Re: [osg-users] cross axes

2011-08-01 Thread ramy panda
Dear Sir,
I still don't know how to settle the scale problem. Would you please help 
me with that. Thank you very much.
 

Jonathan Richard wrote:
 Hi Gianni
 
 Thank you for your reply. It's ok I finally got it working.
 
 Jonathan
 
 On Wed, Aug 11, 2010 at 9:34 AM, Gianni Ambrosio  wrote:
 
  Sorry Jonathan for the delay. Unfortunately I don't remember exactly which 
  modifications I did but if you need I can give you my actual piece of code.
  
  Gianni
  
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[osg-users] [forum] Site web down

2011-08-01 Thread Mohamed Alji
Hi,

http://www.openscenegraph.org/ is not accessible :s 


Thank you!


Mohamed ALJI


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[osg-users] Collada reader fill name with collada id

2011-08-01 Thread Cedric Pinson
Hi,

I was wondering why the collada ID is used to fill the name of osg node
and if It would be suitable to change it to use the NAME field of
collada node ?

Regards,
Cedric
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http://plopbyte.com - http://osgjs.org - http://showwebgl.com


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[osg-users] [ANN] New ocean framework released

2011-08-01 Thread Torben Dannhauer
Hello dear OSG-community,

I think some users of this mailing list are using Sundogs Silverlining SDK for 
sky and cloud rendering, so it could be useful or those:

Sundog now has a second product, it is called Triton an provides ocean 
rendering functionality. The gallery screenshots looks quite nice. I have 
downlaoded and testes the demo application: The performance is good, but the 
visual impression (especially the moving waves) is not bleeding edge. 

For more information visit http://sundog-soft.com

Best regards,
Torben

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Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

2011-08-01 Thread David Angelo
Hi John,

great! Do you need a title or an introduction slide?

Cheers,
David

On Thu, Jul 28, 2011 at 6:56 PM, John F. Richardson
richa...@spawar.navy.mil wrote:
 Hello David,

 Yesyou can have a 10 - 15 minute slot. We want to know all about the
 recent projects.

 John F. Richardson

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Angelo
 Sent: Thursday, July 28, 2011 2:58 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] 33 days till OpenScengraph BOF at SIGGRAPH 2011

 Hi John,

 sorry for the late response. It just became clear that I go to SIGGRAPH.
 Is there still a presentation slot available (5-10min)? If not, no problem.
 I could talk about AVANGO, a VR System using OpenSceneGraph and a
 selection of recent projects.
 Please let me know.

 Cheers,
 David


 On Tue, Jul 5, 2011 at 8:55 PM, John F. Richardson
 richa...@spawar.navy.mil wrote:
 Hello,

 37 days till OpenScengraph BOF at SIGGRAPH 2011.

 10 AM Wed 10 Aug 2011.

 Anyone thinking of presenting at the BOF? Slots are 5 to 20 minutes.

 John F. Richardson

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[osg-users] compiling trunk of osgIntrospection with osg3.0 with vs2010

2011-08-01 Thread Carsten Scharfe
Hi All,

I'm trying to compile osgIntrospection with OSG 3.0.0 in Visual Studio 2010.
While osgIntrospection compiles, the osgWrappers (e.g. Wrapper osg) do not.
It seem to be that VS2010 has severe Problems with finding operator-methods of 
classes such
as string or map. Maybe this is a template instatiation issue.
The error messages I'll get from VS2010:

1E:\OpenSceneGraph-3.0.0\include\osg/State(2477): error C2784: 'bool 
std::operator (const std::move_iterator_RanIt ,const 
std::move_iterator_RanIt2 )' : could not deduce template argument for 'const 
std::move_iterator_RanIt ' from 'const std::string'
1  D:\development\visual studio 2010\VC\include\iterator(371) : see 
declaration of 'std::operator '

or

1E:\OpenSceneGraph-3.0.0\osgIntrospection\include\osgIntrospection/ReaderWriter(217):
 error C2678: binary '' : no operator found which takes a left-hand operand 
of type 'std::istream' (or there is no acceptable conversion)
1  D:\development\visual studio 2010\VC\include\istream(1053): could be 
'std::basic_istream_Elem,_Traits std::operator 
std::char_traitschar(std::basic_istream_Elem,_Traits ,signed char *)' 
[found using argument-dependent lookup]


In need some hints or help to sort this out. I'm definitely stuck.
Can somebody help me please?

Any advice is welcome,
Cheers

Carsten



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[osg-users] any plans to update the online OSG Doxygen from 2.8.0 to 3.0.0?

2011-08-01 Thread Christian Buchner
Right now this link displays the 2.8.0 classes and APIs.

http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/index.html

With 3.0.x now being the current release branch, let me ask if anyone
feels responsible for making the online Doxygen reference
documentation up to date? ;)

Thank you,

   Christian
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[osg-users] NodeCallback

2011-08-01 Thread Martin Haffner
Hi,

I have problems with understanding the use of a NodeCallback.

Can anyone explain me what a Nodecallback is doing?

Another concrete question:
I have some code with a class that derives from osg::Nodecallback. This class 
implements operator():

Code:

class CameraUpdateCallback : public osg::NodeCallback {
private:
osg::ref_ptrosg::Camera   mOtherCam;

public:
CameraUpdateCallback(osg::Camera* otherCam) : mOtherCam(otherCam) {   }

osg::ref_ptrosg::Camera   m_sourceCamera;
void operator()(osg::Node* node, osg::NodeVisitor* nv) {
osg::Camera* cam = static_castosg::Camera*( node );

cam-setViewMatrix(mOtherCam-getViewMatrix() );
cam-setProjectionMatrix(mOtherCam-getProjectionMatrix() );

traverse(node , nv);
 }  

...
camera-setUpdateCallback( new CameraUpdateCallback( currentView-getCamera() ) 
);



Does anyone understand this code? It adds a CameraUpdateCallback to the camera. 
When is this operator() called? Is this called only for the camera or for every 
node in the graph?

Thanks for any help!

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Re: [osg-users] NodeCallback

2011-08-01 Thread Jason Daly

On 08/01/2011 11:05 AM, Martin Haffner wrote:

Hi,

I have problems with understanding the use of a NodeCallback.

Can anyone explain me what a Nodecallback is doing?


A NodeCallback is a class that implements a method ( operator() ), which 
is called when a particular traversal (update, cull, draw, event, etc) 
reaches that node in the scene.  These traversals are run every time a 
new frame is drawn.




Another concrete question:
I have some code with a class that derives from osg::Nodecallback. This class 
implements operator():

Code:

class CameraUpdateCallback : public osg::NodeCallback {
private:
 osg::ref_ptrosg::CameramOtherCam;

 public:
 CameraUpdateCallback(osg::Camera* otherCam) : mOtherCam(otherCam) {   }

 osg::ref_ptrosg::Cameram_sourceCamera;
 void operator()(osg::Node* node, osg::NodeVisitor* nv) {
 osg::Camera* cam = static_castosg::Camera*( node );

 cam-setViewMatrix(mOtherCam-getViewMatrix() );
 cam-setProjectionMatrix(mOtherCam-getProjectionMatrix() );

 traverse(node , nv);
  }

...
camera-setUpdateCallback( new CameraUpdateCallback( currentView-getCamera() ) 
);


While I don't really understand the purpose of this code, I can tell you 
that this is defining a callback that seems to be setting the view and 
projection matrices of an osg::Camera (camera) to be equal to those of 
another osg::Camera (otherCam).  The callback is attached to camera and 
will be run during the update traversal ( setUpdateCallback() ).


NodeCallbacks and traversals are fundamental operations of OSG (and most 
other scene graphs as well).  If you aren't grasping them from my brief 
description, I'd recommend checking out the OSG Quick Start Guide, which 
explains them in a bit more depth.


--J

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Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-08-01 Thread Joe Abreu
One more point to add onto the problem is that I guess the actual problem is 
that in the debugger I receive the message:

Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)

Is there any way to actually working out what is causing this error, it only 
every occurs if in any combination of GLSL code the texel of a textureCube is 
any in way blended with a texel of a texture2D. Even the following statement 
doesn't work.


Code:
 vec4 red = vec4(1.0,0.0,0.0,1.0);
 if(reflectionColor.r  0.5)
  gl_FragColor = red;
 else
  gl_FragColor = diffuseColor;




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Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-08-01 Thread Jason Daly

On 08/01/2011 11:44 AM, Joe Abreu wrote:

One more point to add onto the problem is that I guess the actual problem is 
that in the debugger I receive the message:

Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)

Is there any way to actually working out what is causing this error, it only 
every occurs if in any combination of GLSL code the texel of a textureCube is 
any in way blended with a texel of a texture2D. Even the following statement 
doesn't work.


What hardware are you running on?  It's almost as if you don't have 
enough texture units (i.e.: more than one) to handle the operation...


--J

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Re: [osg-users] NodeCallback

2011-08-01 Thread Tom Pearce
Classes derived from NodeCallback are attached to nodes in the scene graph and 
operated during a scene graph traversal.  Since the class you've posted is 
named CameraUpdateCallback, I'm guessing it is added using the 
setUpdateCallback method.  During the update traversal of the scene, the update 
visitor calls the operator()(osg::Node* n, osg::NodeVisitor* nv) method.  Since 
the callback is attached to a Camera node, n can be cast to a pointer to the 
Camera.  The view and projection matrices of the camera are set based on the 
view and projection matrices of some other camera (mOtherCamera).

So to answer your final questions, it is operated during the update traversal 
(until it is removed from the Camera node, if that ever happens), and it 
operates on whichever node in the scene graph that it is attached to.

Cheers,
Tom

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Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-08-01 Thread Joe Abreu

Jason Daly wrote:
 
 What hardware are you running on?  It's almost as if you don't have 
 enough texture units (i.e.: more than one) to handle the operation...
 

I'm running a NVidia GeForce GTX 460 on my i7 machine, I've done plenty of 
other shader stuff  before with multiple textures, for some reason in this 
example I'm running it just isn't working. It's the first time trying to link 
to OSG 3.0.0, but I've tried linking back to the previous version of open scene 
graph I was using (2.8.3) and it still doesn't work.

Joe

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Re: [osg-users] compiling trunk of osgIntrospection with osg3.0 with vs2010

2011-08-01 Thread Ryan Pavlik
I've gotten fairly close to building this, even using the Clang compiler.
 You'll want to get my fork of the 'cppintrospection' library, which is just
a name-change of osgIntrospection with some updates.
https://github.com/rpavlik/cppintrospection

There were a number of changes to the config needed, and I made a number of
other fixes in the wrapper generator, as well as the library itself. This
improved version also includes a single-step generate and build of wrappers,
and also reduces the size of the wrapper libraries by reducing the number of
reflection template instantiations required.

I've used it successfully with the 2.8 branch and the Clang compiler on
Linux - haven't tested it on other platforms yet but I've been careful to
keep it cross-platform.

Ryan

On Mon, Aug 1, 2011 at 8:46 AM, Carsten Scharfe cscha...@dspace.de wrote:

  Hi All,

 I’m trying to compile osgIntrospection with OSG 3.0.0 in Visual Studio
 2010.
 While osgIntrospection compiles, the osgWrappers (e.g. Wrapper osg) do not.
 It seem to be that VS2010 has severe Problems with finding operator-methods
 of classes such
 as string or map. Maybe this is a template instatiation issue.
 The error messages I’ll get from VS2010:

 “1E:\OpenSceneGraph-3.0.0\include\osg/State(2477): error C2784: 'bool
 std::operator (const std::move_iterator_RanIt ,const
 std::move_iterator_RanIt2 )' : could not deduce template argument for
 'const std::move_iterator_RanIt ' from 'const std::string'
 1  D:\development\visual studio 2010\VC\include\iterator(371) :
 see declaration of 'std::operator '“

 or

 “1E:\OpenSceneGraph-3.0.0\osgIntrospection\include\osgIntrospection/ReaderWriter(217):
 error C2678: binary '' : no operator found which takes a left-hand operand
 of type 'std::istream' (or there is no acceptable conversion)

 1. D:\development\visual studio 2010\VC\include\istream(1053): could
be 'std::basic_istream_Elem,_Traits std::operator
std::char_traitschar(std::basic_istream_Elem,_Traits ,signed char
*)' [found using argument-dependent lookup]”



 In need some hints or help to sort this out. I’m definitely stuck.
 Can somebody help me please?

 Any advice is welcome,
 Cheers

 Carsten




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Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()

2011-08-01 Thread Jason Daly

On 08/01/2011 12:04 PM, Joe Abreu wrote:

I'm running a NVidia GeForce GTX 460 on my i7 machine, I've done plenty of 
other shader stuff  before with multiple textures, for some reason in this 
example I'm running it just isn't working. It's the first time trying to link 
to OSG 3.0.0, but I've tried linking back to the previous version of open scene 
graph I was using (2.8.3) and it still doesn't work.


Yeah, that should definitely be enough (not that that's saying much, a 
GeForce 3 from 2001 would be enough...)


Hmm, only other thing that comes to mind is the two sampler uniforms.  
Are they set to different values in the CPU code?  That's all I can 
think of...


--J

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Re: [osg-users] GLSL shader problem: texture2D() multiplying withtextureCube()

2011-08-01 Thread Jason Daly

On 08/01/2011 01:43 PM, Jason Daly wrote:

Yeah, that should definitely be enough (not that that's saying much, a
GeForce 3 from 2001 would be enough...)

Hmm, only other thing that comes to mind is the two sampler uniforms.
Are they set to different values in the CPU code?  That's all I can
think of...


Never mind, I see you already mentioned that they are in a previous 
post.  Sorry, I'm stumped  :-/


--J

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Re: [osg-users] using ClipNode to cut a model in two, then cap the open side

2011-08-01 Thread Cory Riddell
Javier,

Thanks so much for the link. I haven't seen this thread before.

I'm looking at your code and I'm not exactly sure how the CappingEffect
node fits into the scene graph.

Say I want to cut the cow in half and cap it. I am going to need a
ClipNode / ClipPlane and the CappingEffect node, correct? Do I then have
to have a topmost group node, with CappingEffect and ClipNode children
then have the cow scene be a child to both of those nodes?

Cory



On 7/26/2011 6:44 AM, Javier Taibo wrote:
   Hi Cory,

   Sorry I came a bit late to this thread, but just in case you sill
 find it useful, I sent some code to the list about a year ago, that
 implements the stencil technique described in the red book. It is in
 this message:

 http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-September/044664.html


   Regards,


 On Wed, Jul 20, 2011 at 5:48 PM, Cory Riddell c...@codeware.com wrote:
 I've been thinking about using a ClipNode to cut my model in two to
 expose the inside details like a cutaway drawing. Just sticking a
 ClipNode at the root of my model graph does remove half of it, but the
 model ends up looking hollow rather than solid. I want to cap the open
 side. For example, if a sphere is cut in two, I would cap the open side
 with a circle.

 A bit of searching for how to do this with OpenGL turned up this page
 (http://glbook.gamedev.net/moglgp/advclip.asp) that caps the open side
 using the stencil buffer. Does the technique outlined in the article
 look like a reasonable OSG-friendly approach? Any advice or pointers to
 other examples? Grepping the example code turns up a bunch of stencil
 code, but I'm still a little lost (OpenGL newbie).

 Thanks,
 Cory
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[osg-users] using ClipNode to cut a model in two, then cap the open side

2011-08-01 Thread Sergey Kurdakov
Hi

just an example of what can be done with ogs in this respect

http://forum.openscenegraph.org/viewtopic.php?t=8512 ( also some hints )

Regards
Sergey
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Re: [osg-users] using ClipNode to cut a model in two, then cap the open side

2011-08-01 Thread Paul Martz
ClipNode is positional state (like lights). It just needs to be somewhere in 
your scene graph, and it it in effect at *any* part of your scene graph that 
enables GL_CLIP_PLANEn. So the placement of ClipNode relative to the cow is 
irrelevant.


Don't know about Javier's CappingEffect; I'd just use a Camera node to 
post-render a fullscreen quad with appropriate stencil settings. It'll only show 
up on the capped area if done correctly. Be sure to specify a normal that 
matches your clip plane for correct lighting.

   -Paul


On 8/1/2011 2:15 PM, Cory Riddell wrote:

Javier,

Thanks so much for the link. I haven't seen this thread before.

I'm looking at your code and I'm not exactly sure how the CappingEffect
node fits into the scene graph.

Say I want to cut the cow in half and cap it. I am going to need a
ClipNode / ClipPlane and the CappingEffect node, correct? Do I then have
to have a topmost group node, with CappingEffect and ClipNode children
then have the cow scene be a child to both of those nodes?

Cory



On 7/26/2011 6:44 AM, Javier Taibo wrote:

   Hi Cory,

   Sorry I came a bit late to this thread, but just in case you sill
find it useful, I sent some code to the list about a year ago, that
implements the stencil technique described in the red book. It is in
this message:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2010-September/044664.html


   Regards,


On Wed, Jul 20, 2011 at 5:48 PM, Cory Riddellc...@codeware.com  wrote:

I've been thinking about using a ClipNode to cut my model in two to
expose the inside details like a cutaway drawing. Just sticking a
ClipNode at the root of my model graph does remove half of it, but the
model ends up looking hollow rather than solid. I want to cap the open
side. For example, if a sphere is cut in two, I would cap the open side
with a circle.

A bit of searching for how to do this with OpenGL turned up this page
(http://glbook.gamedev.net/moglgp/advclip.asp) that caps the open side
using the stencil buffer. Does the technique outlined in the article
look like a reasonable OSG-friendly approach? Any advice or pointers to
other examples? Grepping the example code turns up a bunch of stencil
code, but I'm still a little lost (OpenGL newbie).

Thanks,
Cory
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   http://www.skew-matrix.com/

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