[osg-users] Multiple Render Targets & Multisampling

2011-04-07 Thread Anthousis Andreadis
Hi, 

Has anyone tried to do any advanced* multisampled post effect using osg?
If yes, I would like to know the "best osg path" to achieve this.

*deferred rendered for example

I have tried to attach a texture to a camera along with the multipleSamples and 
multisampleColorSamples values.

This works ONLY when i have one rendertarget. In all other cases in the final 
compositing shader,
i see only the first (and not the 2nd 3rd etc ) render target. The other render 
targets are not black, but they appear overwritten with the contents of the 
first render target.

On the other hand i see the osgfpdepth example and it has a completely 
different approach to the subject, almost handling manually fbos and 
rendertargets.


I tried searching on the mailing list for this subject, but almost all 
discussions seem to stop without a final result at about 2 years ago.

Tnx for your time,

Anthousis Andreadis
anthou...@gmail.com



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Re: [osg-users] Stop osgGA::TrackballManipulator spinning

2011-04-07 Thread Robert Osfield
HI George,

A quick grep of osgGA reveals:

  StandardManipulator::setAllowThrow(bool)

TrackballManipulator inherits from StandardManipulator, via OrbitManipulator.

Robert.

On Wed, Apr 6, 2011 at 7:23 PM, George Bekos  wrote:
> Hello guys,
>
> You all know that a trackball camera manipulator, by default, will start 
> spinning the camera around if you release the mouse button while moving the 
> mouse.
> I have a simple/silly question:
> Is there any way to stop the spinning of the camera using code?
> The only solution I can think of is to create my own class which inherits 
> TrackballManipulator and add a function like this:
>
> void TrackballManipulator::enableThrown( bool flag ) {
>   _thrown = flag;
> }
>
> Is this solution fine? is there something wrong with it? Is there any better 
> solution? Thanks for your time guys!!!
>
> Cheers,
> George
>
> PS: I am using OSG 2.9.8
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=38267#38267
>
>
>
>
>
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Re: [osg-users] Building DICOM plugin with DCMTK

2011-04-07 Thread Robert Osfield
Hi Chris,

I don't have any answers as I've only built DCMTK under OSX and Linux.
 There is a DCMTK community that is likely to be a good place to look
up an answer to these problems.

I would recommend using DCMTK over ITK, as DCMTK supports Dicom features better.

Robert.

On Wed, Apr 6, 2011 at 6:48 PM, Chris 'Xenon' Hanson
 wrote:
>  I'm investigating osgVolume and the DICOM plugin for a client, and am having 
> trouble
> building the DICOM plugin on Windows, VC++2008 (SVN trunk from a couple 
> months back:
> 12159, 5:11:17 AM, Friday, February 11, 2011). I built dcmtk-3.6.0 
> successfully, and then
> configured all the DCMTK include and lib settings in CMake.
>
>  For example:
> DCMTK_dcmdata_INCLUDE_DIR = 
> C:/Data/OSGDev/Volume/dcmtk-3.6.0/dcmtk-3.6.0/dcmdata/include
>
> I presume all of them are necessary. I then generated the solution.
>
>
>  When I go to build ReaderWriterDICOM.cpp, it fails with:
> 1>.\ReaderWriterDICOM.cpp(27) : fatal error C1083: Cannot open include file:
> 'dcmtk/dcmdata/dcfilefo.h': No such file or directory
>
>  I have the file:
> C:\Data\OSGDev\Volume\dcmtk-3.6.0\dcmtk-3.6.0\dcmdata\include\dcmtk\dcmdata\dcfilefo.h
>
>
>  In the Additional Include Directories for the Plugins Dicom Project in VC++ 
> I see:
> C:\Data\OSGDev\Volume\dcmtk-3.6.0\dcmtk-3.6.0\include
>
>  But I don't see any include for
> C:\Data\OSGDev\Volume\dcmtk-3.6.0\dcmtk-3.6.0\dcmdata\include
> which should have been DCMTK_dcmdata_INCLUDE_DIR
>
>
>  Has anyone built the DICOM plugin on Windows recently? Am I missing 
> something dumb?
>
>  I'm not actually married to the DICOM plugin, it just seems like that's the 
> only way to
> get any sample volume data into osgVolume so I can test what I'm really 
> after. If there's
> a sample dataset someone can point me to that wouldn't necessitate using the 
> DICOM plugin,
> I'd be happy to avoid the issue altogether.
>
>
> --
> 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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[osg-users] OSG plugin for browsers

2011-04-07 Thread Thibault Genessay
Hi folks,

I have been looking for quite a long time for a way to integrate
OpenSceneGraph applications in web browsers. Several plugins seem to
have emerged in the past years:
- osg4web (project created on Google code, nothing to download)
- gvsig3d 
(http://gvsig3d.blogspot.com/2010/02/openscenegraph-plugin-for-firefox.html).
Very promising, but I can't find any source code, if any is to be
published some day.
- The so-called "OSG Viewer Firefox Plugin 1.0". I can't find where
this one originates from, so I didn't install it

Other people have thought of alternatives to display 3D content:
- osgjs - which re-implements the OSG in Javascript. Although the API
is very close to the C++ one, it is not a way to embed an OSG app in a
browser
- webGL. If I am not mistaken, this leaves out the OSG entirely, and
only aims at displaying 3D models. Kind of a new VRML thing.

I recently stumbled upon FireBreath (www.firebreath.org, licenses: BSD
or GPL). This very smart software (at least, according to the videos
on the website) let you build plugins that are compatible with all
major browsers by relying on either ActiveX (for IE) or the NPAPI
(other browsers). BUT: it only works on Windows platforms.

I have also tried to develop my own plugins for Firefox and Safari.
Both are so huge and so complicated (e.g. lack of accurate
documentation of Firefox) that I never managed to build something
convincing. Plus you have to focus on each browser's specifics instead
of focusing on the OSG/Javascript interaction.


At this point, and because I somehow need to have users being able to
view OSG content on the web in a robust and predictable manner, I am
leaning towards FireBreath. Not having to care about the browsers'
internals is such a huge benefit that I can accept its Windows-only
nature. However, if any people on this list have experience on
developing cross-browser, cross-platform plugins, I'd welcome all
input, suggestions, trout slaps for being such an MS-ass.

It is quite evident that the ideal plugin would be:
- available for all platforms (even smartphones)
- for all browsers
- in all languages (UI language: e.g. English, French)
- in-line with the current OSG development
- fully open-source, of course
- built just like a native OSG executable

I am very willingful to share my work on this plugin, but I feel like
going alone is not a good option. My needs are quite basic, but my
experience with browser plugins is small and I certainly miss out
important features. Plus the task of making it right takes certainly
more than a decision of a single person. I think the long-term success
of a browser plugin needs some planification.

Any comments, suggestions, etc. are very welcome

Cheers,

Thibault
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Re: [osg-users] Stop osgGA::TrackballManipulator spinning

2011-04-07 Thread George Bekos
Hello Robert,

Thanks for your answer!
Looks like I didn't explain my problem good enough.
If I am not mistaken, setAllowThrow(bool) will disable the throw functionality 
completely, but it will not stop the camera if it is already orbiting around. I 
do want the throwing functionality of the camera. What I want is to stop the 
camera while it is on the move.
Thanks for your time!

Cheers,
George

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Re: [osg-users] OSG plugin for browsers

2011-04-07 Thread Serge Lages
Hi,

Did you looked at Google Native Client :
http://code.google.com/chrome/nativeclient/

Cheers,

On Thu, Apr 7, 2011 at 11:30 AM, Thibault Genessay wrote:

> Hi folks,
>
> I have been looking for quite a long time for a way to integrate
> OpenSceneGraph applications in web browsers. Several plugins seem to
> have emerged in the past years:
> - osg4web (project created on Google code, nothing to download)
> - gvsig3d (
> http://gvsig3d.blogspot.com/2010/02/openscenegraph-plugin-for-firefox.html
> ).
> Very promising, but I can't find any source code, if any is to be
> published some day.
> - The so-called "OSG Viewer Firefox Plugin 1.0". I can't find where
> this one originates from, so I didn't install it
>
> Other people have thought of alternatives to display 3D content:
> - osgjs - which re-implements the OSG in Javascript. Although the API
> is very close to the C++ one, it is not a way to embed an OSG app in a
> browser
> - webGL. If I am not mistaken, this leaves out the OSG entirely, and
> only aims at displaying 3D models. Kind of a new VRML thing.
>
> I recently stumbled upon FireBreath (www.firebreath.org, licenses: BSD
> or GPL). This very smart software (at least, according to the videos
> on the website) let you build plugins that are compatible with all
> major browsers by relying on either ActiveX (for IE) or the NPAPI
> (other browsers). BUT: it only works on Windows platforms.
>
> I have also tried to develop my own plugins for Firefox and Safari.
> Both are so huge and so complicated (e.g. lack of accurate
> documentation of Firefox) that I never managed to build something
> convincing. Plus you have to focus on each browser's specifics instead
> of focusing on the OSG/Javascript interaction.
>
>
> At this point, and because I somehow need to have users being able to
> view OSG content on the web in a robust and predictable manner, I am
> leaning towards FireBreath. Not having to care about the browsers'
> internals is such a huge benefit that I can accept its Windows-only
> nature. However, if any people on this list have experience on
> developing cross-browser, cross-platform plugins, I'd welcome all
> input, suggestions, trout slaps for being such an MS-ass.
>
> It is quite evident that the ideal plugin would be:
> - available for all platforms (even smartphones)
> - for all browsers
> - in all languages (UI language: e.g. English, French)
> - in-line with the current OSG development
> - fully open-source, of course
> - built just like a native OSG executable
>
> I am very willingful to share my work on this plugin, but I feel like
> going alone is not a good option. My needs are quite basic, but my
> experience with browser plugins is small and I certainly miss out
> important features. Plus the task of making it right takes certainly
> more than a decision of a single person. I think the long-term success
> of a browser plugin needs some planification.
>
> Any comments, suggestions, etc. are very welcome
>
> Cheers,
>
> Thibault
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>



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http://www.tharsis-software.com
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Re: [osg-users] OSG plugin for browsers

2011-04-07 Thread Thibault Genessay
Hi Serge,

On Thu, Apr 7, 2011 at 11:38 AM, Serge Lages  wrote:
> Hi,
> Did you looked at Google Native Client :
> http://code.google.com/chrome/nativeclient/

Looks like Google is always one step ahead ... Has anybody tried it
with an OSG-based project ?

However I think using it would lock us into Chrome, which was
something I wanted to avoid in the first place. Decisions, decisions.

Thank you for the pointer

Thibault



> Cheers,
> On Thu, Apr 7, 2011 at 11:30 AM, Thibault Genessay 
> wrote:
>>
>> Hi folks,
>>
>> I have been looking for quite a long time for a way to integrate
>> OpenSceneGraph applications in web browsers. Several plugins seem to
>> have emerged in the past years:
>> - osg4web (project created on Google code, nothing to download)
>> - gvsig3d
>> (http://gvsig3d.blogspot.com/2010/02/openscenegraph-plugin-for-firefox.html).
>> Very promising, but I can't find any source code, if any is to be
>> published some day.
>> - The so-called "OSG Viewer Firefox Plugin 1.0". I can't find where
>> this one originates from, so I didn't install it
>>
>> Other people have thought of alternatives to display 3D content:
>> - osgjs - which re-implements the OSG in Javascript. Although the API
>> is very close to the C++ one, it is not a way to embed an OSG app in a
>> browser
>> - webGL. If I am not mistaken, this leaves out the OSG entirely, and
>> only aims at displaying 3D models. Kind of a new VRML thing.
>>
>> I recently stumbled upon FireBreath (www.firebreath.org, licenses: BSD
>> or GPL). This very smart software (at least, according to the videos
>> on the website) let you build plugins that are compatible with all
>> major browsers by relying on either ActiveX (for IE) or the NPAPI
>> (other browsers). BUT: it only works on Windows platforms.
>>
>> I have also tried to develop my own plugins for Firefox and Safari.
>> Both are so huge and so complicated (e.g. lack of accurate
>> documentation of Firefox) that I never managed to build something
>> convincing. Plus you have to focus on each browser's specifics instead
>> of focusing on the OSG/Javascript interaction.
>>
>>
>> At this point, and because I somehow need to have users being able to
>> view OSG content on the web in a robust and predictable manner, I am
>> leaning towards FireBreath. Not having to care about the browsers'
>> internals is such a huge benefit that I can accept its Windows-only
>> nature. However, if any people on this list have experience on
>> developing cross-browser, cross-platform plugins, I'd welcome all
>> input, suggestions, trout slaps for being such an MS-ass.
>>
>> It is quite evident that the ideal plugin would be:
>> - available for all platforms (even smartphones)
>> - for all browsers
>> - in all languages (UI language: e.g. English, French)
>> - in-line with the current OSG development
>> - fully open-source, of course
>> - built just like a native OSG executable
>>
>> I am very willingful to share my work on this plugin, but I feel like
>> going alone is not a good option. My needs are quite basic, but my
>> experience with browser plugins is small and I certainly miss out
>> important features. Plus the task of making it right takes certainly
>> more than a decision of a single person. I think the long-term success
>> of a browser plugin needs some planification.
>>
>> Any comments, suggestions, etc. are very welcome
>>
>> Cheers,
>>
>> Thibault
>> ___
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
> --
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> http://www.tharsis-software.com
>
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[osg-users] Osg issue

2011-04-07 Thread Michael Hall
I have compiled ash on my laptop.  It is running Ubuntu 10.10 X64.  OSG 
compiles and installs.  When I run osgversion from my home dir I get an error 
about an undefined symbol.  If I go to/use/local/lib64 and run osgversion, it 
works.  Can someone tell me what is missing?  Usually it installs and runs no 
problem.
Sent from Yahoo! Mail on Android
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Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged

2011-04-07 Thread Vincent Bourdier

Hi Chris

Thanks for this release, I just build it on WinXP and VS2010.
No errors, and the version number in the DLL file name is set :-)

Just to be sure, is it expected that the DLL file name number is the 
same for OSG 2.8.3 and 2.8.4 ?


Thanks,

Regards,
Vincent.

Le 07/04/2011 04:43, Chris 'Xenon' Hanson a écrit :

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3

   This is intended to be the final 2.8.4. It now builds successfully on 
VS2010, and the
ffmpeg changes Robert put in have been tested on Windows.

   We need testing on all platforms to call this one done. Please test and let 
us know your
results. This won't get out until people step up and test.


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Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged

2011-04-07 Thread Raymond de Vries

Hi,

Fyi: I built and tested on Mac OSX Snow Leopard and the ffmpeg plugin is 
working ok.


Thanks for all the hard work!

Raymond


On 4/7/2011 4:43 AM, Chris 'Xenon' Hanson wrote:

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3

   This is intended to be the final 2.8.4. It now builds successfully on 
VS2010, and the
ffmpeg changes Robert put in have been tested on Windows.

   We need testing on all platforms to call this one done. Please test and let 
us know your
results. This won't get out until people step up and test.



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Re: [osg-users] Osg issue

2011-04-07 Thread Alberto Luaces
Michael Hall writes:

> I have compiled ash on my laptop. It is running Ubuntu 10.10 X64. OSG 
> compiles and installs. When I run osgversion from my home dir I get an error 
> about an undefined symbol. If I go to/use/local/lib64 and  
> run osgversion, it works. Can someone tell me what is missing? Usually it 
> installs and runs no problem. 
>   

Some tools for diagnose the problem:

* At each directory, type "which osgversion"
* The same with "ldd $(which osgversion)"
* Are you typing "./osgversion" or "osgversion" instead?

-- 
Alberto

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Re: [osg-users] sphere of constant pixel size

2011-04-07 Thread Jayesh Chaudhary
On Thu, Apr 7, 2011 at 12:47 AM, Chris 'Xenon' Hanson
wrote:

> On 4/6/2011 9:51 PM, Jayesh Chaudhary wrote:
> > its been long time since I used OSG and trying to get back to it.
> > What would be the preferred way to have OSG drawing sphere of constant
> pixel size? Also
>
>
 Autotransform.
>
> Thanks Chris. After looking into osg source my memory came back and I
realized auto transform too.


> > OSG used to have an example of 3D Axes with rotated text. I am not able
> to find it.
>
>   I can't recall which this is, but maybe osgText?
>

I was mentioning autotransform example.

Thanks again for your help. Appreciate it.


>
> --
> 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] OSG plugin for browsers

2011-04-07 Thread Chris 'Xenon' Hanson
On 4/7/2011 3:30 AM, Thibault Genessay wrote:
> Hi folks,
> I have been looking for quite a long time for a way to integrate
> OpenSceneGraph applications in web browsers. Several plugins seem to
> have emerged in the past years:
> - osg4web (project created on Google code, nothing to download)


The code is available at
cvs -d :pserver: anonym...@cvs.cineca.it/cvsroot/unigrids co
projects/osg/cineca/web/osg4web_r2


  I haven't tried checking it out myself.

-- 
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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] OpenSceneGraph-2.8.4-rc3 now tagged

2011-04-07 Thread Chris 'Xenon' Hanson
On 4/7/2011 6:47 AM, Vincent Bourdier wrote:
> Hi Chris
> Thanks for this release, I just build it on WinXP and VS2010.
> No errors, and the version number in the DLL file name is set :-)
> Just to be sure, is it expected that the DLL file name number is the same for 
> OSG 2.8.3
> and 2.8.4 ?

  Well, it was intended that way. 2.8.4 was intended to be "2.8.4 builds on 
VS2010" and
would have been binary-identical when building on VS2008 (and everything else 
2.8.3 built
on previously). Robert threw in some changed to make it build with a newer 
version of
ffmpeg. I can't speculate about whether that changed the signature of the 
binary API or
not honestly, but I suspect it may have. So now, we probably will need to bump 
the so/DLL
version number?

  Once the version number is bumped or the API signature changes, it is no 
longer a
drop-in-binary-without-recompiling-apps replacement for 2.8.3 as we had 
originally hoped.

  Can anyone with more experience in these matters comment?

> Thanks,
> Regards,
> Vincent.

-- 
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] OSG and OpenGL ES 2.0

2011-04-07 Thread Ankur Gandhi
Hi Christian,

Thanks for your input and source code that you shared. I had tried your program 
however my application crashes with segmentation fault. when i check backtrace, 
it shows crashing point at the drivers (i am using intel i915 display).

actually I am pretty new to OpenGL & OpenGL ES too. so concept of Shader is new 
to me. So i think i need to go through shader first! :-) Also, i used OpenGL 
emulation for OSG build. now i think i will try by installing OpenGL ES library 
and perform build for actual GLES2.

I will update you soon regarding my activities.

Thanks again for help!

Regards/Ankur



Christian wrote:
> Hi,
> 
> just one addition to my previous post: Normally you wouldn't define an extra 
> vertex attribute array for the vertex color/normal as I did in this test 
> code. Just use 
> 
> void Geometry::setColorArray(Array* array);
> void Geometry::setNormalArray(Array* array);
> 
> and access the vertex color/normal in the vertex shader via "osg_Color" and 
> "osg_Normal" (OSG will do the mapping for you).
> 
> Cheers,
> Christian


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[osg-users] OBJ reader and Ns / shininess

2011-04-07 Thread Bradley Baker Searles
Hi,

We have a fairly large array of legacy shapes that we're loading with our OSG 
application in the OBJ/MTL format, and I think the OSG reader may not be 
handling the shininess value correctly.

It has been noticed that the built-in OBJ exporter (v0.97b by guruware) in 3ds 
Max 2011 outputs its shininess value in its native range (0-100), and this 
value is then scaled (by a large amount) within the OSG OBJ reader. The reader 
is expecting the OBJ (well, actually the accompanying MTL file) to have an Ns 
(shininess) range of [0 ... 1000], so it scales the value to the [0 ... 128] 
range.

I think the OSG OBJ reader should just clamp the Ns value from [0 ... 128], 
since it's simply an exponent to the specular lighting equation.

I also think the OBJ exporter in Max should probably support the full [0 ... 
1000] range of the OBJ format, and we've filed a support ticket with Autodesk, 
who have confirmed this as a bug (along with another weird behavior or two with 
the OBJ exporter).

Sources:

The OBJ/MTL formats are old Wavefront technologies, and there does not appear 
to be a current definitive format specification. The best sources I've found 
are:

Material Library File (.mtl) specification from wotsit.org (an actual 
Alias|Wavefront document from 1995). Ns is simply called a specular exponent 
here. I haven't found further detail in other documents I've found:
http://www.wotsit.org/list.asp?fc=2

The web page listed as a source in src/osgPlugins/obj/ReaderWriterOBJ.cpp 
(where the conversion takes place), which doesn't exist anymore, but can be dug 
up via the internet time machine. This page says Ns is *clamped* to [0 ... 128]:
http://replay.waybackmachine.org/20071214191634/http://java3d.j3d.org/utilities/loaders/obj/sun.html
 (time machine version from Dec 17th, 2007, nearest to the commit date of Dec 
10th, for revision 7651 where the code was introduced)

If anyone is familiar with this issue, or could illuminate my thinking it would 
be greatly appreciated.

Thanks,
Baker Searles

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Re: [osg-users] State changes causing huge drop in framerate

2011-04-07 Thread Fred Smith
hybr,

I am not running a debug build.

Just create a scene graph with 100 geometries, and attach a texture attribute 
to the stateset of each geometry. Now compare the framerate with the same scene 
graph, no stateset created, but a draw callback set up inside which you call 
renderInfo.getState()->applyTextureAttribute(0, texture).

Making me believe the state 'diff' engine of OSG is very slow.

I disable display lists and enable VBOs on each geometry otherwise 
drawImplementation or the draw callback is not called.

Cheers,
Fred

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[osg-users] Strange Transparent effect [image provided]

2011-04-07 Thread Nan WANG
Hi, everyone~

I implemented GPU based MarchingCube algorithm in OSG 3D engine. But i have got 
something strange, here is the picture.

[Image: http://i56.tinypic.com/wvcv87.jpg ]

some dark gray levels disappear...

I just put the generated osg::Geometry object into transparent with function 
and give an alpha value in fragment shader(constant, e.g. 0.5).

sset->setmode(GL_BLEND)...


Anybody can help me to solve this problem?

the problem of DepthFunc?BlendFunc?AlphaFunc? how to fix this 

... 

Thank you!

Cheers,
Nan

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Re: [osg-users] Strange Transparent effect [image provided]

2011-04-07 Thread Chris 'Xenon' Hanson
On 4/7/2011 11:38 AM, Nan WANG wrote:
> I just put the generated osg::Geometry object into transparent with function 
> and give an alpha value in fragment shader(constant, e.g. 0.5).
> sset->setmode(GL_BLEND)...

  You're not using Alpha Clip are you?

-- 
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." - 
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Re: [osg-users] Strange Transparent effect [image provided]

2011-04-07 Thread Robert Osfield
Hi Nan,

The artificat you are seeing is the very common issue seen with
transparent meshes that are not depth sorted from front to back.
There are various different techniques to address this issue.  I'd
recommend you do a search on the archives as this topic has been
discussed many many times.

Robert.

On Thu, Apr 7, 2011 at 6:38 PM, Nan WANG  wrote:
> Hi, everyone~
>
> I implemented GPU based MarchingCube algorithm in OSG 3D engine. But i have 
> got something strange, here is the picture.
>
> [Image: http://i56.tinypic.com/wvcv87.jpg ]
>
> some dark gray levels disappear...
>
> I just put the generated osg::Geometry object into transparent with function 
> and give an alpha value in fragment shader(constant, e.g. 0.5).
>
> sset->setmode(GL_BLEND)...
>
>
> Anybody can help me to solve this problem?
>
> the problem of DepthFunc?BlendFunc?AlphaFunc? how to fix this
>
> ...
>
> Thank you!
>
> Cheers,
> Nan
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=38300#38300
>
>
>
>
>
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Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged

2011-04-07 Thread Jason Daly

On 04/06/2011 10:43 PM, Chris 'Xenon' Hanson wrote:

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3

   This is intended to be the final 2.8.4. It now builds successfully on 
VS2010, and the
ffmpeg changes Robert put in have been tested on Windows.

   We need testing on all platforms to call this one done. Please test and let 
us know your
results. This won't get out until people step up and test.



RHEL 6 looks good, including ffmpeg.

I do have to finesse osgmovie into using the ffmpeg plugin for loading 
and playing .mov and .avi files (possibly others, but that's what I 
tested).  I either have to LD_PRELOAD osgdb_ffmpeg.so, or specify -e 
ffmpeg on the command line.  I expect this is known behavior, but I just 
wanted to make sure.


--"J"

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Re: [osg-users] Strange Transparent effect [image provided]

2011-04-07 Thread Nan WANG
Hello , there's no alpha clip...


Chris 'Xenon' Hanson wrote:
> On 4/7/2011 11:38 AM, Nan WANG wrote:
> 
> > I just put the generated osg::Geometry object into transparent with 
> > function and give an alpha value in fragment shader(constant, e.g. 0.5).
> > sset->setmode(GL_BLEND)...
> > 
> 
> You're not using Alpha Clip are you?
> 
> -- 
> Chris 'Xenon' Hanson, omo sanza lettere.  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] OpenSceneGraph-2.8.4-rc3 now tagged

2011-04-07 Thread Robert Osfield
Hi Jason,

On Thu, Apr 7, 2011 at 7:39 PM, Jason Daly  wrote:
> I do have to finesse osgmovie into using the ffmpeg plugin for loading and
> playing .mov and .avi files (possibly others, but that's what I tested).  I
> either have to LD_PRELOAD osgdb_ffmpeg.so, or specify -e ffmpeg on the
> command line.  I expect this is known behavior, but I just wanted to make
> sure.

This is known behaviour.

We need to provide some form of audio support for videos when reading
from ffmpeg so I haven't made it the default movie plugin yet.

Robert .
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Re: [osg-users] Strange Transparent effect [image provided]

2011-04-07 Thread Nan WANG
OK thanks  alot leader..

I will check it...
thx


robertosfield wrote:
> Hi Nan,
> 
> The artificat you are seeing is the very common issue seen with
> transparent meshes that are not depth sorted from front to back.
> There are various different techniques to address this issue.  I'd
> recommend you do a search on the archives as this topic has been
> discussed many many times.
> 
> Robert.
> 
> On Thu, Apr 7, 2011 at 6:38 PM, Nan WANG <> wrote:
> 
> > Hi, everyone~
> > 
> > I implemented GPU based MarchingCube algorithm in OSG 3D engine. But i have 
> > got something strange, here is the picture.
> > 
> > [Image: http://i56.tinypic.com/wvcv87.jpg ]
> > 
> > some dark gray levels disappear...
> > 
> > I just put the generated osg::Geometry object into transparent with 
> > function and give an alpha value in fragment shader(constant, e.g. 0.5).
> > 
> > sset->setmode(GL_BLEND)...
> > 
> > 
> > Anybody can help me to solve this problem?
> > 
> > the problem of DepthFunc?BlendFunc?AlphaFunc? how to fix this
> > 
> > ...
> > 
> > Thank you!
> > 
> > Cheers,
> > Nan
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=38300#38300
> > 
> > 
> > 
> > 
> > 
> > ___
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Re: [osg-users] Strange Transparent effect [image provided]

2011-04-07 Thread Nan WANG
http://forum.openscenegraph.org/viewtopic.php?t=7144&highlight=transparent+depth

this should be solution?

Thank you!

Cheers,
Nan

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Re: [osg-users] OSG plugin for browsers

2011-04-07 Thread Peter Amstutz
On 4/7/2011 5:30 AM, Thibault Genessay wrote:
> Other people have thought of alternatives to display 3D content:
> - osgjs - which re-implements the OSG in Javascript. Although the API
> is very close to the C++ one, it is not a way to embed an OSG app in a
> browser
> - webGL. If I am not mistaken, this leaves out the OSG entirely, and
> only aims at displaying 3D models. Kind of a new VRML thing.
>
Just to clarify, WebGL consists of Javascript bindings for OpenGL, which
are used by osgjs for rendering.  So if you already have a C++ program,
you would need to port it to javascript in order to use such libraries. 
Possibly you could emit opengl calls from the C++ server side and
execute them in the client with WebGL, but that would be pretty
bandwidth intensive and subject to lag.

Broadly speaking, if the goal is to execute native code using OSG in the
browser, you're going to run up against all the security, hardware
architecture etc problems that plague all such efforts.

My preference would be for a solution that transmits the scene graph to
the browser to be rendered using something like osgjs and the server
sends scene graph updates, but that is somewhat complex and difficult to
do transparently as osg lacks the necessary "value changed" hooks to
record the changes that occur in the scene graph from frame to frame.

-- 
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Technology Solutions Experts
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[osg-users] showwebgl

2011-04-07 Thread Cedric Pinson
Hi,

I have done a little web service to let people upload their model and
share them with an url.
http://showwebgl.com

The design is crappy but should be better soon :)

Dont hesitate to report bug or send feedback.

It's done with osg and osgjs.

Cheers,
Cedric

-- 
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+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com
http://plopbyte.com


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Re: [osg-users] [vpb] osgdem .asc file seems to build terrain backwards?

2011-04-07 Thread tim paige
Hi,

I've come to the conclusion that osgdem is the culprit for "backwardizing" the 
resulting 3d ive model for what once was my ".asc" file.

I've tried a number of conversions to different projections and osgdem refuses 
to display the correct orientation of any of my non-geocentric attempts.

I've also tried a number of viewers for the original .asc and resulting geoTiff 
files, and they display them correctly, so I cannot fault the files. However I 
still cannot get one of them to display correctly without specifying 
geocentricity. So one would think if a viewer could do it so could I.

I will still tinker... at least doing things with so many parameter changes to 
inputs for conversions has made me slightly wiser about what it going on under 
the hood.

For now... La Jolla is north of Los Angeles...

I hope I can find the errors of my ways... I would love to find what osgdem may 
want in order to generate my supposedly good data correctly in an ive model.

Cheers to you all,
tim

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Re: [osg-users] OSG plugin for browsers

2011-04-07 Thread Luigi Calori

Hi everybody,  nice to see again interest on this topic

The following link is old, I' ve moved stuff on different repos:

"latest" windows stuff is available as a bazaar checkout at

http://rvn05.plx.cineca.it:12000/files/virtualrome/bazaar_repo/BrowserEmbed/test_merge/

This is a (quite confused and uncleaned) mix of our own osg 
"application" (specialized manipulators, node visitors and event 
handlers) + some experiments on wrapping mainly under windows with 
different approaches.


Under Windows (and Linux) I have tried the "out of process" tecnique:
The browser plugin is kept minimal and it just spawn another process 
where all the OSG code lives, under windows the plugin process
pass the window id to the osg app that in turns subclass it and then 
start the viewer.
The main reason for doing that derive from our first attempt of osg4web 
in VirtualRome.org project that was living in the same FFox process and 
 was affected by browser crashes on repeated reload.



Under Linux, we have a simpler experiment using Firebreath and Gtk Plug 
/ Socket to allow external process.


the linux stuff is a Bazaar branch at lp:osg4weblinux

We have also an example on OSX but it can not use out of process.

We would be really happy to share ideas, suggestion and code, as this is 
really a though field...



Our short term plan is to:

 consolidate the repo and build structure, possibly migrating to social 
coding platform (bzr, github. suggestion welcome)
 separate our Application specific code from the (possibly) general 
plugin stuff
 use FireBreath for all the platforms to provide browser independence 
and minimal  javascript wrapping


see weather out of process is really useful for stability even with 
current browser architecture:


longer term:

setup consistent deployment across browser (we have experimented firefox 
only embedding inside extension, as found in

define javascript helpers and html test pages
see if  rendering abstraction could be implemented within FireBreath

We' ll post as soon as we have better code, any suggestion or 
contribution welcome



P.S

All the code is currently  HIGHlY experimental (read messy).
As we do not have cleanly separated the application code from plugin 
code,  the license is to be considered GPL , as soon as we will succeed 
in cleaning we' ll put the correct license and copyright disclaimer on 
top of all source files. We are open to release the code that is 
perceived as useful with the same license as OSG.


the Authors are

Luigi Calori
Carlo Camporesi
Bruno Fanini
Guido Baldassarri
Lorenzo Lodi


Best regards
Luigi




On 07/04/2011 17.13, Chris 'Xenon' Hanson wrote:

On 4/7/2011 3:30 AM, Thibault Genessay wrote:

Hi folks,
I have been looking for quite a long time for a way to integrate
OpenSceneGraph applications in web browsers. Several plugins seem to
have emerged in the past years:
- osg4web (project created on Google code, nothing to download)


The code is available at
cvs -d :pserver: anonym...@cvs.cineca.it/cvsroot/unigrids co
projects/osg/cineca/web/osg4web_r2


   I haven't tried checking it out myself.



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Re: [osg-users] OpenSceneGraph-2.8.4-rc3 now tagged

2011-04-07 Thread Wang Rui
Hi Chris,

Built fine on Windows XP and Visual Studio 2005/2008. But my osgmovie
and ffmpeg plugin still shows the same issue. Could it be related with
the version of the ffmpeg library? I'm using the 0.5 built by MSYS.

Anyway, nobody else reported the same problem, so this may properly be
my own mistake and it shouldn't stop the step of the new release. :-)
Thanks for the great efforts and I'm now looking forward to the coming
soon 2.8.4.

Cheers,

Wang Rui


2011/4/7 Chris 'Xenon' Hanson :
> http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3
>
>  This is intended to be the final 2.8.4. It now builds successfully on 
> VS2010, and the
> ffmpeg changes Robert put in have been tested on Windows.
>
>  We need testing on all platforms to call this one done. Please test and let 
> us know your
> results. This won't get out until people step up and test.
>
> --
> 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] OpenSceneGraph-2.8.4-rc3 now tagged

2011-04-07 Thread Chris 'Xenon' Hanson
On 4/7/2011 8:18 PM, Wang Rui wrote:
> Hi Chris,
> Built fine on Windows XP and Visual Studio 2005/2008. But my osgmovie
> and ffmpeg plugin still shows the same issue. Could it be related with
> the version of the ffmpeg library? I'm using the 0.5 built by MSYS.
> Anyway, nobody else reported the same problem, so this may properly be
> my own mistake and it shouldn't stop the step of the new release. :-)
> Thanks for the great efforts and I'm now looking forward to the coming
> soon 2.8.4.

  It's an issue that was the same in 2.8.3, so we're not trying to fix it in 
2.8.4.

  Once 2.8.4 is out, if someone wants to try to fix it, that can be in 2.8.5 
(along with
other fixes people have asked to contribute).

> Cheers,
> Wang Rui

-- 
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Re: [osg-users] Strange Transparent effect [image provided]

2011-04-07 Thread J.P. Delport

Hi,

On 07/04/11 21:25, Nan WANG wrote:

http://forum.openscenegraph.org/viewtopic.php?t=7144&highlight=transparent+depth

this should be solution?


Transparent bin would sort geometries (child nodes), but his would mean 
you would have to split your model into lots of parts which might not be 
possible.


Maybe check osgoit (order independent transparency) example.

jp



Thank you!

Cheers,
Nan

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Re: [osg-users] OSG and OpenGL ES 2.0

2011-04-07 Thread Jorge Izquierdo Ciges
Just an advice. Do not try to start by learning gles in a emulator. It's
tricky and it's not real. There are more differences and incompabilities
that people can think about. Some of them can be very puzzling and difficult
to find inside Osg.
El 07/04/2011 17:39, "Ankur Gandhi"  escribió:
> Hi Christian,
>
> Thanks for your input and source code that you shared. I had tried your
program however my application crashes with segmentation fault. when i check
backtrace, it shows crashing point at the drivers (i am using intel i915
display).
>
> actually I am pretty new to OpenGL & OpenGL ES too. so concept of Shader
is new to me. So i think i need to go through shader first! :-) Also, i used
OpenGL emulation for OSG build. now i think i will try by installing OpenGL
ES library and perform build for actual GLES2.
>
> I will update you soon regarding my activities.
>
> Thanks again for help!
>
> Regards/Ankur
>
>
>
> Christian wrote:
>> Hi,
>>
>> just one addition to my previous post: Normally you wouldn't define an
extra vertex attribute array for the vertex color/normal as I did in this
test code. Just use
>>
>> void Geometry::setColorArray(Array* array);
>> void Geometry::setNormalArray(Array* array);
>>
>> and access the vertex color/normal in the vertex shader via "osg_Color"
and "osg_Normal" (OSG will do the mapping for you).
>>
>> Cheers,
>> Christian
>
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=38291#38291
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>
>
>
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