Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-18 Thread Michael Platings
Great, I've bumped my submission so hopefully it'll be in osg trunk soon.
Re: poses, they have been a complete nightmare to get working so far, and
yet there are still a few cases that don't work. If you can find what's
going on with humanoid.fbx then you'll be my hero! I may be able to help
more if you can get a much simpler example that demonstrates the problem
e.g. only one or two joints.

On 18 January 2011 15:27, Alessandro Terenzi  wrote:

> Thank you very much Michael,
> your fix solved the timing issue.
>
> Any idea/suggestion about the wrong initial-pose problem? (it happen with
> the humanoid.fbx model available with the FBX SDK).
>
> Regards.
> Alessandro
>
>
> On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings wrote:
>
>> Hi Alessandro,
>> I posted a fix a while back that may solve the issue you're referring to.
>> If it works for you then maybe with more prodding Cedric might accept it ;)
>> Here it is again, attached
>>
>>
>> On 17 January 2011 15:43, Alessandro Terenzi  wrote:
>>
>>> Hi,
>>> no one else is experiencing the same problems with osgAnimation and the
>>> FBX plugin? I mean the 'initial-pose' issue (described in this thread) and
>>> the timing issue described in another post of mine.
>>>
>>> Cheers,
>>> Alessandro
>>>
>>> --
>>> Read this topic online here:
>>> http://forum.openscenegraph.org/viewtopic.php?p=35708#35708
>>>
>>>
>>>
>>>
>>>
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Re: [osg-users] Using MVPW in a Resizeable Window.

2011-01-18 Thread David Glenn

Skylark wrote:
> Hi David,
> 
> 
> > You don't recall by chance any fixes that were made after the OSG 2.8.1 
> > release based on resizing issues?
> > 
> 
> Not off the top of my head, no. It might be interesting to set a 
> breakpoint in the resize event handler and see if it ever gets there 
> when it should. But anyways, if you've got it working the way you want, 
> that's fine too. :-)
> 
> J-S
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Oh yea, the resize event handler is being called. I actually have two points 
where resizing is used:

One is the resizing event routine that is called every time the Whole Window is 
resized, and the Second is where a tab slider is at where you can make the 
controls disappear - to get the most maximum view.


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] Android Development Plans

2011-01-18 Thread Jean-Sébastien Guay

Hi Jason,


Has anybody tried a build with the NDK r5 yet? It's supposed to have an
optional STL that supports RTTI, exceptions, etc. It'd be nice to not
require a 3rd-party NDK to compile OSG.


I haven't tried it yet. It was in my plans but Android development is 
not part of my normal job, just after-work-hobby-type-stuff, so I 
haven't gotten to it yet.


J-S
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Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Juan Hernando

Hi Fred,

I have never used TBOs before. How do you use your new class?
Is the following correct?


Code:
// Creation
osg::TextureBuffer *tb = new osg::TextureBuffer();
// This will create a buffer of 300 * 4 bytes = 1200 bytes
osg::Image *image = new osg::Image();
image->allocateImage(300 /*width*/, 1 /*height is ALWAYS 1, right?*/, 1, 
GL_RGBA, GL_FLOAT, 1); // GL_RGBA + GL_FLOAT = 4 floating point components for my 
color
// here, feed buffer with data
tb->setImage(image);

I don't see anything wrong here.


Code:
#version 150 compatibility
#extension GL_EXT_gpu_shader4 : enable

For me (NVIDIA 280GTX graphics card in linux), it works just to declare:
#version 130



uniform sampler1D tex; // shall I use sampler1D here, or sampler2D?


This has to be:
uniform samplerBuffer tex;


void main(void)
{
vec4 color = texelFetch(tex, 0); // I get a compile error here, texelFetch 
is not a recognized function name (?!). I use a Fermi card with the latest 
drivers. Confused with the different function names I found on the web 
(texelFetch, texelFetch1D/2D, texelFetchBuffer which, I understand, are 
deprecated).
[...]
}

I use texelFetchBuffer but if you solved it I guess you use the same.

Cheers,
Juan
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Re: [osg-users] Android Development Plans

2011-01-18 Thread Jason Daly

On 01/17/2011 09:27 AM, Jean-Sébastien Guay wrote:

I compiled OSG with the NDK, it was pretty easy. You'll need the
modified NDK that has support for RTTI, exceptions and a more complete
standard library, which you can find here:

http://smartctl.net/android/ndk-r4.php


Just curious,

Has anybody tried a build with the NDK r5 yet?  It's supposed to have an 
optional STL that supports RTTI, exceptions, etc.  It'd be nice to not 
require a 3rd-party NDK to compile OSG.


--"J"

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Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Fred Smith
I figured out why texelFetch wasn't being compiled successfully.

1) I forgot the last argument 2) I last tried on AMD/ATI hardware, and the GLSL 
compiler on this platform doesn't seem to actually recognize 'texelFetch'...

Now moving on with my tests.

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Re: [osg-users] osgmovie and stereo

2011-01-18 Thread Vijay Kalivarapu
Hi,

Thanks Robert. I also saw a 'osgmovie' sample along with other examples built 
on OSG 2.9.10. When I hit a 'osgmovie --help', I found an option '--stereo'. 
Will this be any simpler than using 'osgstereoimage' ?

Thank you!

Cheers,
Vijay

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Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Fred Smith
Hi Juan,

I managed to make some progress.
- I replaced osg::BufferObject::Extensions with GLEW
- I changed the other offending expression:

  generateTextureObject(contextID, GL_TEXTURE_BUFFER_EXT);

to

  generateTextureObject(this, contextID, GL_TEXTURE_BUFFER_EXT);

Things compile fine.

I have never used TBOs before. How do you use your new class?
Is the following correct?


Code:
// Creation
osg::TextureBuffer *tb = new osg::TextureBuffer();
// This will create a buffer of 300 * 4 bytes = 1200 bytes
osg::Image *image = new osg::Image();
image->allocateImage(300 /*width*/, 1 /*height is ALWAYS 1, right?*/, 1, 
GL_RGBA, GL_FLOAT, 1); // GL_RGBA + GL_FLOAT = 4 floating point components for 
my color
// here, feed buffer with data
tb->setImage(image);



Fragment shader:

Code:
#version 150 compatibility
#extension GL_EXT_gpu_shader4 : enable

uniform sampler1D tex; // shall I use sampler1D here, or sampler2D?

void main(void)
{
   vec4 color = texelFetch(tex, 0); // I get a compile error here, texelFetch 
is not a recognized function name (?!). I use a Fermi card with the latest 
drivers. Confused with the different function names I found on the web 
(texelFetch, texelFetch1D/2D, texelFetchBuffer which, I understand, are 
deprecated).
   [...]
}



Cheers,
Fred

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Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-18 Thread Alessandro Terenzi
Thank you very much Michael,
your fix solved the timing issue.

Any idea/suggestion about the wrong initial-pose problem? (it happen with
the humanoid.fbx model available with the FBX SDK).

Regards.
Alessandro

On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings wrote:

> Hi Alessandro,
> I posted a fix a while back that may solve the issue you're referring to.
> If it works for you then maybe with more prodding Cedric might accept it ;)
> Here it is again, attached
>
>
> On 17 January 2011 15:43, Alessandro Terenzi  wrote:
>
>> Hi,
>> no one else is experiencing the same problems with osgAnimation and the
>> FBX plugin? I mean the 'initial-pose' issue (described in this thread) and
>> the timing issue described in another post of mine.
>>
>> Cheers,
>> Alessandro
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=35708#35708
>>
>>
>>
>>
>>
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Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Juan Hernando

Hi,
Sorry for not answering before but I've been away from the computer. 
Regarding osg::BufferObject, in my OSG version (2.8.3) there is an 
Extensions class declared inside osg::BufferObject. Of course you can 
replace it with GLEW, but probably the other compile error is also 
related to the use of a different version.


Regards,
Juan
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[osg-users] PSSM & cascaded shadow maps

2011-01-18 Thread Peter Amstutz
So far I've tried osg 2.8.3 and 2.9.10 and have not been able to get any
results using the parallel split shadow map technique.  Is anyone using
PSSM currently and have any suggestions?

I am presently using LiSPSM, it works pretty well but I since I am
rendering a large outdoor scene I find that need to set a far clip plane
in order to get acceptable resolution for the shadowed volume, as a
result shadows "pop" at the far plane.  Cascaded shadow map techniques
like PSSM are supposed to address this problem.  Ideally, osg should
have a generalized cascaded shadow map class which would allow
specializations for the various methods of partitioning the shadowed scene.

-- 
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Senior Software Engineer
Technology Solutions Experts
Natick, MA
02131

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Re: [osg-users] Shadows in OSG

2011-01-18 Thread Peter Amstutz
I suggest looking at StandardShadowMap, MinimalShadowMap and the various
LiSPSM variations; based on my experience with osg 2.8.3 they offer the
most robust implementation of shadows.  There is also a debugging mode
that you can enable that renders the depth map which is extremely
useful.  As Wojtek said, dynamic shadows are a pretty advanced topic,
you will need a good theoretical understanding before diving into the
particulars of how osg manages it.

On 1/17/2011 8:42 AM, Linda Lee wrote:
> Hi,
>
> How about learning the way OSG structures the shadow code.  I found it 
> difficult understanding how OSG manage shadow.  Could anyone briefly explain 
> the shadow codes in OSG or is there any way I could learn more on them?
>
> Thank you!
>
> Cheers,
> Linda
>
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> http://forum.openscenegraph.org/viewtopic.php?p=35694#35694
>
>
>
>
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Re: [osg-users] Another autobuild failure

2011-01-18 Thread Robert Osfield
Hi JS,

Caught this one already, fix checked in this morning ;-)

Robert.

On Tue, Jan 18, 2011 at 1:57 PM, Jean-Sébastien Guay
 wrote:
> Hi Robert,
>
> Another day, another autobuild failure :-)
>
> I'm kidding you of course.
>
> http://cdash.openscenegraph.org/viewBuildError.php?buildid=3185
>
> .\..\..\src\osgDB\DatabasePager.cpp(895) : error C2664: 'void
> osgUtil::IncrementalCompileOperation::add(osg::Group *,osg::Node *)' :
> cannot convert parameter 1 from 'osg::ref_ptr' to 'osg::Group *'
>
> Seems you tested your changes with a build where the
> REF_PTR_IMPLICIT_CONVERSION (paraphrasing) was enabled.
>
> J-S
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[osg-users] Another autobuild failure

2011-01-18 Thread Jean-Sébastien Guay

Hi Robert,

Another day, another autobuild failure :-)

I'm kidding you of course.

http://cdash.openscenegraph.org/viewBuildError.php?buildid=3185

.\..\..\src\osgDB\DatabasePager.cpp(895) : error C2664: 'void 
osgUtil::IncrementalCompileOperation::add(osg::Group *,osg::Node *)' : 
cannot convert parameter 1 from 'osg::ref_ptr' to 'osg::Group *'


Seems you tested your changes with a build where the 
REF_PTR_IMPLICIT_CONVERSION (paraphrasing) was enabled.


J-S
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Re: [osg-users] Shadows in OSG

2011-01-18 Thread Wojciech Lewandowski

Hi Linda,

Its large and advanced topic. Various techniques work in different way. I 
simply do not have the time to explain it. Besides, I follow the rule to not 
respond in much more words than question asked (hint). If you are interested 
in Shadow Mapping I may recomend starting from osgShadow::ShadowMap 
implementation. See ShadowMap::cull method. Its the place where all the 
relevant code is located. However be warned, that to fully understand it one 
needs to understand how OSG culling and rendering backend works so its 
really stuff for advanced developers.


Wojtek

-Oryginalna wiadomość- 
From: Linda Lee

Sent: Monday, January 17, 2011 2:42 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Shadows in OSG

Hi,

How about learning the way OSG structures the shadow code.  I found it 
difficult understanding how OSG manage shadow.  Could anyone briefly explain 
the shadow codes in OSG or is there any way I could learn more on them?


Thank you!

Cheers,
Linda

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Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Fred Smith
Hi,

OK, I temporarily replaced Extensions with GLEW, things moved forward, but I'm 
stuck with the following compilation error now:


Code:
} else if (_image.valid() && _image->data()) {
/* Temporary copy */
osg::ref_ptr image = _image;

/* Creating the texture object */
_textureObjectBuffer[contextID] = to = 
generateTextureObject(contextID, 
GL_TEXTURE_BUFFER_EXT); // compilation error here:

error C2661: 'osg::Texture::generateTextureObject' : no overloaded function 
takes 2 arguments



Cheers,
Fred

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Re: [osg-users] Android Development Plans

2011-01-18 Thread Rafa Gaitan
Hi,

I'm working with Jorge trying to get a native osg on Android.

The main problem that we found was the migration of OpenThreads, it's
not really complicated but there are some missing api in pthreads
(pthread_cancel as mentioned before) and some changes (sleep returns
void :O). We made the changes on CMake and OpenThreads to support this
changes but when we tried to build against a desktop environment again
then things didn't work :(. We wanted to send the modified files once
things get working, but maybe is time that other eyes get a look to
this.

Jorge, could you attach to this thread a bundle with all the changes
we made to get things compiling and working on android?

I'm attaching a simple (and little ugly) example of a viewer for
android, all made in native (except the minimal parts required in
Java). Currently we got things building against crystax-ndk-r4. This
example "worked" for my Samsung Galaxy S (android 2.1update1). The
viewer starts, and shows the nice blue osg screen! :) but I wasn't be
able to get draw any geometry (I built osg with gles2 support).

To compile it, you need the crystax ndk r4, and osg compiled against
this version. Then you need to modify the
osgviewerandroid/jni/Android.mk file to change the path of required
osg libraries for your system. To get the apk for android I do this
things.

android update project -p . -t 1  # -t is the target defined (android
list devices to get the list)
ndk-build
ant debug

If things work inside bin/ you will get the .apk

Greets,
Rafa.


2011/1/18 Robert Osfield :
> Hi Jorge,
>
> I know little about the issues of Android platform, so read with
> interest in the various developments that yourself and others are
> working on, it does mean I can't yet contribute too pro-actively
> though.  I'll will try and chip in where I can.
>
> On Mon, Jan 17, 2011 at 10:37 PM, Jorge Izquierdo Ciges
>  wrote:
>> Pthreads. The Set functions are trivial and i don't think that could cause a
>> very big damage. But pthread_cancel is something different, because i've
>> seen that it's widely used. And we would need a suitable replacement to
>> don't let the thread go on.
>
> With the OSG usage of threads I have implemented co-operative exit of
> the thread loops using done flags, instead of relying upon
> Thread::cancel().   Given this, not having cancel() working as before
> may well not be that critical.
>
> Robert.
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Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia


osgviewerandroid.tar.gz
Description: GNU Zip compressed data
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Re: [osg-users] Android Development Plans

2011-01-18 Thread Jorge Izquierdo Ciges
That are some great news. I was planning to do some test to know if it was
used, but if it's not used then for the moment it's one thing that i don't
have to worry right now.

2011/1/18 Robert Osfield 

> Hi Jorge,
>
> I know little about the issues of Android platform, so read with
> interest in the various developments that yourself and others are
> working on, it does mean I can't yet contribute too pro-actively
> though.  I'll will try and chip in where I can.
>
> On Mon, Jan 17, 2011 at 10:37 PM, Jorge Izquierdo Ciges
>  wrote:
> > Pthreads. The Set functions are trivial and i don't think that could
> cause a
> > very big damage. But pthread_cancel is something different, because i've
> > seen that it's widely used. And we would need a suitable replacement to
> > don't let the thread go on.
>
> With the OSG usage of threads I have implemented co-operative exit of
> the thread loops using done flags, instead of relying upon
> Thread::cancel().   Given this, not having cancel() working as before
> may well not be that critical.
>
> Robert.
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Re: [osg-users] Texture Buffer Objects status?

2011-01-18 Thread Fred Smith
Hi,

When I compile your code I get the following errors:


Code:
error C2065: 'GL_TEXTURE_BUFFER_EXT' : undeclared identifier
error C2039: 'Extensions' : is not a member of 'osg::BufferObject'
error C2039: 'getExtensions' : is not a member of 'osg::BufferObject'
[...]



I don't see any osg::BufferObject::Extensions class in OSG's source code. Do 
you?
Didn't you mean osg::Texture::Extensions instead?

Regarding GL_TEXTURE_BUFFER_EXT, I'm usually working with and plan to include 
GLEW, so I should be fine.

Regards
Fred

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[osg-users] Object picking with multiple Instances

2011-01-18 Thread Alexander Dieterle
Hello everyone,

I'm new here so hi all and thanks in advance to everyone willing to take a look 
on my issue. :)

I'm currently working on object selection in my scene, so I made something up 
based on the picking example from osgpick.cpp .


Code:

if (myview->computeIntersections(x, y, intersections))
{
// *** for each intersection we found ***
for(osgUtil::LineSegmentIntersector::Intersections::iterator hitr = 
intersections.begin();
hitr != intersections.end();
++hitr)
{
// choose foremost selection in FoV
if(hitr == intersections.begin()) {

if (!hitr->nodePath.empty())
{
osg::NodePath nodePath = hitr->nodePath;
node = (nodePath.size() >= 1) ? nodePath[nodePath.size()-1] : 0;

pickedObjects.push_back(node);

return true;
}
}
}
}



If this function returns true, a callback on another class responsible for for 
further processing the object selection (adding it to list of selected objects, 
changing display mode to wireframe etc) is triggered.

That other class traverses the objects in my scene and checks whether the 
picked node is part of the currently scanned object:


Code:
// scan for objects to potentially add
for(nodeit = selectednodes.begin(); nodeit != selectednodes.end(); ++nodeit)
{
// and try to verify their existance as drawobject
for(drawit = drawObjects.begin(); drawit != drawObjects.end(); ++drawit)
{
/* In case we find the corresponding drawobject, we have to
* add them to the list of selected objects. */
if((*drawit)->getObject()->containsNode((*nodeit))) {
(*drawit)->setSelected(true);
selectedobjects.push_back((*drawit));



That piece of code works well, as long as the selected object is the only 
instance of itself. As soon as I have the picked object instanced multiple 
times in my scene, trying to pick any of these will result in always the same 
object being selected (the first match in the list, obviously). 

So, when performing the pick itself (code snippet #1) I need to gather 
additional info like the position of the selected object in order to be able to 
make the correct match when trying to mark the object as selected. However, 
when I have the same mesh with, say, 30 instances and therefore 31 parental 
nodes, how would I find out which one is the node corresponding to the instance 
I click on in the scene?

Best regards,

-Alex

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Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-18 Thread Michael Platings
Hi Alessandro,
I posted a fix a while back that may solve the issue you're referring to. If
it works for you then maybe with more prodding Cedric might accept it ;)
Here it is again, attached

On 17 January 2011 15:43, Alessandro Terenzi  wrote:

> Hi,
> no one else is experiencing the same problems with osgAnimation and the FBX
> plugin? I mean the 'initial-pose' issue (described in this thread) and the
> timing issue described in another post of mine.
>
> Cheers,
> Alessandro
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=35708#35708
>
>
>
>
>
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>
/*  -*-c++-*- 
 *  Copyright (C) 2008 Cedric Pinson 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/

#include 

using namespace osgAnimation;

Animation::Animation(const osgAnimation::Animation& anim, const osg::CopyOp& copyop): osg::Object(anim, copyop),
_duration(anim._duration),
_originalDuration(anim._originalDuration),
_weight(anim._weight),
_startTime(anim._startTime),
_playmode(anim._playmode)
{
const ChannelList& cl = anim.getChannels();
for (ChannelList::const_iterator it = cl.begin(); it != cl.end(); ++it)
{
addChannel(it->get()->clone());
}
}


void Animation::addChannel(Channel* pChannel)
{
_channels.push_back(pChannel);
if (_duration == _originalDuration)
computeDuration();
else
_originalDuration = computeDurationFromChannels();
}

double Animation::computeDurationFromChannels() const
{
double tmin = 1e5;
double tmax = -1e5;
ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); chan++ )
{
float min = (*chan)->getStartTime();
if (min < tmin)
tmin = min;
float max = (*chan)->getEndTime();
if (max > tmax)
tmax = max;
}
return tmax-tmin;
}

void Animation::computeDuration()
{
_duration = computeDurationFromChannels();
_originalDuration = _duration;
}

osgAnimation::ChannelList& Animation::getChannels()
{
return _channels;
}

const osgAnimation::ChannelList& Animation::getChannels() const
{
return _channels;
}


void Animation::setDuration(double duration)
{
_originalDuration = computeDurationFromChannels();
_duration = duration;
}

double Animation::getDuration() const
{
return _duration;
}

float Animation::getWeight () const
{
return _weight;
}

void Animation::setWeight (float weight)
{
_weight = weight;
}

bool Animation::update (double time, int priority)
{
if (!_duration) // if not initialized then do it
computeDuration();

double ratio = _originalDuration / _duration;

double t = (time - _startTime) * ratio;
switch (_playmode) 
{
case ONCE:
if (t > _originalDuration)
return false;
break;
case STAY:
if (t > _originalDuration)
t = _originalDuration;
break;
case LOOP:
if (!_originalDuration)
t = _startTime;
else if (t > _originalDuration)
t = fmod(t, _originalDuration);
//  std::cout << "t " << t << " duration " << _duration << std::endl;
break;
case PPONG: 
if (!_originalDuration)
t = _startTime;
else 
{
int tt = (int) (t / _originalDuration);
t = fmod(t, _originalDuration);
if (tt%2)
t = _originalDuration - t;
}
break;
}

ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); ++chan)
{
(*chan)->update(t, _weight, priority);
}
return true;
}

void Animation::resetTargets()
{
ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); ++chan)
(*chan)->reset();
}
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Re: [osg-users] Skybox (horizon and ground) in GLSL?

2011-01-18 Thread Martin Naylor
Hi,
Not sure if this or its been superseded, you might want to take a look at
OSGTDS.
http://andesengineering.com/Projects/TDS/

This is for deforming terrain for the placement of objects.
I have never used it, but it might be worth a shot?

Cheers

Martin.



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Christian
Buchner
Sent: 17 January 2011 09:58
To: OpenSceneGraph Users
Subject: [osg-users] Skybox (horizon and ground) in GLSL?

Hi,

I managed to load some 20 buildings from a freely available GIS
database from the city of Winston-Salem and I render them with OSG.
Buildings floating in space look kind of funny though and I need a
ground, a horizon and some sky. I do not want to use a flat ground
geometry or sky dome - that's too old-fashioned.

I was thinking to use a screen aligned quad (coordinates forced to
screen dimensions in a vertex shader) and a pixel shader to set ground
and sky zbuffer values and to render the ground and sky color. The
ground zbuffer values for sure depend on the camera height over
ground. And how the horizon is oriented would depend on the camera
orientation (view matrix)

Unfortunately having little prior experience with GLSL, I think I
might need some input from the community how to pull this off.

Christian
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Re: [osg-users] Visibility of point array

2011-01-18 Thread Ulrich Hertlein
Hi Oliver,

On 18/01/11 20:23 , Oliver Neumann wrote:
> I need the information on vertix level, not bounding volumn level. How does 
> the Render
> Engine know which vertices to draw. Is it all done in GPU using the Z Buffer
> (overwriting what is nearer)?

OSG does not check each vertex for visibility, that would be way too expensive.
Instead it's checking the Drawable against the view frustum for potential 
visibility.
OpenGL then does finer-grained checking of the vertices against the view 
frustum,
discarding vertices outside.  Finally the Z-buffer determines if the pixels are 
occluded
or not.  But there's no way to easily get to the information which vertices 
actually get
drawn.

> OcclusionQueryNode but I cannot find any occlusion information in it. How do 
> I get the
> visibility information stuff here?

You don't, at least not on a per-vertex level.  If I remember correctly OC 
could tell you
how many pixels are visible, but not which ones.  If you really need that 
information you
have to check each pixel individually yourself.  This can be made a lot faster 
by properly
balancing the scenegraph, ie rather than putting all points into one Drawable 
you'd
oct-tree them so that they can be more easily discarded based on the 
bsphere/bbox of the
drawable.

Again, what do you want to achieve?  There might be easier ways to do that.

/ulrich
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Re: [osg-users] Visibility of point array

2011-01-18 Thread Oliver Neumann
Hi Ulrich,

I need the information on vertix level, not bounding volumn level. How does the 
Render Engine know which vertices to draw. Is it all done in GPU using the Z 
Buffer (overwriting what is nearer)?

I found the OcclusionQuery example that uses OcclusionQueryNode, but I can't 
quite make out how to use it. Its very confusing, I add the previous root node 
as a child of a new OcclusionQueryNode but I cannot find any occlusion 
information in it. How do I get the visibility information stuff here?

Thank you!

Cheers,
Oliver

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Re: [osg-users] Android Development Plans

2011-01-18 Thread Robert Osfield
Hi Jorge,

I know little about the issues of Android platform, so read with
interest in the various developments that yourself and others are
working on, it does mean I can't yet contribute too pro-actively
though.  I'll will try and chip in where I can.

On Mon, Jan 17, 2011 at 10:37 PM, Jorge Izquierdo Ciges
 wrote:
> Pthreads. The Set functions are trivial and i don't think that could cause a
> very big damage. But pthread_cancel is something different, because i've
> seen that it's widely used. And we would need a suitable replacement to
> don't let the thread go on.

With the OSG usage of threads I have implemented co-operative exit of
the thread loops using done flags, instead of relying upon
Thread::cancel().   Given this, not having cancel() working as before
may well not be that critical.

Robert.
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