Re: [osg-users] Using KDtree breaks rendering

2011-03-21 Thread Robert Osfield
Hi Torben,

The cull and draw traversals don't use the KdTree data structures at
all, and since they only hang off the osg::Drawable leaves of the
scene graph they will basically be invisible to all operations on the
scene graph unless they explictly look for them.

So if enable the build of KdTree is causing a problem then it must be
that other parts of the scene graph are being modified somehow.  I
can't answer how because I've never seen this problem before, and
knowing the code I can't think of anywhere that would likely cause a
problem like this.

I'm afraid you'll just need to dig into the code and try to debug what
is happening during the traversal that adds the KdTree's.  One thing
you could do is write out a copy of the scene graph prior to the
addition of the KdTree, and then a copy afterwards to see if there is
a difference.

Robert.

On Sat, Mar 19, 2011 at 4:35 PM, Torben Dannhauer tor...@dannhauer.info wrote:
 Hi,

 i have implemented a psuedo loader recently, which modifies the height values 
 of the loaded tile. Nothing else.

 If I use this pseudo loader in a plain osgViewer without KDtrees, it llooks 
 great, everything works.

 If I use if in combination of KDtrees, I have strange rendering effects.  If 
 I zoom in the scene and approach the ground with the camera, the files 
 directly in fron of the camera are invisible. It seems they are culled away, 
 but not with a flat near plan, but on a per tile base. For better 
 understanding please look at the attached screenshot.

 It happens with all tiles which have modified height values.
 It does NOT happen with tiles which were loaded by the pseudo loader but were 
 unmodified.

 I call

 Code:

 osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Options::BUILD_KDTREES);



 before I load the terrain.

 What could be the reason?

 Thank you!

 Cheers,
 Torben

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Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Robert Osfield
Hi Mukund,

I am confused why you'd want to render to two scenes on the same
viewport, this is only something you'd do with interleaved or
anaglyphic stereo.   What type of stereo presentation does you
hardware require?

Robert.

On Sat, Mar 19, 2011 at 6:10 PM, Mukund Keshav osgfo...@tevs.eu wrote:
 Hi Robert,

 Thanks a lot,

 Well, as you had suggested, im trying to render two views with two slave 
 cameras.

 This is after modifying an example code. So, in the same window, i render two 
 different views, a left view and a right view. Just as an example, for the 
 below code, how do i specify that i need to render one image after an other 
 in the same viewport? Do i have to continuously keep rendering them? Or do i 
 specify some settings?


 Code:
 osg::ref_ptrosg::GraphicsContext::Traits traits = new 
 osg::GraphicsContext::Traits;

 traits-x = xoffset + 0;
 traits-y = yoffset + 0;
 traits-width = 600;
 traits-height = 480;
 traits-windowDecoration = true;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;

 osg::ref_ptrosg::GraphicsContext gc = 
 osg::GraphicsContext::createGraphicsContext(traits.get());

 osg::ref_ptrosg::Camera camera = new osg::Camera;
 camera-setGraphicsContext(gc.get());
 camera-setViewport(new osg::Viewport(0,0, traits-width, traits-height));
 GLenum buffer = traits-doubleBuffer ? GL_BACK : GL_FRONT;
 camera-setDrawBuffer(buffer);
 camera-setReadBuffer(buffer);


 // Camera 1
 viewer.addSlave(camera.get(), osg::Matrixd::translate(1.0,0.0,0.0), 
 osg::Matrixd());


 osg::ref_ptrosg::Camera camera1 = new osg::Camera;
 camera1-setGraphicsContext(gc.get());
 camera1-setViewport(new osg::Viewport(0,0, traits-width, traits-height));
 camera1-setDrawBuffer(buffer);
 camera1-setReadBuffer(buffer);

 // Camera 2
 viewer.addSlave(camera1.get(), osg::Matrixd::translate(-1.0,0.0,0.0), 
 osg::Matrixd());




 Thank you!

 Cheers,
 Mukund

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Re: [osg-users] OpenThreads::Mutex works differently on windows and linux

2011-03-21 Thread Robert Osfield
Hi Mikhail,

All windows mutexes are in fact recursive/reentrant, while pthread
mutexes aren't by default recursive.  To make OpenThreads::Mutex work
exactly the same under windows and all other operating systems you
either have to explictly use recursive mutexes on all platforms or
come up with a way of deadlock OpenThreads::Mutex when under windows.

OpenThreads::ReentrantMutex is a recursive mutex so you could use
this, but use it sparingly as in most threaded code you shouldn't be
re entering the same code.

Robert.

On Sun, Mar 20, 2011 at 12:03 PM, Mikhail I. Izmestev
izmmish...@gmail.com wrote:
 Hi *,

 I discovered some strange issue, on windows normal mutex works like recursive 
 :)
 Attached test code which after compilation on linux output:
 Mutex not recursive

 and on windows:
 Mutex is recursive

 Is this feature or bug?

 Mikhail.

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Re: [osg-users] OpenThreads::Mutex works differently on windows and linux

2011-03-21 Thread Mikhail I. Izmestev
Hi Robert,

On 03/21/11 12:29, Robert Osfield wrote:
 OpenThreads::ReentrantMutex is a recursive mutex so you could use
 this, but use it sparingly as in most threaded code you shouldn't be
 re entering the same code.
Problem that 3rdparty code already use OpenThreads::Mutex, and we can't
change it to OpenThreads::ReentrantMutex.

Anyway thanks for the answer :)

Mikhail.
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Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Mukund Keshav
Hi Robert,

We are using LCD shutter stereoscopy. So, wont we need to continuously change 
left and right images within the same viewport right? Sorry, i must be getting 
some things wrong here. So, i would be needing a quad-buffered enabled GPU to 
achieve it.

Won't i need to do something like this (this is from the link i had given) ?



Code:

  // Left eye
  glMatrixMode(GL_MODELVIEW);
  glDrawBuffer(GL_BACK_RIGHT);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glLoadIdentity();
  gluLookAt(...);
  

  // Right eye
  glMatrixMode(GL_MODELVIEW);
  glDrawBuffer(GL_BACK_LEFT);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  glLoadIdentity();
  gluLookAt(...);





So, how do i do the exact same thing in OSG?   i got to know the setting up the 
matrices part, but i couldn't figure out how to specify which buffer to be used 
for drawing. i mean an equivalent of glDrawBuffers().

Also, if im using viewer-frame, would it be fine? i mean would it swap buffers 
in the same way glutSwapBuffers() does?

  
Thanks,
Mukund

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Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Robert Osfield
Hi Mukend,

Active stereo will require a quad buffer graphics context, you can't
implement it by swapping the contents of the windows yourself.   The
OSG supports quad buffer stereo graphics context, but... your driver
might not.  I don'tknow anything about your particular set up so can't
comment.

Robert.


On Mon, Mar 21, 2011 at 11:42 AM, Mukund Keshav osgfo...@tevs.eu wrote:
 Hi Robert,

 We are using LCD shutter stereoscopy. So, wont we need to continuously change 
 left and right images within the same viewport right? Sorry, i must be 
 getting some things wrong here. So, i would be needing a quad-buffered 
 enabled GPU to achieve it.

 Won't i need to do something like this (this is from the link i had given) ?



 Code:

      // Left eye
      glMatrixMode(GL_MODELVIEW);
      glDrawBuffer(GL_BACK_RIGHT);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      glLoadIdentity();
      gluLookAt(...);


      // Right eye
      glMatrixMode(GL_MODELVIEW);
      glDrawBuffer(GL_BACK_LEFT);
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      glLoadIdentity();
      gluLookAt(...);





 So, how do i do the exact same thing in OSG?   i got to know the setting up 
 the matrices part, but i couldn't figure out how to specify which buffer to 
 be used for drawing. i mean an equivalent of glDrawBuffers().

 Also, if im using viewer-frame, would it be fine? i mean would it swap 
 buffers in the same way glutSwapBuffers() does?


 Thanks,
 Mukund

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Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Mukund Keshav
Well, we are using a 120Hz stereo projector and the system has an Nvidia Quadro 
card. So, its a typical active stereo setup. 

So, the user would have to wear LCD shutter glasses to view the stereo. We did 
try the built in stereo provided by OSG.

Code:

osg::DisplaySettings::instance()-setStereo(true); 

osg::DisplaySettings::instance()-setStereoMode(osg::DisplaySettings::AQUAD_BUFFER
 );



But since you had suggested us explicitly doing it using two cameras, i wanted 
to know how i could do it.

Thanks,
Mukund

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[osg-users] Light intensity and color

2011-03-21 Thread daniele argiolas
Hi,
when I put a light in my scene I notice that I can set position, direction, 
attenuation and diffuse, specular and ambient components.
The first problem is, how can I set intensity of light? My light with this 
basic setting is to much strong.

The second problem concerns color light. Why I can't set intermediate colors 
but only primary colors?

thank you very much
daniele

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Re: [osg-users] OpenNI(Kinect) and osgAnimation

2011-03-21 Thread Aitor Ardanza
Hi,

Is there any easy way to change the axis of rotation matrix XYZ to XZY? I need 
to swap the values ​​of the rotations between Z and Y axes...

Thank you!

Cheers,
Aitor

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Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Jean-Christophe Lombardo

Hi,

If you need to specify your own stereo matrices (ie to implement head 
tracking), you should have a look at 
osgUtil::SceneView::ComputeStereoMatricesCallback 
(http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00643.html). 

It is, I think, the easiest way to specify your own view and projection 
matrices for each eye.


Cheers,

jcl

Mukund Keshav wrote:

Well, we are using a 120Hz stereo projector and the system has an Nvidia Quadro 
card. So, its a typical active stereo setup.

So, the user would have to wear LCD shutter glasses to view the stereo. We did 
try the built in stereo provided by OSG.

Code:

osg::DisplaySettings::instance()-setStereo(true);

osg::DisplaySettings::instance()-setStereoMode(osg::DisplaySettings::AQUAD_BUFFER
 );



But since you had suggested us explicitly doing it using two cameras, i wanted 
to know how i could do it.

Thanks,
Mukund

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2004 route des Lucioles - BP93 - 06902 Sophia Antipolis Cedex - France
http://www.inria.fr/sophia/dream  C013
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[osg-users] CompositViewer and WindowManager

2011-03-21 Thread nikola . rasic

Hi all.

I am trying to get a WindowManager to work ontop of a CompositeViewer 
with all its views inside one window.
I have managed to get it up and running but the widgets act wierd, I 
can turn them like if they were a node.
Is there a way to achieve this or do i have to create a WindowManager 
for every view in the CompositeViwer and

how do i get widgets to move from a view to the other.
I found a similar question on 
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-February/039025.html

but nobody seems to have any answers.

Regards Nikola R.


const unsigned int MASK_2D = 0xF000;
const unsigned int MASK_3D = 0x0F00;

osg::ref_ptrosgViewer::CompositeViewer compositeViewer =
new osgViewer::CompositeViewer;

osg::GraphicsContext::WindowingSystemInterface* wsi =
osg::GraphicsContext::getWindowingSystemInterface();
unsigned width, height;
wsi-getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0),
 width, height);

osg::ref_ptrosg::GraphicsContext::Traits traits =
new osg::GraphicsContext::Traits;

traits-x = 200;
traits-y = 200;
width = width - 400;
height = height - 400;
traits-width = width;
traits-height = height;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-overrideRedirect = true;

osg::ref_ptrosg::GraphicsContext gc =
osg::GraphicsContext::createGraphicsContext(traits.get());

osgViewer::View* view0 = new osgViewer::View();
osg::ref_ptrosg::Camera cam0 = view0-getCamera();
cam0-setGraphicsContext(gc.get());
cam0-setViewport(0, 0, width/2, height);
cam0-setClearColor(osg::Vec4(0.5f, 0.6f, 0.5f, 1.0f));
osg::Node* model0 = osgDB::readNodeFile(cessna.osg);
model0-setNodeMask(MASK_3D);
osg::Group* group0 = new osg::Group;
group0-addChild(model0);
view0-setSceneData(group0);
view0-setName(view0);
view0-setCameraManipulator(new osgGA::TrackballManipulator());
compositeViewer-addView(view0);

osgViewer::View* view1 = new osgViewer::View();
osg::ref_ptrosg::Camera cam1 = view1-getCamera();
cam1-setGraphicsContext(gc.get());
cam1-setViewport(width/2, 0, width/2, height);
cam1-setClearColor(osg::Vec4(0.5f, 0.5f, 0.6f, 1.0f));
osg::Node* model1 = osgDB::readNodeFile(glider.osg);
model1-setNodeMask(MASK_3D);
osg::Group* group1 = new osg::Group;
group1-addChild(model1);
view1-setSceneData(group1);
view1-setName(view1);
view1-setCameraManipulator(new osgGA::TrackballManipulator());
compositeViewer-addView(view1);


osgViewer::View* view2 = new osgViewer::View();
view2-setName(view2);

osgWidget::WindowManager* wm = new osgWidget::WindowManager(view2, 
width, height, MASK_2D);
osgWidget::Window* box1 = new osgWidget::Box(HBOX, 
osgWidget::Box::HORIZONTAL);

osgWidget::Label* label = new osgWidget::Label(label, label);
label-setSize(width, height);
label-setColor(1.0f, 1.0f, 0.0f, 1.0f);
box1-addWidget(label);
box1-attachMoveCallback();
box1-getBackground()-setColor(1.0f, 1.0f, 1.0f, 1.0f);
wm-addChild(box1);
wm-resizeAllWindows(true);

osg::Group*  group2  = new osg::Group();
osg::Camera* cam2 = wm-createParentOrthoCamera();
view2-addEventHandler(new osgWidget::MouseHandler(wm));
view2-addEventHandler(new osgWidget::KeyboardHandler(wm));
view2-addEventHandler(new osgWidget::ResizeHandler(wm, cam2));
view2-addEventHandler(new osgWidget::CameraSwitchHandler(wm, 
cam1));

view2-addEventHandler(new osgViewer::StatsHandler());
view2-addEventHandler(new osgViewer::WindowSizeHandler());
view2-addEventHandler(new osgGA::StateSetManipulator(
   cam2-getOrCreateStateSet()
   ));

cam2-addChild(wm);
cam2-setViewport(0, 0, width, height);
cam2-setGraphicsContext(gc.get());
view2-setCamera(cam2);
compositeViewer-addView(view2);
compositeViewer-run();

return 0;

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Re: [osg-users] Light intensity and color

2011-03-21 Thread Gordon Tomlinson
Hi

I would recommend you have a good read of the OpenGl docs on how it handles
lighting as OSG is a straight pass through to OpenGL

For instance http://www.opengl.org/sdk/docs/man/xhtml/glLight.xml
http://glprogramming.com/red/chapter05.html

As to color you can have any color you in like by using any mixture Red,
Green Blue  0,0,0 is black  1.0, 1.0.10 is white, 0.5,0.5,0.5 is a gray
1.0,0.0,0.0 is red  etc

Note many things affect the final color you see, the lighting model, shading
model, colors of the vertices, textures applied to polygons, materials
applied etc




__
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www.photographybyGordon.com
www.gordontomlinson.com 
www.vis-sim.com 

Self defence is not a function of learning tricks  but is a function of how

quickly and intensely one can arouse one's instinct for survival 
-Master Tambo Tetsura 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of daniele
argiolas
Sent: Monday, March 21, 2011 12:03 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Light intensity and color

Hi,
when I put a light in my scene I notice that I can set position, direction,
attenuation and diffuse, specular and ambient components.
The first problem is, how can I set intensity of light? My light with this
basic setting is to much strong.

The second problem concerns color light. Why I can't set intermediate colors
but only primary colors?

thank you very much
daniele

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Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Robert Osfield
Hi Mukend,

If you are creating the graphics contexts yourself then you'll need to
specify the use of the quad buffer stereo in the GraphicsTraits,
simply set GraphicsContext::Traits::quadBufferStereo bool to true
before you pass the Triats to the createGraphicsContext(Traits*)
method.   For quad buffer stereo you'll also need to set the Camera
DrawBuffer to be left and right for the left and right eye cameras
respectively.

Robert.

On Mon, Mar 21, 2011 at 12:00 PM, Mukund Keshav osgfo...@tevs.eu wrote:
 Well, we are using a 120Hz stereo projector and the system has an Nvidia 
 Quadro card. So, its a typical active stereo setup.

 So, the user would have to wear LCD shutter glasses to view the stereo. We 
 did try the built in stereo provided by OSG.

 Code:

 osg::DisplaySettings::instance()-setStereo(true);
        
 osg::DisplaySettings::instance()-setStereoMode(osg::DisplaySettings::AQUAD_BUFFER
  );



 But since you had suggested us explicitly doing it using two cameras, i 
 wanted to know how i could do it.

 Thanks,
 Mukund

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Re: [osg-users] [osgPlugins] new-bee question on mdl and md2 samples

2011-03-21 Thread Jason Daly

On 03/19/2011 10:38 PM, Jitrapon Tiachunpun wrote:

Hi Jason Daly,

I have a similar question to pradeep.

I know that you wrote the mdl plug-in for Valve's model to be read in osg. 
However, after I've done extracting all the model files and texture (vtf) files 
as exactly as how the original files are organized in the gcf file, when I 
tried to view the model using osgviewer, it still says that it couldn't find a 
particular texture file. How exactly do I need to organize the file? Currently 
I have the following:

hl -  models (mdl files are here)
 materials (vtf files are here)
 maps

After trying to view mdl file, it couldn't find the texture files in materials 
folder.


The simplest way is to point OSG at the root of the hl2 stuff.  The 
loaders know to look in models, materials, or maps for the appropriate 
content.  If you're on Linux (bash) try this:


   export OSG_FILE_PATH=path to the hl directory
   osgviewer models/model to load

or, on Windows, from a command prompt:

   set OSG_FILE_PATH=path to the hl directory
   osgviewer models\model to load

Hope this helps...

--J

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Re: [osg-users] OpenNI(Kinect) and osgAnimation

2011-03-21 Thread Aitor Ardanza
Ok, I get it!!!
You just have to change the values ​​in the quaternion

Code:
q.set(mat.getRotate().x(),mat.getRotate().z(),mat.getRotate().y(),mat.getRotate().w());



And with that, I've managed to make the rotations right!

Code:
if(!sceneM-getAnimatedModel()-boneMatrices[j]-getName().compare(LeftShoulder)){
mat.set(osg::Matrix::inverse(*jointsTracker.at(SkeletonJoint::TORSO)));
mat.postMult(*jointsTracker.at(SkeletonJoint::LEFT_SHOULDER));
q.set(mat.getRotate().x(),mat.getRotate().z(),mat.getRotate().y(),mat.getRotate().w());
mat.setRotate(q);
sceneM-getAnimatedModel()-boneMatrices[j]-setMatrix(mat);
}



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Re: [osg-users] saving camera view state

2011-03-21 Thread PC John
What about keeping your cameraManipulator using ref_ptr (instead of deleting 
and creating another one.

By the way, your code deals with HOME position, not with current manipulator 
position.

If you will be still lost, look at lexolight.sf.net sources. It uses two 
manipulators and you can swap between them by using Ctrl. So, the scenario is 
not the same but the similar to yours - copying manipulator settings from one 
to the other.

Hope it helps,
John

  Original message 
 From:  suneel suresh compres...@gmail.com
 Subject:  [osg-users] saving camera view state
 Date:  20. 3. 2011  20:44:38
 
 Hi, i have a case where i need to delete the camera manipulator and i do so
 by
 
 viewer-setCameraManipulator(NULL);
 
 This freezes the camera movement and camera is locked for some editing
 features. Now when i toggle the edit button i do
 
 viewer-setCameraManipulator(new osgGA::TrackballManipulator);
 
 But this resets the viewing and looses the current view. So I tried to do
 the following
 
 Code:
 
 if(isPickMode)
 {
  viewer-getCameraManipulator()-getHomePosition(vec3_eye, vec3_center,
 vec3_up); viewer-setCameraManipulator(NULL);
 }
 else
 {
  viewer-setCameraManipulator(new osgGA::TrackballManipulator);
  viewer-getCameraManipulator()-setHomePosition(vec3_eye, vec3_center,
 vec3_up); }
 
 
 
 
 But this still resets the view position. How can it set it to the exact
 camera view position?
 
 p.s= new to osg
 ...
 
 Thank you!
 
 Cheers,
 suneel
 
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 http://forum.openscenegraph.org/viewtopic.php?p=37754#37754
 
 
 
 
 
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Re: [osg-users] OpenNI(Kinect) and osgAnimation

2011-03-21 Thread Chris 'Xenon' Hanson
On 3/21/2011 9:41 AM, Aitor Ardanza wrote:
 Ok, I get it!!!
 You just have to change the values ​​in the quaternion
 Code:
 q.set(mat.getRotate().x(),mat.getRotate().z(),mat.getRotate().y(),mat.getRotate().w());

  When you guys get this solid, I'd like to discuss with you incorporating your 
work into
a larger library of this sort of Kinect-related code.

-- 
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
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Re: [osg-users] osgPPU related questions

2011-03-21 Thread Riccardo Corsi
Hi all,

I've also experienced a delay issue when using osgPPU combined with Delta3D.

All the examples (like the glow) which requires 2 different paths and a
final unit combining them,
show an offset of at least one frame between the 2 rendering paths.

Delta3D should not interfere here, as it leaves all the rendering part to
osgViewer.
Any hint on the possible cause?

Thanks,
Ricky



On Mon, Mar 14, 2011 at 20:42, Sergey Polischuk pol...@yandex.ru wrote:

 Ignore pbo part, didnt know it used for external processing, and i dont use
 it.

 14.03.2011, 17:56, Sergey Polischuk pol...@yandex.ru:
  Hi all,
 
  When i used osgppu i've experienced several frames delay (1 to 3 frames,
 not sure if this delay is persistent or it shows up from time to time,
 threading mode is singlethreaded) between content of input textures and
 units output, f.e. first several rendering frames can output some colored
 noise in the end of osgppu pipeline (and input textures are good atm) and
 then when picture comes out you get delay in rendering results in several
 frames (i mean comparing what you are supposed to get, and what actually
 comes out). What can cause this kind of problems? Can it be due to
 asynchronous transfers to pbo?
 
  Sergey.
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Re: [osg-users] Stereoscopy in OSG

2011-03-21 Thread Mukund Keshav
Thanks a lot JCL and Robert :)


Mukund

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[osg-users] OsgViewer stalls in renderingTraversals

2011-03-21 Thread Mikhail Zoline

Hello,
I've just reinstalled OSG 2.8.2 with CMake 2.4 to work in  MSVC  7.1 
environment.
I tried to run a number of examples and all but one stalls in 
ViewerBase.cpp line 813

from the first frame.
The only one I can run is osgeviewerGLUT.

All suggestions will be well appreciated

MZ


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