
> Cheers! Thanks for your help guys!
>
> Manu.
>
>
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[osg-users] Problems with Mouse events in osgViewer::GraphicsWindowEmbedded

2010-08-04 Thread Werner Modenbach
Dear all,

first of all thanks for the great tool!

I'm porting my app to openSceneGraph. My environment:

KDE 4.4.5
QT4 4.6.3
gcc43-c++ 4.3.3

Running the demo app osgviewerQT works fine.

In my code I'm using the code of Adapterwidget together with QGLWidget.
Rendering runs perfect only the trackballManipulator doesn't do anything.

Digging into the code shows the following problem:

In Viewer::eventTraversal() there is this sequence of code:

//# code #

for(Contexts::iterator citr = contexts.begin();
citr != contexts.end();
++citr)
{
osgViewer::GraphicsWindow* gw = 
 dynamic_cast(*citr);

// -My insertion !!! -
if (!gw) {
osg::notify(osg::WARN) << "eventTraversal() - gw = 0\n";
if (!(*citr))
osg::notify(osg::WARN) << "eventTraversal() - (*citr) = 0\n";
else {
osg::Object* obj = dynamic_cast(*citr);
if (obj)
osg::notify(osg::WARN) << 
   "eventTraversal() - (*citr)->className() = " <<
   obj->className() << "\n";
}
}
// -End my insertion !!! -
if (gw)
{
gw->checkEvents();

// ### End of code 

The output I get is:
eventTraversal() - gw = 0
eventTraversal() - (*citr)->className() = GraphicsWindowEmbedded

This means the dynamic cast delivers a NULL Pointer but the 
className() Method says GraphicsWindowEmbedded which is 
derived from GraphicsWindow. 
Any idea? Both classes use virtual methods so it should work correctly.
Replacing dynamic_cast by static_cast works great and also my mouse operates 
as expected.

Any help is highly appreciated :-)
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Re: [osg-users] [osgPlugins] osgb and external models

2010-08-04 Thread Wang Rui
Hi Morten,

I'll think of it and try to have a submissions as soon as possible. The
option seems to affect ProxyNode only in current implementations of the ive
and osg formats. I'd like to consider if it can work for PagedLOD nodes,
too.

Cheers,

Wang Rui


2010/8/4 Morten Hauknes 

> The terrain tile is not using paged LOD. When converting the openflight
> file external models results in ProxyNodes with a reference to eg.
> house1.flt. The proxynode looks fine in the osgt format, and i guess the
> reader should have used the openflight reader when loading the converted
> osgt/b file, but this does not happen even if i copy all external models
> into target directory.
>
> In the case of .ive the option to select to include external models in
> converting or not is noWriteExternalReferenceFiles. This is later used in
> ProxyNode::write where some code writes the external files as 'ive files,
> line 75 to 98.
>
> I guess you maybe have a idea on how this should work on the new
> reader/writer?
>
> Cheers,
> Morten
>
> --
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>
>
>
>
>
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[osg-users] VRML plugin

2010-08-04 Thread Alex (software)
p, li { white-space: pre-wrap; }Hi, 
I am trying to save some vrml file, however I get an error message similar to 
the following



> Warning: dynamic library '/usr/local/lib64/osgPlugins-2.8.3/osgdb_vrml.so'
> exists, but an error occurred while trying to open it:
> libopenvrml.so.4: Could not open: File or directory not found
> Error writing file /tmp/saved.wrl: Warning: Could not find plugin to write 
> nodes to file "/tmp/saved.wrl".



If I set the the ld_library_path correctly it reduces to 


> Error writing file /tmp/saved.wrl: Warning: Could not find plugin to write 
> nodes to file "/tmp/saved.wrl".



... and that's where I am stuck.



I use OpenSceneGraph-2.8.3 with openvrml-0.14.3



Any suggestions?



Cheers,
Alex


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[osg-users] Using keys to control track ball manipulator?

2010-08-04 Thread Werner Modenbach
I'm new to openSceneGraph and I tell you, dear developers, it is hard to learn 
due to extreme poor class and method documentation. Look at the doxygen doc 
and you will see what I mean.

I'm reading tons of online docs since days but it's hard to find the right 
places.

OK, here is my question:

I'm using a trackballmanipulator and I'd like to use kayboard to do rotational 
steps in addition to the mouse control. I.e.
KeyUp: Roll arround horizontal center line of window
KeyDown: Opposite roll arround horizontal center line of window
KeyLeft: Roll arround vertical center line of window
KeyRight: Opposite roll arround vertical center line of window
Some other keys for zoomin/zoomout

Is there any method to manipulate the manipulator accordingly?

Thanks for any hints.
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Re: [osg-users] Using keys to control track ball manipulator?

2010-08-04 Thread Jean-Sébastien Guay

Hello Werner,


I'm new to openSceneGraph and I tell you, dear developers, it is hard to learn
due to extreme poor class and method documentation. Look at the doxygen doc
and you will see what I mean.


We all know what you mean, but improving it is a large task that is 
being done incrementally when people have time. This has been discussed 
a lot in the past.


In the mean time, learn to read the source, you'll learn much faster 
that way.



Is there any method to manipulate the manipulator accordingly?


Look at the code for osgGA::TrackballManipulator, you'll see that it 
only responds to mouse events. You can subclass it and override its 
handle() method, respond to keyboard events there and call the base 
class version of osgGA::TrackballManipulator::handle() afterwards so the 
mouse events will continue to work.


Hope this helps,

J-S
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Re: [osg-users] StandardShadowMap on ATI

2010-08-04 Thread Bradley Baker Searles
Hi Wojtek,

Ahh, good catch with the improper derivation!  :)  Thank you. I'm attaching the 
corrected st.h file.

I just tried to get the osgShadow example working (-4 --lispsm), and it didn't 
work with any of the workarounds that I'd used in my code (not using variables 
to index light sources, don't use derived light values such as 
gl_FrontLightModelProduct, skip empty program add, etc).

Now the standard LispSM does its lighting in the vertex shader, and all of my 
Programs do their lighting in the fragment programs...  so there may be 
additional tricks for vert shaders that I'm not yet aware of?

I haven't tried any of the other techniques yet, but perhaps I'll see if those 
can be patched up.  But... even if we could patch them, the fixes are ugly 
enough that I don't think they'd belong in the osg source.  Perhaps I should 
post some of these issues on the ATI forums.

Thank you!
Baker

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Re: [osg-users] Using keys to control track ball manipulator?

2010-08-04 Thread Werner Modenbach
> 
> > I'm new to openSceneGraph and I tell you, dear developers, it is hard to
> > learn due to extreme poor class and method documentation. Look at the
> > doxygen doc and you will see what I mean.
> 
> We all know what you mean, but improving it is a large task that is
> being done incrementally when people have time. This has been discussed
> a lot in the past.
I guessed that already ;-) 
But things will not really improve if developers don't comment at creation 
time.

> 
> In the mean time, learn to read the source, you'll learn much faster
> that way.
> 
> > Is there any method to manipulate the manipulator accordingly?
> 
> Look at the code for osgGA::TrackballManipulator, you'll see that it
> only responds to mouse events. You can subclass it and override its
> handle() method, respond to keyboard events there and call the base
> class version of osgGA::TrackballManipulator::handle() afterwards so the
> mouse events will continue to work.
> 
> Hope this helps,
This will help definitively!

Since I'm using Adapterwidget to QGLWidget I have to handle any events anyway 
myself. So what about using

TrackballManipulator::setRotation(...)
or 
TrackballManipulator::setDistance(...)

Do they work incrementally? (No comments on doc :-(

Or can I use

TB->setByMatrix(TB->getMatrix() * myRotationMatrix)

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Re: [osg-users] Using keys to control track ball manipulator?

2010-08-04 Thread Jean-Sébastien Guay

Hi Werner,


I guessed that already ;-)
But things will not really improve if developers don't comment at creation
time.


Sure. Most developers who submit to OSG these days document their code 
better than in the past, and some even look at the whole file that 
they're changing and see if there's any documentation they can add to 
existing methods (even if they didn't modify them). That should improve 
things gradually... No one is going to sit down and comment the whole of 
OSG at once... :-)



Since I'm using Adapterwidget to QGLWidget I have to handle any events anyway
myself. So what about using

TrackballManipulator::setRotation(...)
or
TrackballManipulator::setDistance(...)

Do they work incrementally? (No comments on doc :-(


Err, try it? If it doesn't work, check out the code and see why...


Or can I use

TB->setByMatrix(TB->getMatrix() * myRotationMatrix)


Same answer.

J-S
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Re: [osg-users] threading and captureCurrentState

2010-08-04 Thread Tim Moore
On Wed, Aug 4, 2010 at 2:19 PM, PCJohn  wrote:

>  Hi Tim,
>
>
> Tim Moore wrote:
>
>
> On Wed, Aug 4, 2010 at 9:33 AM, PCJohn  wrote:
>
>> Hi,
>>
>> captureCurrentState name is misleading - it is not capturing state from
>> OpenGL.
>> It should be, maybe, getCurrentState. It is just taking last pushed
>> attributes on the state stack. These attributes are returned in the StateSet
>> given as parameter. Thus, the function should work any time during cull
>> traversal, I guess.
>>
>>  No. CullVisitor::pushStateSet does not affect the graphics state
> immediately. It is used to build the state graph that is used during the
> draw traversal to change the state. You really can't use osg::State for much
> outside of the graphics traversal.
>
> We do not understand each other. I am not using it outside cull traversal,
> neither I want to do anything with OpenGL state.
>
You can not use captureCurrentState() to do anything sensible in the cull
traversal. The State object is not modified during the cull traversal. By
the way, although changes to the State don't necessarily cause an immediate
change to the OpenGL state, those changes usuallly follow soon after.

>
>
>  I do not understand, but it work with SingleThreaded and
>> CullDrawThreadPerContext while it crashes with DrawThreadPerContext and
>>  CullThreadPerCameraDrawThreadPerContext. It seems to me like two threads
>> are accessing state stack...
>>
>>  There isn't a state stack. See
> http://www.bricoworks.com/articles/stateset/stateset.html and
> http://www.bricoworks.com/articles/stategraph/stategraph.html.
>
>   Yes. There is. Oh. I see. Sorry for confusion, you call it attribute
> stack and that is a correct name for it.
> Anyway, there is State::_attributeMap that is composed of AttributeStack
> structs and they have a member attributeVec that is serving as a stack of
> attributes. The top of the stack is "current" attribute or the last pushed
> attribute. That is the one I need to get. Until now, I see a threading issue
> like two threads manipulating the "attribute stack".
>
> I'll say it again: you can't access those attribute stacks from the cull
traversal. They don't contain anything sensible.

Tim

> John
>
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[osg-users] Manage DOF nodes within LOD models.

2010-08-04 Thread Dario Minieri
Hi,

I wanted to ask if there is a "best practice" to manage DOF nodes in the LOD 
models. 

For example, I have a model with 2 level-of-detail with the same DOF nodes for 
each sub-detailed model. So, I have a root LOD node that has as childrens 2 
Group which are the two models with different levels of detail. 

Now, when I search a DOF node by name with a visitor, I find always the first 
DOF in the first model LOD hierarchy, obviously. So, if I'm viewing the first 
range I have no problems, but if I'm viewing the second I see no movement 
because the catched DOF is related to an unloaded model.

Then, I wondered if there is another "smart" form for models with LOD and DOF 
(maybe something can "unify" the DOF) or if I have to change the code to check 
what is the current displayed model and then catch the correct DOF.

Sorry for nub question. :D

Thank you!

Cheers,
Dario

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Re: [osg-users] VRML plugin

2010-08-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 08/04/2010 05:52 PM, Alex (software) wrote:

>> Error writing file /tmp/saved.wrl: Warning: Could not find plugin to write 
>> nodes to file "/tmp/saved.wrl".
> 
> 
> 
> ... and that's where I am stuck.
> 
> 
> 
> I use OpenSceneGraph-2.8.3 with openvrml-0.14.3
> 
> 
> 
> Any suggestions?

Hello Alex,

Unfortunately, the VRML plugin does not support writing VRML files, only
reading. There is no good mapping between OSG data structures and VRML,
because OSG model is a lot more advanced.

I suggest that you use a different format for saving your data.

Best regards,

Jan
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Re: [osg-users] Manage DOF nodes within LOD models.

2010-08-04 Thread Paul Martz

Dario Minieri wrote:

Now, when I search a DOF node by name with a visitor, I find always the first 
DOF in the first model LOD hierarchy, obviously. So, if I'm viewing the first 
range I have no problems, but if I'm viewing the second I see no movement 
because the catched DOF is related to an unloaded model.


Assuming the scene graph structure isn't changing dynamically, you should only 
need to "find" the DOFTransform nodes once, at model load time. You should be 
able to easily modify your existing visitor to find both (not just one) of the 
Transforms.


After modifying the first Transform, copy it onto the second Transform. For a 
MatrixTransform, this is just a matrix copy. Not sure what you'd need to do to 
copy a DOFTransform; check the header.



Then, I wondered if there is another "smart" form for models with LOD and DOF (maybe 
something can "unify" the DOF) or if I have to change the code to check what is the 
current displayed model and then catch the correct DOF.


I think you always want to change both Transforms so that when you switch from 
one LOD to the other, both models are transformed the same.


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[osg-users] Unresolved externals while building Plugins gif/jpeg/png/etc

2010-08-04 Thread Kris Dale
Afternoon all!

I'm having a bit of an issue I've never run into before trying to build OSG.  
Hoping someone can point me in the right direction.

I always build OSG from source and thus far never really had a problem with 
it...  this time though I can't seem to get the image library plugins to build 
properly.  I'm building on Visual Studio 2005 on Windows 7 64-bit.  I've built 
this on an almost identical configuration on another computer with no issues 
(not to mention countless Linux builds), so I'm not sure what's up.

I have all of the image library .libs and includes in a directory labled 
"ImageLibraries" under my third party director.  CMake finds all the libs and 
everything okay, links them into the solution and generates just fine.  But, 
when I go to build, I get unresolved externals on curl, FreeType, GIF, GLUT, 
JPEG, PNG, and TIFF (and a couple others that I can't remember off hand).  

General format of the errors are:

> ReaderWriterPNG.obj : error LNK2019: unresolved external symbol 
> png_get_io_ptr referenced in function "void __cdecl png_read_istream(struct 
> png_struct_def *,unsigned char *,unsigned __int64)" 
> (?png_read_istream@@YAXPEAUpng_struct_def@@pea...@z)


I've checked the properties of the Plugins png / Plugins jpg / Plugins foo and 
it IS set to link against libpng13.lib / libjpeg.lib / libfoo.lib.  I've tried 
using the SVN dependency checkout and from getting copies of the individual 
packages from the GNU sites...  I get the same results either way.  I've built 
OSG from both so I know both should work.

Anyone have any ideas?  Many thanks to anyone that can help.  :)

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Re: [osg-users] VRML plugin

2010-08-04 Thread Alex (software)
Hello Jan

> Unfortunately, the VRML plugin does not support writing VRML files, only
> reading. There is no good mapping between OSG data structures and VRML,
> because OSG model is a lot more advanced.

What a pity. Thank you for your help.

The point is do not want to replicate the whole tree. I only want some surfaces 
i.e. triangle meshes to be exported to vrml. AFAIK I will have to implement 
this myself now.

Cheers,
Alex
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Re: [osg-users] cross axes

2010-08-04 Thread Jonathan Richard
Hi Gianni,

I'm trying to get working your example with the modification suggested
by David but the axis appears to be drawn outside of my window. If I
disable

Can you tell me what modification did you perform on your NodeCallback
implementation to get it working?

Thanks
Jonathan

On 7/1/10, Gianni Ambrosio  wrote:
> OK, I used what Davide suggested + a modification of my NodeCallback
> implementation and now it works fine.
>
> Thanks
> Gianni
>
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>
>
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Re: [osg-users] Repeating and Bumpmapping a texture

2010-08-04 Thread Mike Stewart
So I've been prodding around a bit in the osgFX::BumpMapping code and noticed 
that vertex and fragment shader programs are embedded in BumpMapping.cpp. I'm 
guessing the TexMat ceases to do anything because the shader programs ignore 
it? Is there any way to bypass that without writing my own shaders?

Thanks,
Mike

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Re: [osg-users] threading and captureCurrentState

2010-08-04 Thread PCJohn



Yes. There is. Oh. I see. Sorry for confusion, you call it
attribute stack and that is a correct name for it.
Anyway, there is State::_attributeMap that is composed of
AttributeStack structs and they have a member attributeVec that is
serving as a stack of attributes. The top of the stack is
"current" attribute or the last pushed attribute. That is the one
I need to get. Until now, I see a threading issue like two threads
manipulating the "attribute stack".

I'll say it again: you can't access those attribute stacks from the 
cull traversal. They don't contain anything sensible.
I that case a different question: How to get "current" osg::FrontFace 
attribute? I mean the one that would be active for any drawable 
traversed at the present moment during cull traversal that is just in 
progress and I am handling it in my custom Shadow class that is already 
working perfectly except some attribute values that user may pass from 
the scene graph above and that need to be properly handled to cast 
shadows correctly. The answer: "you do not need it" would be wrong at 
the moment.


Thx,
John
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[osg-users] Transfer osgViewer "stream" wirelessly to a remote monitor

2010-08-04 Thread Sanat Talmaki
Hi,

I am not sure if I have phrased my question correctly, so I'll try to explain 
what I am trying to achieve.

I am using osgCompositeViewer with 3 views as seen in the screenshot attached. 

I am interested in wirelessly transmitting the thread for one of the views 
(bottom left one) to a remote monitor/HUD. 

I just don't know if something like this is possible and if so, what I need to 
follow ? I hope I have been able to explain myself clearly.

If I can get some leads it would be very helpful.

Thanks!

Regards,
Sanat

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Attachments: 
http://forum.openscenegraph.org//files/test_scrshot_165.jpg


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Re: [osg-users] Transfer osgViewer "stream" wirelessly to a remote monitor

2010-08-04 Thread Ulrich Hertlein
Hi Sanat,

On 5/08/10 10:39 , Sanat Talmaki wrote:
> I am not sure if I have phrased my question correctly, so I'll try to explain 
> what I am
> trying to achieve.
> 
> I am using osgCompositeViewer with 3 views as seen in the screenshot attached.
> 
> I am interested in wirelessly transmitting the thread for one of the views 
> (bottom left
> one) to a remote monitor/HUD.

Thread?  I assume you want to transmit the *image* to a remote monitor?
Or do you want to somehow migrate the rendering to another box?

> I just don't know if something like this is possible and if so, what I need 
> to follow ?
> I hope I have been able to explain myself clearly.

What I'd do is to render the camera to an FBO and send this buffer to the 
system where the
remote monitor is attached.  Depending on the size you may need to compress 
this as well.

Or you could look at a hardware solution where you send the 'remote' image to 
another
local screen and only transmit the video signal to the remote monitor.
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Re: [osg-users] Transfer osgViewer "stream" wirelessly to a remote monitor

2010-08-04 Thread Sanat Talmaki
Hi Ulrich,


> Thread? I assume you want to transmit the *image* to a remote monitor?
> Or do you want to somehow migrate the rendering to another box?


Yes, basically when the simulation is running on my main PC, I want to view the 
exact same simulation on a remote monitor/screen. (In this case, the reote 
monitor could only show the bottom left portion of the screen as seen in my 
attached screen-shot). 


> Or you could look at a hardware solution where you send the 'remote' image to 
> another
> local screen and only transmit the video signal to the remote monitor.

I'm sorry, I did not understand the above.

How do you normally transmit a video signal ? (using a typical radio modem at 
my server side PC and another radio receiver at the remote pc side)

Thanks

Sanat

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Re: [osg-users] Transfer osgViewer "stream" wirelessly to a remote monitor

2010-08-04 Thread Torben Dannhauer
Hi,

I don't understand your hardware setup. You have a main PC with a monitor 
running your software and generating the 4 views. At the slave side, do you 
have only a monitor or a complete second pc with PC+monitor? 

If you have only a monitor, you could render it on your main pc to a second 
monitor. If you replace this monitor with a video transmitter hardware, you 
could send this local rendered output to your reciever monitor.

If have have a full PC on your remote side, you have two options: rendering the 
image on the master pc and transfering the final image, or tranfering the 
viewmatrix and other relevant data to the remote pc and rendering the image at 
that pc.

Cheers,
Torben

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[osg-users] latest NVIDIA drivers

2010-08-04 Thread Trajce (Nick) Nikolov
Hi community,

anyone has experienced some weirdness with the latest drivers from NVIDIA?
My shaders just stopped working with them without any warning/error from OSG
...

-Nick
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