Re: [osg-users] [osgPlugins] Michael Platings
Josue Hernandez writes: to make it clear, i follow the instructions of the dwight page, but use the binares of osg 2.8.3 and i copy the .dll of fbx that i gererated with the .sln you toldme to compile You can't mix versions like that! Use only the OSG you compiled (binaries + plugins). -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] TexGen Python Scripting
Hello, This was the first forum that came up after I googled my query that was not linked to the recently broken TexGen support website. I've been using TexGen for the past couple of weeks to generate fabric weaves that I then intend to impact test using ABAQUS. I am relatively inexperienced with programming and scripting, so I ask for your patience. I've had some trouble recently creating a 'non-crimp fabric;' TexGen does not accept the Python script I've written for it, citing an 'Invalid Syntax' when 'for Yarn in Yarns' is used. The curious thing is that the same instruction was used in creation of a tri-axial braid fabric which was accepted, albeit a bit messily. Can anyone suggest a solution to my problem? The scripts I've written for both the non-crimp fabric and the tri-axial braid are available on request. I'd really appreciate any help anyone can give me. Cheers, Adam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36991#36991 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures Problem!!! Urgent!!
Hi Nectarios, Did you try updating the drivers? I already spotted strange things like this and it was a matter of drivers. And is there something special on your model, or is this simply a one-texture thing? Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Nectarios Pelekanos nectarios.peleka...@armes-tech.com a écrit : Hi, Can anyone help me on this!! The texture of the 3D object appears fine with an Nvidia card and fails with an ATI card. I have attached two images to see the problem. Thank you! Cheers, Nectarios -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37247#37247 Attachments: http://forum.openscenegraph.org//files/pot3_662.jpg http://forum.openscenegraph.org//files/untitled1_712.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] TexGen Python Scripting
Hi Adam, Seem that you don't use the good forum/mailing list. This one is the OpenSceneGraph User Mailing List TexGen forum is here http://texgen.sourceforge.net/phpBB2/index.php HTH David Callu 2011/2/22 Adam Healey ah...@ex.ac.uk Hello, This was the first forum that came up after I googled my query that was not linked to the recently broken TexGen support website. I've been using TexGen for the past couple of weeks to generate fabric weaves that I then intend to impact test using ABAQUS. I am relatively inexperienced with programming and scripting, so I ask for your patience. I've had some trouble recently creating a 'non-crimp fabric;' TexGen does not accept the Python script I've written for it, citing an 'Invalid Syntax' when 'for Yarn in Yarns' is used. The curious thing is that the same instruction was used in creation of a tri-axial braid fabric which was accepted, albeit a bit messily. Can anyone suggest a solution to my problem? The scripts I've written for both the non-crimp fabric and the tri-axial braid are available on request. I'd really appreciate any help anyone can give me. Cheers, Adam -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36991#36991 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Bug in AutoTransform ?
Hi, I use OpenSceneGraph 2.8.2 on windows xp. I have a scene graph in which I have severals geodes (quads). The camera looks them at the top in an orthographic view (tested also in a perspective view). I have this structure : Root - PositionAttitudeTransform1-AutoTransform1-Geode1 Root - PositionAttitudeTransform2-AutoTransform2-Geode2 Root - PositionAttitudeTransform3-AutoTransform3-Geode3 ... I have set AutoScaleToScreen to true for the AutoTransformNode. The problem is that geodes that do not move in time do not appear in the viewer. But if set AutoScaleToScreen is to false, they appears. I have tested setMinimumScale, setAutoUpdateEyeMovementTolerance and setAutoScaleTransitionWidthRatio with differents parameter But as I haven't found any information about this methods and what they do I am not sure of the result. So, What can I do to display this geode that do not move in time when I use the AutoTransform node with setAutoScaleToScreen at true ? Thank you for your help. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37275#37275 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?
Hi, Look to the TimelineAnimationManager, and the examples about osgAnimation. Cedric On Thu, 2011-03-03 at 08:46 +0100, Mr Alji wrote: Hello, What about using isPlaying() method of your current animation ? does it fulfill your needs ? cheers -- Mohamed ALJI Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA (Institut Polytechnique de Bordeaux - IPB) Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com 2011/3/3 Thomas Hogarth thomas.hoga...@gmail.com Hi Adrien I've never actually done this but I have thought about it as I'll need it eventually. I think your best bet is to look at void BasicAnimationManager::update (double time), that is where an animation is played through and were you can detect that an animation is finished. Perhaps you could attach your own simple callback object as the user data for your animations. Then inplement your own Animation manager and call the callback object when an animation with one as it's user data finishes. Let me know how you get on as this would be a useful feature. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37269#37269 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in AutoTransform ?
HI Miguel, I can't make much sense of the issue from your description. What do you mean by The problem is that geodes that do not move in time do not appear in the viewer, this is such an open ended statement that there no way to know what you precisely mean. As a general comment, osg::AutoTransform uses the camera positions during the cull traversal to set it's a rotation and scale when you select the appropriate options. Robert. On Thu, Mar 3, 2011 at 9:21 AM, Miguel Lokida mlok...@yahoo.fr wrote: Hi, I use OpenSceneGraph 2.8.2 on windows xp. I have a scene graph in which I have severals geodes (quads). The camera looks them at the top in an orthographic view (tested also in a perspective view). I have this structure : Root - PositionAttitudeTransform1-AutoTransform1-Geode1 Root - PositionAttitudeTransform2-AutoTransform2-Geode2 Root - PositionAttitudeTransform3-AutoTransform3-Geode3 ... I have set AutoScaleToScreen to true for the AutoTransformNode. The problem is that geodes that do not move in time do not appear in the viewer. But if set AutoScaleToScreen is to false, they appears. I have tested setMinimumScale, setAutoUpdateEyeMovementTolerance and setAutoScaleTransitionWidthRatio with differents parameter But as I haven't found any information about this methods and what they do I am not sure of the result. So, What can I do to display this geode that do not move in time when I use the AutoTransform node with setAutoScaleToScreen at true ? Thank you for your help. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37275#37275 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bug in AutoTransform ?
It is a scene whith several postionAttitudeTransform-AutoTransform-geode in the same viewer and the same camera. I mean that when I set set AutoScaleToScreen(true) for the autoTransformNode, Geode (a quad geometry with coords Vec3(-20, 20, 20), Vec3(-20, -20, 20), Vec3(20, -20, 20), Vec3(20, 20, 20). ) that has a constant position (for example, a constant position 0,0,0 in the PositionAttitudeTransform parent Node for Geode 1), the quad is not displayed whereas, the second geode where position move in time (Time 0 pos(-10, 0,10) time 1 pos(-9,0,10)...) the quad is displayed in the viewer. I will try to make an example. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37278#37278 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Loading a model, but can not see it (iPhone Plateform)
Hi, i met trouble on iphone again! i loaded an IVE model in my viewer. This viewer has a texture2D image background which is rendered to the whole size of view. But I can not see any model except for the texture background. After i uncomment the code about rendering background, the model is loading successfully. My code is below: Code: -(osg::Node *) create2DBGTexture { unsigned int w = 480; unsigned int h = 320; float vx = (float)w; float vy = (float)h; osg::ref_ptrosg::Geometry rectBG_geom = new osg::Geometry; osg::Vec3Array * vertices = new osg::Vec3Array; vertices-push_back(osg::Vec3(0.0, 0.0, -1.0)); vertices-push_back(osg::Vec3(0.0, vy, -1.0)); vertices-push_back(osg::Vec3(vx, vy, -1.0)); vertices-push_back(osg::Vec3(vx, 0.0, -1.0)); rectBG_geom-setVertexArray(vertices); osg::Vec2Array * texcoords = new osg::Vec2Array; texcoords-push_back(osg::Vec2(0.0, 0.0625)); texcoords-push_back(osg::Vec2(0.0, 0.9375)); texcoords-push_back(osg::Vec2(1.0, 0.9375)); texcoords-push_back(osg::Vec2(1.0, 0.0625)); rectBG_geom-setTexCoordArray(0,texcoords); osg::Vec3Array * normals = new osg::Vec3Array; normals-push_back(osg::Vec3(0.0f,0.0f,1.0f)); rectBG_geom-setNormalArray(normals); rectBG_geom-setNormalBinding(osg::Geometry::BIND_OVERALL); rectBG_geom-addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4)); BG_image = new osg::Image; BG_image-setImage(AVWidth, AVHeight, 1, GL_RGBA, GL_BGRA, GL_UNSIGNED_BYTE, pAVImage, osg::Image::NO_DELETE); BG_texture = new osg::Texture2D; BG_texture-setDataVariance(osg::Object::DYNAMIC); BG_texture-setImage(BG_image); BG_texture-setResizeNonPowerOfTwoHint(false); BG_texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST); BG_texture-setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST); osg::StateSet* stateset = rectBG_geom-getOrCreateStateSet(); stateset-setTextureAttributeAndModes(0,BG_texture,osg::StateAttribute::ON); osg::Geode * BG_geode = new osg::Geode; BG_geode-addDrawable(rectBG_geom); return BG_geode; } -(int) initOsgTree { int dwError = 0; osg::setNotifyLevel(osg::DEBUG_INFO); // camera unsigned int w = 480; unsigned int h = 320; //create and attach ortho camera for hud text osg::ref_ptrosg::Camera hudCamera = new osg::Camera; hudCamera-setProjectionMatrix(osg::Matrix::ortho2D(0,w,0,h)); hudCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); hudCamera-setViewMatrix(osg::Matrix::identity()); hudCamera-setClearMask(GL_DEPTH_BUFFER_BIT); hudCamera-setRenderOrder(osg::Camera::POST_RENDER); ModelMatrix = new osg::MatrixTransform(); osg::ref_ptrosg::Node model = (osgDB::readNodeFile(myModel.IVE)); ModelMatrix-addChild(model); osg::Matrix m; m.makeTranslate(osg::Vec3(0.0, 0.0, 10.0)); ModelMatrix-setMatrix(m); osg::ref_ptrosg::Group MARRoot = new osg::Group; MARRoot-getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::OFF); hudCamera-addChild([self create2DBGTexture]); MARRoot-addChild(hudCamera.get()); MARRoot-addChild(ModelMatrix.get()); // viewer MARViewer = new osgViewer::Viewer(); MARViewer-setSceneData(MARRoot.get()); [b]MARViewer-setCameraManipulator(new osgGA::MultiTouchTrackballManipulator);[/b] MARViewer-realize(); MARViewer-frame(); return dwError; } My question: 1. How can i display both the model and view background? The viewer is X-Y plane. The model's Z position is 10, and the background's Z position is -1, so i think i should see the model. : 2. API setCameraManipulator is necessary?? When i deleted this sentence, the model would not be showed. But i ever watched some other examples, they loaded models correctly without this API... Thank you very much! Cheers, Tang -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37280#37280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures Problem!!! Urgent!!
Hi, Yes i have the latest drivers and the problem still exist, I have converted the model to osg and try to adjust some parameters, I get some changes on the texturing but still not correct. I tried the model with a simple openGl viewer and it works, so i suspect the the issue is caused from an osg parameter ... Thank you! Cheers, Nectarios -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37281#37281 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures Problem!!! Urgent!!
Hi Nectarios, I'm also working on texture mapping . So far I have achieved texture on simple 3D object . But didn't get success regarding complex object. What method you have use for texture on 3D object ? What library you have used for drawing 3D model ? how UV mapping has performed for your model ? It will helpful for me if you provide me answer to above question. ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37282#37282 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures Problem!!! Urgent!!
Hi manish I am loading the model, I am not drawing it inside osg, the model was designed in 3d studio max. What you mean how UV maps performed? Thank you! Cheers, Nectarios -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37283#37283 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Does osg Database keep the data in memory and doesn't remove them?
Hi Ramy, You can use the method setTargetMaximumNumberOfPageLOD of DatabasePager to try to unload the maximum number of children possible. This methods works fine for us with a lot of PagedLOD in a quadtree hierarchy with OSG 2.8.3. However the two first level of LODs aren't unload. Now we are trying to use a PagedLOD to load a huge file of points and we have the same issue with OSG 2.9.9 and trunk version. We get an openGL out-of-memory error because the PagedLOD don't unload the children. Maybe there is some issue with PageLOD but we are not sure if our children has more references in our code and they can't be unloaded. So we are going to make some simple examples to locate the issue. If we made some progress, we will post in the list. Cheers, Maria. On Wed, Feb 23, 2011 at 5:09 PM, Ramy Gowigati ramy...@hotmail.com wrote: Hi Jean, Ya I was only calling optimize (with DEFAULT option) after I load the entire scene, which now explains why the memory goes down a lot. So now I just call optimize on each model when I load them, and Im fine. Now after loading everything, im getting openGL out-of-memory error :D I'm trying to load the models in PagedLODs. Each model has a high res and low res versions. So its 1 PagedLOD per model with low and high res as children. But I cant get the PagedLOD to unload the child that is not in use! I'm playing around with the PagedLOD settings and reading the OSG source code, maybe that will lead me to somewhere. You got any ideas how to get PagedLOD to unload its children when not in use? I thought it was straight forward.. maybe I am missing something?! Thanks Ramy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37030#37030 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- María Ten Rodríguez gvSIG 3D Blog: http://gvsig3d.blogspot.com Instituto de Automática e Informática Industrial http://www.ai2.upv.es Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] I am back
Hello community, I am back :) .. and looking forward to work with you again :) I want to do a game. With opensource .. Who is with me? Cheers ! -nick p.s Greets from Abu Dhabi, UAE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures Problem!!! Urgent!!
Hi, UV mapping is the 3D modeling process of making a 2D image representation of a 3D model. How you have generate texture coordinate for 3D model ? ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37286#37286 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures Problem!!! Urgent!!
Hi manish, I am not sure, the model was created by a modeler, how can i find out the how the coordinates were generated? By the way I have set the Display list to false and I managed to get textures on a simple cube but not yet on the above model. ... Thank you! Cheers, Nectarios -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37287#37287 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I am back
Hi Trajce, Ah, I'm back, too, after registering for marriage at the end of February. :-) Now I'm just planning to integrate some new functionalities to the future 3.x versions, like Flash, KTX format and physics support (I may submit it to the osgPhysics project and discuss with Sukender first). At a later time, I'll start my honeymoon and may share photos with all you good friends here. :-D Cheers, Wang Rui 2011/3/3 trajce (nick) nikolov trajce.nick.niko...@gmail.com: Hello community, I am back :) .. and looking forward to work with you again :) I want to do a game. With opensource .. Who is with me? Cheers ! -nick p.s Greets from Abu Dhabi, UAE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] I am back
I'm in!!! Wait, what are we doing? Glenn Waldron / Pelican Mapping / @glennwaldron On Thu, Mar 3, 2011 at 6:38 AM, trajce (nick) nikolov trajce.nick.niko...@gmail.com wrote: Hello community, I am back :) .. and looking forward to work with you again :) I want to do a game. With opensource .. Who is with me? Cheers ! -nick p.s Greets from Abu Dhabi, UAE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgShadow texture problem
nothing? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37290#37290 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 16 Bit Image
Hello, I would like write a 16 bit image. I tried the follow: // image Data float* data = new float[width * height * depth]; // set image data [...] // create Image ref_ptrImage img = new Image; // image internal format img-setInternalTextureFormat(GL_RGBA16F_ARB); // pixel format img-setPixelFormat(GL_RGB); // set data type img-setDataType(GL_FLOAT); // set origion img-setOrigin(Image::BOTTOM_LEFT); // set data to image img-setImage(width, height, 1, GL_RGBA16F_ARB, GL_RGBA, GL_FLOAT, (unsigned char*) data, Image::USE_NEW_DELETE); osgDB::writeImageFile(*img, test_image.tiff); How can I do this? Cheers Martin -- NEU: FreePhone - kostenlos mobil telefonieren und surfen! Jetzt informieren: http://www.gmx.net/de/go/freephone ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting height data of a terrain(flt file)
Hi Bob, (gotta realize that Gordon and I have worked at Multigen-Paradigm, so we have a unique perspective on the Flight format ;-) -- mew On Wed, Mar 2, 2011 at 2:56 PM, Buckley, Bob CTR MDA/DES bob.buckley@mda.mil wrote: Wow, seemed to be pretty straight forward stuff to me. And the specs were always through and complete. It's the versioning I had trouble with. SDK available for it, too: http://www.presagis.com/products_services/standards/openflight/ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Wednesday, March 02, 2011 6:10 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Getting height data of a terrain(flt file) You can get the latest spec for OpenFlight here http://www.presagis.com/products_services/standards/openflight/ Chris I always found a good aged bottle of single Malt stopped me crying when working with OpenFlight or a goo firkin of real ale :) Gordon Tomlinson 3D Technology System Engineering Consultant Overwatch® An Operating Unit of Textron Systems __ WARNING: Documents that can be viewed, printed or retrieved from this E-Mail may contain technical data whose export is restricted by the Arms Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not be exported, released or disclosed to non-U.S. persons (i.e. persons who are not U.S. citizens or lawful permanent residents [green card holders]) inside or outside the United States, without first obtaining an export license. Violations of these export laws are subject to severe civil, criminal and administrative penalties. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Tuesday, March 01, 2011 10:53 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Getting height data of a terrain(flt file) On 3/1/2011 7:54 PM, Mukund Keshav wrote: Hi Robert, Thanks for the reply. Could you please tell where i can find the exact file format for flt files? FLT isn't really an OSG format, it's a MultiGen format. Documentation on it is very poor and sparse. I wouldn't pursue this unless you REALLY need to look into the format. Grown men have been known to be reduced to tears trying to understand FLT. Thanks, Mukund -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How can I change the RGBA value of the shadow?
I've got the same question as the OP, I'm using the SoftShadowMap class in my program and would like to change the shadow colour to something other than black. I had a look through the source of SoftShadowMap but couldn't find an obvious answer (still fairly new to OSG). Any help would be appreciated! Cheers, Matthew -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37293#37293 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to do a videostreaming
There is a VNC plugin for OSG. I have not used it but wouldn't that allow a remote user to see/manipulate the model. You can also just do normal VNC desktop sharing, or if you are on Windows lookg at Glance (www.glance.net) , or desktop sharing via Skype. -B From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sergey Kurdakov Sent: Friday, February 18, 2011 5:09 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] How to do a videostreaming Hi Nagore, But now, when I do a streaming, I want the remote expert to see the rendered model too, i.e., the remote expert sees exactly the same as the user can see in the glasses. there are several steps to stream : have an image sequence, code it, then send as some type of video stream. osg has ffmpeg plugin which can code and then stream video ( rtsp, maybe rtmp in latest ffmpeg builds ). But I did not check for a while if it is in state but look this forum page http://forum.openscenegraph.org/viewtopic.php?t=1758 Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Camara: PreDrawCallback and PostDrawCallBack
Thanks Robert and sorry for the late reply, Our sensor package is designed to be a general drop in to any (within reason) OpenGL application. It provides it's own FBO and processing. They just need to be enabled and disabled at the right time. Having something else create and manage an FBO for our package to use just adds complexity that we would prefer not to deal with. The PreDraw and PostDraw appear to be working fine for this and made it simple to integrate our product with OSG. Cheers, Brad -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Saturday, January 22, 2011 4:42 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Camara: PreDrawCallback and PostDrawCallBack Hi Brad, It sounds like you are just using a mutli-pass render to texture technique, in which case the OSG supports this without need for callbacks or subclassing. osgprerender or osgdistortion are good examples to learn from. Robert. On Fri, Jan 21, 2011 at 11:51 PM, Brad Colbert bcolb...@rscusa.com wrote: Hello folks, We have a custom sensor model that we have used for some time with OSG. It provides an FBO for rendering the scene to, processes the captured scene, and then will render the FBO when completed. I would like to change the way we use it in OSG to make it work closer to the osg::Camera class. My first thought was to derive a Camera class and override the applicable functions. At first glance, this appears a bit more involved than I really hoped. While looking at the Class I see (and now remember) Pre and Post draw calls. My big questions are: 1. Is the graphics context bound when these calls are made? (if not, why not) 2. If so, am I allowed to bind my FBO in the pre-draw, and draw in my post draw? Thanks! --- Brad Colbert Renaissance Sciences Corporation ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why does Draw skip frame number as reported from FrameStamp::getFrameNumber()?
Robert, Touching back on this thread: I guess my question is if frame number skipping is the designed behavior? If so, then I'll just have to figure out a way to deal with it, if it is not, then I can dig in a little deeper to figure out why it's skipping. Any suggestions will help. -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert Sent: Thursday, February 03, 2011 10:27 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Why does Draw skip frame number as reported from FrameStamp::getFrameNumber()? One more update: I modified the code slightly in both the Pre and Post draw callbacks to compare frame numbers. I would expect that they would have the same number, but they do not at times. I also added a bit of code to the PostDraw to compare the last frame number to the current. The results are not what I would expect. Again, this is DrawThreadPerContext. Output snipet: Pre 0x7fffe5f49f90 : 1501 Pos 0x7fffe66f6ea0 : 1501 Pre 0x7fffe5f49f90 : 1502 Pos 0x7fffe66f6ea0 : 1503 ** Not Next ** previous frame was 1501 Pre 0x7fffe5f49f90 : 1503 Pos 0x7fffe66f6ea0 : 1503 ** Not Next ** previous frame was 1503 Pre 0x7fffe5f49f90 : 1504 Pos 0x7fffe66f6ea0 : 1504 Pre 0x7fffe5f49f90 : 1505 Pos 0x7fffe66f6ea0 : 1506 ** Not Next ** previous frame was 1504 -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert Sent: Thursday, February 03, 2011 10:11 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Why does Draw skip frame number as reported from FrameStamp::getFrameNumber()? Simplifying my example, my PostDrawCallback now simply prints the pointer value of *this (to determine that it's the same PostDrawCallback instance) and the frame number and I get the following (snipet): 0x2a9a400:896 0x2a9a400:896 0x2a9a400:898 0x2a9a400:899 0x2a9a400:899 0x2a9a400:901 0x2a9a400:902 0x2a9a400:902 0x2a9a400:904 Clearly it's the same callback, there is only one camera, and the frame number is repeating and skipping. -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, February 03, 2011 9:14 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Why does Draw skip frame number as reported from FrameStamp::getFrameNumber()? Hi Brad, I couldn't make sense of your original email and same with this one, I'm confused by the role of your map and would suspect that your method is the cause of the odd output. The way I'd check the current frame number is to simply have a draw callback directly output the frame number. Robert. On Thu, Feb 3, 2011 at 5:07 PM, Brad Colbert bcolb...@rscusa.com wrote: I'm resending this with a new Subject: line. Worried that it was a little too cryptic. I'm trying to understand how the threading works in OSG when DrawThreadPerContext with respect to which process is on which frame at which time. It appears to me that the draw frame is skipping values in the frame count, as reported from FrameStamp::getFrameNumber(). My test code fills a mapint,bool (the int is the frame time, and bool is just there ;) ) in a cull traversal by using the following code: // const osg::FrameStamp* frameStamp = cv-getFrameStamp(); frameMap[frameStamp-getFrameNumber()] = true; // And in a PostDrawCallback on a camera I'm printing out the current frame # : the frames #'s in the map, and then I clear the current frame number entry: // Get the current frame number osg::FrameStamp* frameStamp = renderInfo.getState()-getFrameStamp(); int frameNumber = frameStamp-getFrameNumber(); std::cout frameNumber : ; std::mapint, bool::const_iterator framei = frameMap.begin(); for (; framei != frameMap.end(); framei++ ) std::cout framei-first , ; std::cout \n\n; frameMap.erase( frameNumber ); The following is the output on the console. Again, the first number is the current frame number in the PostDrawCallback of the camera. The following numbers, on the same line, are the frame numbers placed in the map during the cull traversal. 746 : 747 : 749 : 748, 749, 750 : 748, 750, 751 : 748, 751, 752 : 748, 752, 753 : 748, 753, 754 : 748, 755 : 748, 755, 756 : 748, 757 : 748, 756, 757, 758 : 748, 756, 758, 759 : 748, 756, 759, 759 : 748, 756, 761 : 748, 756, 760, 761, My question is, why is the draw skipping frame numbers? --- Brad Colbert Renaissance Sciences Corporation ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] How to do a videostreaming
Brad Colbert wrote: There is a VNC plugin for OSG. I have not used it but wouldn't that allow a remote user to see/manipulate the model. While you're at it, I remember an old patch - no idea if it ever made it into OSG trunk: http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph.org/2010-May/006317.html Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to Develop/Create a Cylinder Intersector ??
Hi, I want to test for intersection in my scene using a cylinder instead of a line segment. For example if my object is on a terrain I want to highlight all features that are within an imaginary cylinder around my object. I read about polytope intersector but it seems as though that is for planes only or can I get cylinder intersector from there as well ? Any tips on how I can get started will be much appreciated. Thanks! Sincerely, Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37298#37298 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to Develop/Create a Cylinder Intersector ??
On 3/3/2011 12:21 PM, Sanat Talmaki wrote: I read about polytope intersector but it seems as though that is for planes only or can I get cylinder intersector from there as well ? Any tips on how I can get started will be much appreciated. I think you'd have to assemble an approximate cylinder out of planes. Thanks! Sincerely, Sanat. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Why does Draw skip frame number as reported from FrameStamp::getFrameNumber()?
Hi Brad, This is the type of thing that I'd need to test directly the type of thing your are myself to grok what is going on so really can't add anything w.r.t specifics on what is going on at your end. What I do know is that the OSG will be incrementing frame numbers sequentially, if it wasn't we'd be having lots of problems in lots of other places in the OSG. In the case of DrawThreadPerContext there are two SceneView and associated rendering backend data structures per context to handle the parallel cull and draw traversals that this threading model supports. I don't know if this has any baring on what's happening at your end. Robert. On Thu, Mar 3, 2011 at 6:19 PM, Brad Colbert bcolb...@rscusa.com wrote: Robert, Touching back on this thread: I guess my question is if frame number skipping is the designed behavior? If so, then I'll just have to figure out a way to deal with it, if it is not, then I can dig in a little deeper to figure out why it's skipping. Any suggestions will help. -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert Sent: Thursday, February 03, 2011 10:27 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Why does Draw skip frame number as reported from FrameStamp::getFrameNumber()? One more update: I modified the code slightly in both the Pre and Post draw callbacks to compare frame numbers. I would expect that they would have the same number, but they do not at times. I also added a bit of code to the PostDraw to compare the last frame number to the current. The results are not what I would expect. Again, this is DrawThreadPerContext. Output snipet: Pre 0x7fffe5f49f90 : 1501 Pos 0x7fffe66f6ea0 : 1501 Pre 0x7fffe5f49f90 : 1502 Pos 0x7fffe66f6ea0 : 1503 ** Not Next ** previous frame was 1501 Pre 0x7fffe5f49f90 : 1503 Pos 0x7fffe66f6ea0 : 1503 ** Not Next ** previous frame was 1503 Pre 0x7fffe5f49f90 : 1504 Pos 0x7fffe66f6ea0 : 1504 Pre 0x7fffe5f49f90 : 1505 Pos 0x7fffe66f6ea0 : 1506 ** Not Next ** previous frame was 1504 -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Colbert Sent: Thursday, February 03, 2011 10:11 AM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Why does Draw skip frame number as reported from FrameStamp::getFrameNumber()? Simplifying my example, my PostDrawCallback now simply prints the pointer value of *this (to determine that it's the same PostDrawCallback instance) and the frame number and I get the following (snipet): 0x2a9a400:896 0x2a9a400:896 0x2a9a400:898 0x2a9a400:899 0x2a9a400:899 0x2a9a400:901 0x2a9a400:902 0x2a9a400:902 0x2a9a400:904 Clearly it's the same callback, there is only one camera, and the frame number is repeating and skipping. -B -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, February 03, 2011 9:14 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Why does Draw skip frame number as reported from FrameStamp::getFrameNumber()? Hi Brad, I couldn't make sense of your original email and same with this one, I'm confused by the role of your map and would suspect that your method is the cause of the odd output. The way I'd check the current frame number is to simply have a draw callback directly output the frame number. Robert. On Thu, Feb 3, 2011 at 5:07 PM, Brad Colbert bcolb...@rscusa.com wrote: I'm resending this with a new Subject: line. Worried that it was a little too cryptic. I'm trying to understand how the threading works in OSG when DrawThreadPerContext with respect to which process is on which frame at which time. It appears to me that the draw frame is skipping values in the frame count, as reported from FrameStamp::getFrameNumber(). My test code fills a mapint,bool (the int is the frame time, and bool is just there ;) ) in a cull traversal by using the following code: // const osg::FrameStamp* frameStamp = cv-getFrameStamp(); frameMap[frameStamp-getFrameNumber()] = true; // And in a PostDrawCallback on a camera I'm printing out the current frame # : the frames #'s in the map, and then I clear the current frame number entry: // Get the current frame number osg::FrameStamp* frameStamp = renderInfo.getState()-getFrameStamp(); int frameNumber = frameStamp-getFrameNumber(); std::cout frameNumber : ; std::mapint, bool::const_iterator framei = frameMap.begin(); for (; framei != frameMap.end(); framei++ ) std::cout framei-first , ; std::cout \n\n; frameMap.erase( frameNumber ); The following is the output on the console. Again, the first number is the current frame number in the PostDrawCallback of the camera. The following
Re: [osg-users] How to Develop/Create a Cylinder Intersector ??
Hi Chris, Ok. I will try that approach. But if I need to use several planes say something like an octagon or even higher number of sides, will that reduce performance terribly ? Thanks, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37301#37301 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to Develop/Create a Cylinder Intersector ??
On 3/3/2011 2:31 PM, Sanat Talmaki wrote: Hi Chris, Ok. I will try that approach. But if I need to use several planes say something like an octagon or even higher number of sides, will that reduce performance terribly ? I don't have any personal experience, but I've heard polytope can be quite slow. I think the KD tree stuff might speed it up, but that's just a guess. Thanks, Sanat -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Trouble Understanding osgPick (pick example QSG)
Hi, I have read through the example in the QSG (quick start guide) as well as example programs for the Picking behavior. I know how the eventAdapter, handle(), etc works. My problem is: In my ctor for picking class I set the two nodes for which I want to check if any of them have been picked. Given that I have the nodePath from the intersector, how can I check if the node I am interested in is in the nodePath ? (I tried using getName and setName but that didn't help) Any help in this matter would be great! (If my explanation has not been clear, I would be happy to re-post) Thanks in advance. Sincerely, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37303#37303 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 16 Bit Image
Hi Martin, On 4/03/11 1:32 , Martin Großer wrote: I would like write a 16 bit image. I tried the follow: // image Data float* data = new float[width * height * depth]; (float != 16-bit, but float seems to be what you're after? 'depth' == 4? For RGBA?) // set data to image img-setImage(width, height, 1, GL_RGBA16F_ARB, GL_RGBA, GL_FLOAT, (unsigned char*) data, Image::USE_NEW_DELETE); osgDB::writeImageFile(*img, test_image.tiff); How can I do this? My divining rod seems to be broken. What is the problem again? Do you get an error? Does it crash? Does it look wrong? Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting height data of a terrain(flt file)
Ahhh. Marcus was da man for all us end users. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Weiblen Sent: Thursday, March 03, 2011 8:16 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Getting height data of a terrain(flt file) Hi Bob, (gotta realize that Gordon and I have worked at Multigen-Paradigm, so we have a unique perspective on the Flight format ;-) -- mew On Wed, Mar 2, 2011 at 2:56 PM, Buckley, Bob CTR MDA/DES bob.buckley@mda.mil wrote: Wow, seemed to be pretty straight forward stuff to me. And the specs were always through and complete. It's the versioning I had trouble with. SDK available for it, too: http://www.presagis.com/products_services/standards/openflight/ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Wednesday, March 02, 2011 6:10 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Getting height data of a terrain(flt file) You can get the latest spec for OpenFlight here http://www.presagis.com/products_services/standards/openflight/ Chris I always found a good aged bottle of single Malt stopped me crying when working with OpenFlight or a goo firkin of real ale :) Gordon Tomlinson 3D Technology System Engineering Consultant Overwatch® An Operating Unit of Textron Systems __ WARNING: Documents that can be viewed, printed or retrieved from this E-Mail may contain technical data whose export is restricted by the Arms Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not be exported, released or disclosed to non-U.S. persons (i.e. persons who are not U.S. citizens or lawful permanent residents [green card holders]) inside or outside the United States, without first obtaining an export license. Violations of these export laws are subject to severe civil, criminal and administrative penalties. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Tuesday, March 01, 2011 10:53 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Getting height data of a terrain(flt file) On 3/1/2011 7:54 PM, Mukund Keshav wrote: Hi Robert, Thanks for the reply. Could you please tell where i can find the exact file format for flt files? FLT isn't really an OSG format, it's a MultiGen format. Documentation on it is very poor and sparse. I wouldn't pursue this unless you REALLY need to look into the format. Grown men have been known to be reduced to tears trying to understand FLT. Thanks, Mukund -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Black Hawk, Colorado USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] (no subject)
http://eventostigre.com.ar/google.php ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trouble Understanding osgPick (pick example QSG)
osg::NodePath is: typedef std::vector Node* osg::NodePath Since you have two Node*s that you're looking for, you can iterate through the NodePath just like any other vector and compare your pointer to the pointers in the vector. You could also apply your intersection visitor to the nodes you're interested in rather than the scene root and just check if it intersects with anything in that case. I haven't worked with intersectors in a while though so I may be wrong. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37307#37307 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to Develop/Create a Cylinder Intersector ??
Hi Sanat, My suggestion is to design a CylinderIntersector yourself and add it to the IntersectionVisitor. The most important methods to override will be: // Make a clone of the intersector for the visitor to use internally, don't forget to set clonedIntersector-_parent = this virtual Intersector* clone( osgUtil::IntersectionVisitor iv ); // Check if a node is intersected with the cylinder and return true if we should continue traversing the subgraph virtual bool enter( const osg::Node node ); // Check if a drawable is intersected with the cylinder and record the results in any forms you want (like an Intersection list) virtual void intersect( osgUtil::IntersectionVisitor iv, osg::Drawable* drawable ); Then you may make use of some simple math formulas instead of adding a lot of planes. Have a look at the implementation of LinesegmentIntersector will be of help. Cheers, Wang Rui 2011/3/4 Sanat Talmaki sanat.sch...@gmail.com: Hi, I want to test for intersection in my scene using a cylinder instead of a line segment. For example if my object is on a terrain I want to highlight all features that are within an imaginary cylinder around my object. I read about polytope intersector but it seems as though that is for planes only or can I get cylinder intersector from there as well ? Any tips on how I can get started will be much appreciated. Thanks! Sincerely, Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37298#37298 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] White bar present in underwater scenes using unmodified osgocean 1.0.1 and osg 2.9.11
Hi Kim, below is an excerpt for those that are only on the mail list... I included pictures and got a note back from the administrator that the pics were too large and would not be sent on to the mailing list. so here is a blurb without the pics... and maybe you could look at the pictures on the web forum itself? thanks... here is what was sent So... with just the basics at all defaults, and using the + key to move the ocean surface, and right at the transistion, one can see the beginnings of a line forming mid screen... I'm going to say it almost looks like an arbitrary center fulcrum point for the surface transition as shown in capture4.png, because at this point the screen edge of the water is rocking back and forth from above water to below water, as shown between capture4.png and capture3.png. As one (I) move farther into the ocean, it becomes more pronounced as in capture2.png. Thanks for listening Cheers, tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37309#37309 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] OceanExample - MakeTransform - Much different results with different boat model
Hi, well... I finally got my boat INTO the water after findiing that the one supplied with the example was perfectly happy sitting IN the water instead of floating around in the air... I also got a shark model which exhibited the same characteristic of floating 10 feet ABOVE the water instead of IN it... so I applied a negative value of 1.5 to 2 to each of the models z axis height parameters with regard to the matrixTraslate in the callback to get them in the water... I still would like to know the whys and wherefors and how comes surrounding this effect do different models have built in heights with respect to 0,0,0? Thank you! Cheers, tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37310#37310 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Michael Platings
i dont mix the versions, i just said that i route the path to the adress of osg 2.8.3. but wherever, let's star again: after that i compile the .sln that genered the cmake, what next? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37311#37311 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] x64 library Dependencies for VC9sp1
Hi Torben, It turns out the issue was with my isp. Da!! It just so happened that the .7z file was the first file I download when they had the issue. They are correcting the problem now. Sorry to waste your time. Thanks a lot for checking the files were all working. ... Thank you! Cheers, Craig -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37312#37312 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] About Depth_bound_Test
Hi, I just want to know how to use Opengl Depth_Bound_Test in Osg.I have read through all the examples in Osg,but i can't find anything which can help me. Any help in this matter would be great! (If my explanation has not been clear, I would be happy to re-post) Thanks in advance. Sincerely, Lee ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgOcean] OceanExample - MakeTransform - Much different results with different boat model
Hi Tim, I still would like to know the whys and wherefors and how comes surrounding this effect do different models have built in heights with respect to 0,0,0? It all depends on how the model was built in the modeling program... Clearly if one model's local origin (its own (0,0,0)) is 10 meters below the bottom of the hull, then when just naively placing it in the scene at the world origin, it will look like it's floating in the air... If you can't load the boat model in a modeling program, you can easily make a model that is just a plane at Z=0. Then load that along with your boat model, and see if the boat model floats high above that plane. There are a few solutions you could adopt to make sure this doesn't happen. You could make sure your models are built with a local origin that makes sense. For a boat it could be the center in XY, and Z at the normal waterline. For a car it might be in the center in XY, and Z at the bottom of the wheels. Or you could make a small function that would find the bounding box of the model (try the osg::ComputeBoundsVisitor) and then from that tries to find a correct position to move the local origin to, using a MatrixTransform to decorate your model's subgraph and setting that matrix to translate the local origin. For example if your boat was 10m higher than you wanted, the MatrixTransform would have a translation by (0,0,-10). Then you just pass that node as the new root of the model, and from then on the model will be placed correctly. This offset could also be stored in a config file, or you can save out the transform I just mentioned and use that instead of your previous model with a bad local origin. So, it's all about how your data was created. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need Efficient mesh data structures
Hi, No reply yet . Need help . ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37315#37315 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Need Efficient mesh data structures
Hi Manish, The implementation in osgModeling is out-of-date and not stable. I'd like to introduce another project in developing named osgXI (http://sourceforge.net/projects/osgxi/) if you have interests. It includes an osgModeling namespace which is contributed by me to replace the osgModeling project later. It has already had a PolygonalMesh class using the half-edge structure, but no more examples showing the usage at present. W.R.T the half-edge structure is famous as a mesh constructing method. Search it on google and you will find many other implementations for reference. Cheers, Wang Rui 2011/3/4 manish Choudhary osgfo...@tevs.eu: Hi, No reply yet . Need help . ... Thank you! Cheers, manish -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37315#37315 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] x64 library Dependencies for VC9sp1
Hi, Don't Care :) Great that it is working now! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37317#37317 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 3D texture construction and fill it with magnitudes
Hello forum, I need to construct a 3D Texture and fill it with the magnitudes of the displacements. I looked into the class Texture3D . But i did not find any operator or function that let us to set the value at certain position in the texture as follows: img(x,y,z) = value. Any suggestion ? Thank you! Regards Sajjadul -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37318#37318 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org