Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Luca Vezzadini
Hi Jorge,
Actually I did already change that, so to compile for platform-10 even. But no 
success either.
If you think that it might help to try explicitly with platform 9 I will. But I 
seriously doubt that it can help...

   Luca

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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Jorge Izquierdo Ciges
10 doesn't matter for Ndk because the last change was in 9 (if you look
there's no platform 10). If you already did this don't botter. But just to
be sure you did it with the OSG library not the example, right?

2011/8/22 Luca Vezzadini 

> Hi Jorge,
> Actually I did already change that, so to compile for platform-10 even. But
> no success either.
> If you think that it might help to try explicitly with platform 9 I will.
> But I seriously doubt that it can help...
>
>   Luca
>
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>
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>
>
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[osg-users] Transparency over a osgText::Text

2011-08-22 Thread Daniel Cámpora
Hi community,

I'm trying to create a transparent text in the HUD. I'm adding the text via a 
widget over the canvas windowmanager, but my guess is the process for setting 
the text transparent is independent.

How can I achieve what I'm trying to do?

I can get the background BoundingBox transparent without difficulties, but not 
the text.

Cheers,
Daniel

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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Luca Vezzadini
I actually used 10 for both (OSG and the example). 

Luca

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Re: [osg-users] An Open Scene Graph solicitation has been posted on FedBizOpps

2011-08-22 Thread J.P. Delport

Wow, so this is how a government dept submits a bug report :)

Should be nice to hunt this one down, I was just wondering over the 
weekend what happened to it.


References here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/62225
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/63954

rgds
jp

On 19/08/2011 20:31, Judith E Terrill wrote:

For your information, a solicitation to develop a fix for Open Scene
Graph has been posted on FedBizOpps that may be of interest to you. You
may view the solicitation and instructions for responding at:

https://www.fbo.gov/index?s=opportunity&mode=form&id=5b646272c11b0c2fb01ce61f954a4555&tab=core&tabmode=list&=


Please note that offerors must be registered in CCR
(https://www.bpn.gov/ccr/default.aspx) in order to be considered for award.
If you have any questions, please contact Divya Soni at
divya.s...@nist.gov.
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Re: [osg-users] Multi GPU Rendering

2011-08-22 Thread Miguel Lokida
I have tested osgViewer on the pc with two GPU card, windows 7 and osg 2.8.3.
When I display the statistics, I can see the 2 GPUs. And, If I move the scene 
from one screen to the other, I can see the load  of the GPUs that change.

But, I have some problem with the mouse. Sometimes, using the mouse only move 
the scene on 1 screen and not on the other. And I can only move the scene using 
the mouse on screen 2 (whereas the main screen is screen 1).

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[osg-users] osgPPU swig wrapped and viewport issues

2011-08-22 Thread René Molenaar
Hi,

I recently started some experimenting with osgPPU.
The first results are very nice and promising!! (osgppu rocks ;-))

I added osgswig wrappers to the osgswig project to do some testing, and i
experienced a few glitches.

1. there were some manipulation glitches, these were caused by our camera
setting COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES on. Turning this off
resolved the issue.

2. i had some resize problems, after searching on the forum. I found a
solution, by adding some additional explicit resize calls ( for example in
an event handler ):

 osgPPU::Camera::resizeViewport(0,0, ea.getWindowWidth(),
ea.getWindowHeight(), viewer->getCamera());
viewer->getProcessor()->onViewportChange();

this does work when the x and y of the viewport are 0, 0 but i see wrong
results if x and y are increased ( purple bars appear ).

3. an additional frame() call was needed after the scene is loaded and
before the postprocessor is attached, otherwise i would see only a black
screen.

Grtz,

René
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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Luca Vezzadini
Searching on many forums it comes out that other people do have similar issues 
with that linker warning. Not sure if that is related to the execution errors 
that we have (see original post from Ricky) but there might be a relation. 
Somewhere it was mentioned that the _dso_handle thing is defined in libc.a; and 
if you look at the stack traces posted by Ricky the libc is always mentioned on 
the very top of the list... 
Could it be an issue with the new NDK release? Maybe something is messed up in 
the way it handles these things? I'm not such an expert in gcc compilation so I 
cannot help that much here, sorry about that...

   Luca

PS
I'd like to try using the NDK r5b which apparently did not show these warnings. 
Any idea where I could get it from? The official NDK page only offers the link 
to the latest version

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Re: [osg-users] osgAndroidExampleGLES1 and 2 error on Android 3.x device

2011-08-22 Thread Jorge Izquierdo Ciges
Well I have it for linux I can send it to you. If it really is a Bug they
will solve in the next rc.

2011/8/22 Luca Vezzadini 

> Searching on many forums it comes out that other people do have similar
> issues with that linker warning. Not sure if that is related to the
> execution errors that we have (see original post from Ricky) but there might
> be a relation.
> Somewhere it was mentioned that the _dso_handle thing is defined in libc.a;
> and if you look at the stack traces posted by Ricky the libc is always
> mentioned on the very top of the list...
> Could it be an issue with the new NDK release? Maybe something is messed up
> in the way it handles these things? I'm not such an expert in gcc
> compilation so I cannot help that much here, sorry about that...
>
>   Luca
>
> PS
> I'd like to try using the NDK r5b which apparently did not show these
> warnings. Any idea where I could get it from? The official NDK page only
> offers the link to the latest version
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=42166#42166
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>
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[osg-users] How To: QTreeWidget with multiple nodes of same name in scenegraph

2011-08-22 Thread Sanat Talmaki
Hi,

I am trying to create a QTreeWidget to represent the scene graph in a 
hierarchical tree view. I used the thread 
http://forum.openscenegraph.org/viewtopic.php?t=4486 as a starting point. 

The code used to create the tree nodes is:


Code:
void BuildTreeNodeVisitor::CreateSubTree(osg::NodePath list)
{
  QTreeWidgetItem* subTree = _tree->topLevelItem(0);

  for(osg::NodePath::iterator pitr=list.begin(); pitr!=list.end(); ++pitr)
  //iterate over the entire nodePath from the node visitor iterator
  {
std::string name = (*pitr)->getName();
bool find =false;
if (!subTree)
//if no item is present at the top of the tree
//set the top most QTreeItem as the first element pointed to by pitr
{
  QTreeWidgetItem *added = new QTreeWidgetItem();
  //added->setText(0, QString(name.c_str()) );
  added->setText(0, QString::fromLocal8Bit("SCENEGRAPH:"));
  _tree->addTopLevelItem (added);
  subTree = _tree->topLevelItem(0);
} 
   
//loop through tree to check if name exists in tree
for (int i = 0; i < subTree->childCount(); i++)
{
  if (subTree->child(i)->text(0)==QString::fromStdString(name))
  //name already exists i.e. node already exists, do not add duplicate
  {
find = true;
subTree = subTree->child(i);
break;
  }
}

if (!find)
//node not found in the node path, create new item and add to tree
{
  QTreeWidgetItem *added = new QTreeWidgetItem();
  added->setText(0, QString::fromLocal8Bit (name.c_str()));
  subTree->addChild (added);
}
  }
  return;
}

 

This works fine until the scene graph has more than 1 node with the same name. 
If I load two cow.osg nodes, the tree (as expected) shows only one.

To work around I tried to set userData by setting it to false for every newly 
loaded node and then setting it to true when the node got added to tree. 
However, this has its own problems as the nodes (Geodes) lying underneath the 
loaded osg::ref_ptr do not have the userData set. Which makes this 
rather clumsy:


Code:
void BuildTreeNodeVisitor::CreateSubTree(osg::NodePath list)
{
  QTreeWidgetItem* subTree = _tree->topLevelItem(0);

  for(osg::NodePath::iterator pitr=list.begin(); pitr!=list.end(); ++pitr)
  //iterate over the entire nodePath from the node visitor iterator
  {
std::string name = (*pitr)->getName();
bool find = false;
bool addedToTree;
if(dynamic_cast((*pitr)->getUserData()) == NULL)
{
  (*pitr)->setUserData(new NodeAddedToTreeUserData(false));
  addedToTree = false;
}
else
{
  addedToTree = dynamic_cast
 ((*pitr)->getUserData())->addedToTree;
}
int currentChildIndex;
for (currentChildIndex = 0; currentChildIndex < subTree->childCount(); 
 currentChildIndex++)
{
  if 
(subTree->child(currentChildIndex)->text(0)==QString::fromStdString(name))
  //name already exists i.e. node already exists, do not add duplicate
  {
if(addedToTree == true)
{
  find = true;
  subTree = subTree->child(currentChildIndex);
  break;
}
  }
} 
if (!find)
//node not found in the node path, create new item and add to tree
{
  QTreeWidgetItem *added = new QTreeWidgetItem();
  added->setText(0, QString::fromLocal8Bit (name.c_str()));
  subTree->addChild (added);
  (*pitr)->setUserData(new NodeAddedToTreeUserData(true));
}
//check for geodes that do not have user data set and if not added to the 
tree
if(find && dynamic_cast((*pitr)->getUserData()) 
== NULL)
{
  QTreeWidgetItem *added = new QTreeWidgetItem();
  added->setText(0, QString::fromLocal8Bit (name.c_str()));
  subTree->parent()->addChild(added);
  (*pitr)->setUserData(new NodeAddedToTreeUserData(true));  
}
  }
  return;
} 



I was having trouble figuring out the best way to solve this issue of creating 
a QTreeWidget that can represent any scene graph even having multiple nodes 
with same names. Any suggestions would be most welcome

Thanks

Sincerely,
Sanat

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[osg-users] AlphaPixel Mac binaries Execute bit

2011-08-22 Thread Chris 'Xenon' Hanson
  Someone from the OSG BOF apparently raised an issue about the Execute bit 
(not being)
set on the Mac binaries produced by the AlphaPixel build system. We haven't 
been able to
pinpoint this, and wondered if anyone who had run into this might step forward 
so we can
figure it out?

-- 
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] An Open Scene Graph solicitation has been posted on FedBizOpps

2011-08-22 Thread John Richardson
Hello,

The Problem [or bug or required enhancement]: A problem in this system has
been observed where parallel, multi-threaded applications do not scale
properly to multiple graphics cards resulting in low frame rates.

I believe that they may want an enhancement. They may also want a bug fix
since they used "fix" and the above uses the word problem. The statement of
work indicates that NIST tried to get a "free" fix out of the community but
could not. I assume that one task in their list [creation of a test bed] was
the reason for no free fix, since that test bed costs money.

Example [the following is a task]: .The vendor shall discuss the results
and proposed solution with the OSG community and come to a consensus as to
the best solution implementation.

This tells me that NIST wants some sort of warm fuzzy from the OSG community
but see my comment above on the "free" fix. This task already has a failure
mode. However, it does consider the issue of interoperability. Will the fix
be a best practices type of fix as judged by the OSG community? Will the fix
impact other OSG code? But also remember. Somebody is being paid and a task
is to get free comments on optimizing and validating the fix.

The real question is can the solicitation process be simplified. Is there a
way for entities to quickly focus funds similar to the way blender does it
[I remember a vague description of the process from Blender BOF's but the
process seems to exist]. See the phrase " Wow, so this". The key word is
"Wow".

My comment on simplification is that NIST is very supportive of the OSG
community and wants the vendor to add the "fix or enhancement" back into the
OSG ecosystem. This is the perfect method to accelerate feature wish lists.
However, it is targeted for a specific host OS / GPU combination and is NOT
a general "enhancement". Of course, the problem may not exist on Red Hat or
Fedora or Ubuntu [or ] or Windows or Macintosh.
Can NIST prove that it does not exist on those platforms!

Some interesting notes: NIST anticipates that the "fix" will require 6
months including the required reports. That means 2 boring progress reports
in addition to the real documentation on the fix. Also, there is the
preparation time for the quotation. Simplification may be impossible since
NIST has to prove that it did not violate any laws [there are lots]. This is
a main reason for this post. Can anyone figure out how to simplify and still
satisfy rules and performance metrics?

Lastly, I believe that this is a positive opportunity and lots can be
learned. So, I suppose that NIST should be thanked. Also, apologies for the
bandwidth usage.

John F. Richardson

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport
Sent: Monday, August 22, 2011 4:57 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] An Open Scene Graph solicitation has been posted on
FedBizOpps

Wow, so this is how a government dept submits a bug report :)

Should be nice to hunt this one down, I was just wondering over the 
weekend what happened to it.

References here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/62225
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/63954

rgds
jp

On 19/08/2011 20:31, Judith E Terrill wrote:
> For your information, a solicitation to develop a fix for Open Scene
> Graph has been posted on FedBizOpps that may be of interest to you. You
> may view the solicitation and instructions for responding at:
>
>
https://www.fbo.gov/index?s=opportunity&mode=form&id=5b646272c11b0c2fb01ce61
f954a4555&tab=core&tabmode=list&=
>
>
> Please note that offerors must be registered in CCR
> (https://www.bpn.gov/ccr/default.aspx) in order to be considered for
award.
> If you have any questions, please contact Divya Soni at
> divya.s...@nist.gov.
> ___
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>

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Re: [osg-users] How To: QTreeWidget with multiple nodes of same name in scenegraph

2011-08-22 Thread Martin Scheffler
Hi Sanat,

Maybe you should use Qt's Model View Controller framework. It is a lot more 
complex than the Tree Widget, but also gives a lot more possibilities. You 
could write a QAbstractItemModel that directly accesses the live scene graph. 
You would have to inform the model of changes to your scene graph - added or 
removed items. You can set links to OSG nodes as InternalPointer in your 
QModelIndex objects.

Mind you: Representing the scene graph as a tree will only work if there are no 
nodes with multiple parents!

Cheers,
Martin

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[osg-users] Effect of rotation transforms on Bounding Spheres

2011-08-22 Thread Sanat Talmaki
Hi,

I am trying to use the excellent application from osgworks - osgwbvv to draw 
bounding spheres around any particular selected node in the scene graph. 

The function used to draw the bounding sphere is below:


Code:
void OsgViewerWindow::drawBoundingSphere(osg::ref_ptr &node)
{
  osg::MatrixList matrixList = node->getWorldMatrices();
  osg::ref_ptr boundingBoxMt = new osg::MatrixTransform();
  osg::ref_ptr boundingBoxGeode = new osg::Geode();
  osg::StateSet* ss = boundingBoxGeode->getOrCreateStateSet();
  ss->setAttributeAndModes( new osg::PolygonMode( 
osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE ) );
  ss->setMode( GL_LIGHTING, osg::StateAttribute::OFF );  
  const osg::BoundingSphere bs( node->getBound() );
  boundingBoxMt->postMult(osg::Matrix::rotate(matrixList[0].getRotate())*
 osg::Matrix::translate(bs._center + 
matrixList[0].getTrans()) );
  //add drawable to the geode
  boundingBoxGeode->addDrawable( osgwTools::makeGeodesicSphere( bs._radius, 1 ) 
); 
  //add geode under Mt
  boundingBoxMt->addChild(boundingBoxGeode);
  //get the parent matrix transform of the node and add bounding sphere to it
  node->getParent(0)->addChild(boundingBoxGeode);
  return;
}



While this works fine when there are translations applied to the 
MatrixTransforms above the nodes, the bounding spheres do not enclose the 
geometry when rotations are added to the mix. Actually, rendering the bounding 
sphere clearly showed that something was wrong.

I tried following some of the threads as there was some mention of rotations in 
transforms leading to incorrect results. I thought I was doing ok but haven't 
had much success. Hence I wanted to ask what is the correct approach to get the 
bounding sphere for a particular node which may have rotations in addition to 
translation and scale. 

Thanks

Sincerely,
Sanat.

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Re: [osg-users] How To: QTreeWidget with multiple nodes of same name in scenegraph

2011-08-22 Thread Sanat Talmaki
Hi Martin,

I'll take a look at the MVC in Qt. 

Expanding on the last point you made, the fact that most tree structures such 
as QTreeWidget, etc seem to have the option for only one parent node, is that 
an enforced limitation on a scene graph being built - for example, someone 
would have to load different tires for 2 cars even if they may end up using the 
same just to allow the tree view to be a faithful representation of the scene 
graph ?

Thanks,
Sanat.

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Re: [osg-users] SIGGRAPH 2011 OpenSceneGraph BOF

2011-08-22 Thread David Glenn
Hay John.

Maybe next year I can get my Miku Miku Dance port to OSG done and I can 
entertain the crowd with a singing, dancing figure as a demo. Or would that be 
a bit over the top for a technical audience?


D Glenn


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

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Re: [osg-users] An Open Scene Graph solicitation has been postedon FedBizOpps

2011-08-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
>However, it is targeted for a specific host OS / GPU combination and is
NOT a general >"enhancement". Of course, the problem may not exist on
Red Hat or Fedora or Ubuntu [or Linux variant here>] or Windows
or Macintosh.
>Can NIST prove that it does not exist on those platforms!

They provide links to get the test bed software which manifests the
problem. It might be worthwhile (if one has the hardware) to see if this
problem exists on other OS types. It should be fairly easy to do. My
guess is that the problem will persist on those other platforms...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John
Richardson
Sent: Monday, August 22, 2011 1:09 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] An Open Scene Graph solicitation has been
postedon FedBizOpps

Snipped to reduce verbosity... 
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[osg-users] The Vortex team is looking for a 3D Graphics Software Developer

2011-08-22 Thread Arnold Free
3D graphics software developers with OpenSceneGraph / OpenGL experience
wanted - if you know anyone who could be interested then please forward.



Join a team of talented developers building computer graphics for immersive
virtual environments for the world’s leading manufacturers and training
organizations. The Vortex team is seeking a 3D Graphics Software Developer
to join our visual‐simulation applications team. The individual will be
responsible for software development of visualization and simulation modules
within an interactive, virtual world building and planning application as
well as for our simulator technology.



For a complete job description see:
http://www.vxsim.com/en/about_vortex/jobs



Based in Old Montreal, CM Labs develops software and provides services for
the 3D visual simulation industry. Vortex is the leading development
platform for real‐time modeling of physics‐based vehicles, machines and
robots. Vortex is used by applications developers to build physically
accurate motion models and interactive behaviors for demanding industrial
and defence applications such as training, virtual testing, mission planning
and visualization. We provide competitive salaries and an employee group
benefits package.



Please send applications to h...@vxsim.com



We are also offering referral compensation to anyone who connects us with a
successful hire. Contact me for more information.



Thanks, Arnold.



-

Arnold Free

Vortex - Behaviour in Motion



www.vxsim.com

Office: 514-287-1166 x225

Mobile: 514-236-9800



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Re: [osg-users] How To: QTreeWidget with multiple nodes of same name in scenegraph

2011-08-22 Thread Martin Scheffler
Nerazurri:
In a tree, nodes can by definition only have one parent. If you want to display 
a scene graph in a tree structure you could display a node multiple times for 
each parent?
BTW Maybe one of the existing applications has something for you? 
http://www.openscenegraph.org/projects/osg/wiki/Community/Applications

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42180#42180





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[osg-users] Custom Vertex Attributes & Binding

2011-08-22 Thread Jeremy Moles
Hello everyone.

I am using custom vertex attributes but running into a strange issue. I
do not seem to be able to use:

BIND_PER_PRIMITIVE

..when using custom vertex attributes. Is this a known limitation, or is
it likely a bug/me doing something wrong? I have attached a simple
example of this failure; if you uncomment "GridCoordinates", nothing is
rendered at all (nor do I receive any information via OSG_NOTIFY).

If you keep this commented out, the grid renders.

Curious...
#include 
#include 
#include 
#include 
#include 

class Grid: public osg::Geometry {
public:
	enum {
		GRID_POSITION   = 6,
		GRID_COORDINATE = 7
	};

	Grid(const osg::Vec2s& size, const osg::Vec2& gridSize = osg::Vec2(1.0f, 1.0f)):
	_size (size),
	_gridSize (gridSize) {
		setUseDisplayList(false);
	}

	bool allocate() {
		osg::Program* program = new osg::Program();
		osg::Shader*  vert= osg::Shader::readShaderFile(osg::Shader::VERTEX, "vert.glsl");
		osg::Shader*  frag= osg::Shader::readShaderFile(osg::Shader::FRAGMENT, "frag.glsl");
		// osg::Uniform* texture = new osg::Uniform(osg::Uniform::SAMPLER_2D, "Texture");
		
		program->addShader(vert);
		program->addShader(frag);
		program->addBindAttribLocation("GridPosition", GRID_POSITION);
		program->addBindAttribLocation("GridCoordinate", GRID_COORDINATE);

		osg::Vec4Array* gridPositions   = new osg::Vec4Array();
		osg::Vec2Array* gridCoordinates = new osg::Vec2Array();

		for(short x = 0; x < _size.x(); x++) {
			for(short y = 0; y < _size.y(); y++) {
osg::Vec4 bl(x, y, 0.0f, 0.0f);
osg::Vec4 br(x + _gridSize.x(), y, 0.0f, 1.0f);
osg::Vec4 ur(x + _gridSize.x(), y + _gridSize.y(), 0.0f, 2.0f);
osg::Vec4 ul(x, y + _gridSize.y(), 0.0f, 3.0f);

gridPositions->push_back(bl);
gridPositions->push_back(br);
gridPositions->push_back(ur);
gridPositions->push_back(ul);

gridCoordinates->push_back(osg::Vec2(x, y));
			}
		}

		// GridPosition
		setVertexAttribArray(GRID_POSITION, gridPositions);
		setVertexAttribBinding(GRID_POSITION, osg::Geometry::BIND_PER_VERTEX);

		/*
		// GridCoordinates
		setVertexAttribArray(GRID_COORDINATE, gridCoordinates);
		setVertexAttribBinding(GRID_COORDINATE, osg::Geometry::BIND_PER_PRIMITIVE);
		u*/

		// Finish seting up the Geometry...
		addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS, 0, _size.x() * _size.y() * 4));

		// texture->set(0);

		osg::StateSet* state = getOrCreateStateSet();

		state->setAttributeAndModes(program);
		// state->addUniform(texture);

		return true;
	}

	virtual osg::BoundingBox computeBound() const {
		return osg::BoundingBox(
			osg::Vec3(0.0f, 0.0f, 0.0f),
			osg::Vec3(_size.x() * _gridSize.x(), _size.y() * _gridSize.y(), 0.0f)
		);
	}

private:
	osg::Vec2s _size;
	osg::Vec2  _gridSize;
};

int main(int argc, char** argv) {
	osgViewer::Viewer viewer;

	Grid* grid = new Grid(osg::Vec2s(10, 10));

	grid->allocate();

	osg::Geode* geode = new osg::Geode();

	geode->addDrawable(grid);

	viewer.setSceneData(geode);
	viewer.addEventHandler(new osgViewer::StatsHandler());

	return viewer.run();
}

varying float color;

void main() {
gl_FragColor = vec4(color, color, color, 1.0);
}

in vec4 GridPosition;
in vec2 GridCoordinate;

varying float color;

void main() {
color = GridPosition.w / 3.0;

gl_Position = gl_ModelViewProjectionMatrix * vec4(GridPosition.xyz, 
1.0);
}

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