[osg-users] Finding current frame number in animation

2012-04-30 Thread Utkarsh Patankar
Hi,

I want to position an object, governed by the osgAnimation class, at the origin 
(0,0,0) at frame number 30. How do I find out that the animation has reached 
frame number 30?

Thank you!

Cheers,
USP

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Re: [osg-users] fail to read image by osgDB in Android

2012-04-30 Thread James Lue

Jorge Izquierdo Ciges wrote:
> It can be two things...
> 
> A) You need the jpg plugin (which is not by default)
> B) You've written wrong the address to the file
> 
> 2012/4/30 James Lue < ()>
> 
> 
>  --
> Post generated by Mail2Forum


Thank you Jorge!

Yes I need to add "USE_OSGPLUGIN(jpeg)" in my header file and add "-ljpeg", 
"-losgdb_jpeg" in Android.mk.

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[osg-users] VPB build errors

2012-04-30 Thread Chris Hanson
These are the errors that Virtual Planet Builder now generates when
compiled against OSG 3.1.3 (on Windows):

... 2>  BuildOptionsIO.cpp
... 2>BuildOptionsIO.cpp(494): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(494): error C2065: 'BEGIN_BRACKET' :
undeclared identifier
... 2>BuildOptionsIO.cpp(501): error C2039: 'END_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(501): error C2065: 'END_BRACKET' : undeclared
identifier
... 2>BuildOptionsIO.cpp(509): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(509): error C2065: 'BEGIN_BRACKET' :
undeclared identifier
... 2>BuildOptionsIO.cpp(515): error C2039: 'END_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(515): error C2065: 'END_BRACKET' : undeclared
identifier
... 2>BuildOptionsIO.cpp(525): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(525): error C2065: 'BEGIN_BRACKET' :
undeclared identifier
... 2>BuildOptionsIO.cpp(531): error C2039: 'END_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(531): error C2065: 'END_BRACKET' : undeclared
identifier
... 2>BuildOptionsIO.cpp(538): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(538): error C2065: 'BEGIN_BRACKET' :
undeclared identifier
... 2>BuildOptionsIO.cpp(544): error C2039: 'END_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(544): error C2065: 'END_BRACKET' : undeclared
identifier
... 2>BuildOptionsIO.cpp(557): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(557): error C2065: 'BEGIN_BRACKET' :
undeclared identifier
... 2>BuildOptionsIO.cpp(563): error C2039: 'END_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(563): error C2065: 'END_BRACKET' : undeclared
identifier
... 2>BuildOptionsIO.cpp(572): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(572): error C2065: 'BEGIN_BRACKET' :
undeclared identifier
... 2>BuildOptionsIO.cpp(580): error C2039: 'END_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(580): error C2065: 'END_BRACKET' : undeclared
identifier


Is this a known problem?


-- 
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[osg-users] colored geometry help

2012-04-30 Thread Pecoraro, Alexander N
I'm trying to draw some translucent colored triangles on top of some textured 
triangles and the triangle color does not appear to be working consistently. 
I'm setting the osg::Geometry color array and its binding to 
BIND_PER_PRIMITIVE_SET and adding one color to the array per primitive set. 
However, what I'm seeing is that the triangles just look black - they are 
transparent though - so the color arrays transparency seems to be having an 
effect, but the color does not. However, if I rotate the camera around a little 
and position it just right then the color starts taking effect, which makes me 
think that some other branch of scene graph is setting some state that is 
preventing the color array from being used correctly. Can anyone provide me 
some hints as to what to look for? Here's the states that I am setting on the 
colored geometry:

GL_COLOR_MATERIAL - OFF | PROTECTED
GL_CULL_MODE - OFF | PROTECTED
GL_LIGHTING - OFF | PROTECTED
GL_BLEND - ON | PROTECTED

I'm kind of stumped as to what I'm doing wrong, so any help would be 
appreciated.

Thanks.

Alex
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Re: [osg-users] [osgPlugins] VRML plugin - "file" url

2012-04-30 Thread Jan Ciger

Hello Simon,

On 04/21/2012 10:39 PM, Simon Santoso wrote:

Hi,

I am not managing to create a node .wrl file.

Meaning this code return NULL instead of a node.

Code:

osg::ref_ptr  
test(osgDB::readNodeFile("/Users/Simon/Desktop/ProjetInvir/projet.wrl"));




So I tried to install Coin3D framework prior to compile OSG to read such file.
But then, while trying to install OSG with Coin3D framework installed I get 
this error :



The Coin3D plugin is deprecated and disabled since a very long time. The 
current OSG uses OpenVRML to load vrml files. Please update and use the 
instructions from the Wiki to compile it.




Code:

ld: warning: in /Library/Frameworks//Inventor.framework/Inventor, missing 
required architecture x86_64 in file
Undefined symbols:
   "SoMaterial::SoMaterial()", referenced from:
   ConvertToInventor::createInventorState(osg::StateSet const*)   in 
ConvertToInventor.cpp.o
   processPrimitiveSet(osg::Geometry const*, osg::PrimitiveSet const*, 
osg::TemplateIndexArray*, bool, int, int, int, int, 
int&, int&, SoNode*, SoNormal*, SoNode*, SoNode*, SoNode*, SoShape*, SoSeparator*&, 
SoSeparator*&)in ConvertToInventor.cpp.o
   ConvertToInventor::processGeometry(osg::Geometry const*, 
ConvertToInventor::InventorState*)in ConvertToInventor.cpp.o


I am not expert on Mac, but this seems that you are running 64bit OS and 
trying to compile 64bit version of OSG, but the Coin3D library is only 
compiled for 32bits. You need to rebuild it if you want to use it.


Regards,

Jan
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[osg-users] binary downloads of virtual planet builder

2012-04-30 Thread Sean K
Hi,

I see where I can download the binaries for OSG 3.0.1.

But I cannot find a real site where the binaries are available for
virtual planet builder.

I would like to avoid compiling and building it if possible.

>From looking through the mail archive, this is where I see a binary
download being available.
http://www.gvsig.org/web/plugins/downloads/osg-virtual-planets/releases

but going to that site that yielded broken links

Are there other sites that contain Virtual Planet Builder for Windows?
 Other platform is okay.
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Re: [osg-users] COLLADA animation can't be resaved as .OSG

2012-04-30 Thread Cedric Pinson
Hi Chris,
Your first assumption is not true, if the loader colllada or another loader use 
custom UpdateCallback (from the their loader) and those UpdateCallback do not 
define code to save/load, then if you save it it will skip the custom update 
callback from the loader. It could why it does not work as you expect.
But if you are saving to osgb and it works when you reload it, I would bet that 
some .osg code is not up to date to save stuff loaded by the collada, It would 
need more investigation to tell what's happen.
I hope it gives you some idea where to look.


Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://sketchfab.com

On Apr 30, 2012, at 21:43 , Chris Hanson wrote:

>   Hi Cedric. I'm curious, if we are able to load an animated model from a 
> COLLADA .DAE and have it display ok in osganimate, then we SHOULD be able to 
> resave and re-load that via .OSG format and have it still animate, correct? 
> We're seeing it fail to animate, but saving to .osgb seems to work better. Is 
> this how it is supposed to be?
> 
>   Thanks in advance.
> 
> -- 
> Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
> http://www.alphapixel.com/
> Training • Consulting • Contracting
> 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
> GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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> LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
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[osg-users] [build] OpenSceneGraph 3 on MacPort

2012-04-30 Thread Mohamed Alji
Hi,

How about OpenSceneGraph 3.0.1 on MacPort ? using this management system will 
facilitate the installation of OSG on Macs .

right now when I port info openscenegraph I get OpenSceneGraph @2.8.4 (graphics)


Thank you!

Cheers,
Mohamed


Mohamed ALJI


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Re: [osg-users] fail to read image by osgDB in Android

2012-04-30 Thread Jorge Izquierdo Ciges
It can be two things...

A) You need the jpg plugin (which is not by default)
B) You've written wrong the address to the file

2012/4/30 James Lue 

> Hi,
> I want to load an image as my texture image in Android.
> I just tried to load a jpg image from sdcard by OSG, but it always fails.
> Here is my code:
>
> osg::ref_ptr
> img=osgDB::readImageFile("/mnt/sdcard/data/img.jpg");
> if(!img)
> __android_log_write(ANDROID_LOG_ERROR,"Load Image","Not Loaded");
>
> it always shows the error log. I tried .png files and it still doesn't
> work.
>
> Any idea?
>
> Thank you!
>
> Cheers,
> James
>
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>
>
>
>
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Re: [osg-users] Highland fling!

2012-04-30 Thread John Vidar Larring

Hi Robert,

53 miles of running = respect!! I did 12 hour time-limited run in Oslo, 
Norway 2008, but managed "only" 50.3 miles.


May the miles be with you!
- John

On 04/28/2012 04:17 AM, Robert Osfield wrote:


Hi all,

Warning - non techy email!

I have an early start this morning as I'm off to run in the Highland 
Fling 53mile ultra marathon.


Route goes from outskirts of Glasgow then up along the bonnie banks of 
Loch Lomond, and finishing up in highland village of Tantrum. A 
beautiful route which I hope to complete in less than twelve hours, 
but who knows what today has in store for me - I have run this far before!


One crazy day waits :-)
Robert.


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[osg-users] fail to read image by osgDB in Android

2012-04-30 Thread James Lue
Hi,
I want to load an image as my texture image in Android.
I just tried to load a jpg image from sdcard by OSG, but it always fails. Here 
is my code:

osg::ref_ptr img=osgDB::readImageFile("/mnt/sdcard/data/img.jpg");
if(!img)
__android_log_write(ANDROID_LOG_ERROR,"Load Image","Not Loaded");

it always shows the error log. I tried .png files and it still doesn't work.

Any idea? 

Thank you!

Cheers,
James

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Re: [osg-users] About and gallery menu items in the new website

2012-04-30 Thread Jordi Torres
One more update,

I just set up a virtual reality gallery example in the section
Gallery->Virtual reality. If I understood Robert well this is what he
wanted to accomplish, more or less. For now there exists only two projects
in virtual reality. The layout is for four columns, but you can get an idea
of how it will look.

Cheers.

2012/4/30 Jordi Torres 

> Hi Robert et al,
>
> I will go for something like we have had in the past, but in the meanwhile
> I just discovered that admiror gallery supports subgalleries too (See the 
> gallery
> section ). Viewing the
> number of visits we have to take care of this section. Stay tunned ;).
>
> Cheers.
>
> 2012/4/30 Robert Osfield 
>
>> Hi Michael,
>>
>> On 30 April 2012 10:07, michael kapelko  wrote:
>> > So I would add some Gallery section named "OSG features", "OSG
>> > facilities", "Unleash your GPU", "What OSG can do" or smth like that
>> > which could contain possibly screenshots from other sections, but with
>> > descriptions that tell what's so cool about that specific picture
>> > (HDR, DOF, or other modern technique).
>>
>> These type of entries sound like they would be in a "Showcase"
>> category that has been suggested rather than a Gallery.  For a
>> community gallery we can be rather light on implementation details -
>> as we have had in past, while with an ideal Showcase article we should
>> put an effort to make it readable as well as visually enticing and tie
>> in with examples, documentation links to algorithms on other websites
>> etc.  So Showcase shoes the OSG and illustrates how it can be done.
>>
>> Robert.
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>
>
>
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>
> gvSIG 3D blog
> http://gvsig3d.blogspot.com
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> http://www.ai2.upv.es
>



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[osg-users] CompositeViewer, shared contexts, and multi-threading

2012-04-30 Thread Glenn Waldron
Hi folks,
I've been laboriously reading archives today, and I'd like to know if the
following configuration is legal:

* CompositeViewer
* Twoviews that share a single graphics context (one is an "inset" view)
* A shared scene graph
* DrawThreadPerContext mode
* adding and removing views at runtime.

I ask because this thread seems to imply that it's not OK:

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg30144.html

..but I could be reading it wrong. I ask because I'm debugging such as
setup and it only works consistently in SingleThreaded mode. I've read all
the threads I can find on runtime add/remove of views but didn't get any
satisfaction yet. Thanks for the insights.


Glenn Waldron / @glennwaldron
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[osg-users] shadow questions

2012-04-30 Thread Michael A. Eriksen
I'm trying to add shadows to my scene, but I have some issues! 

I have a fairly big textured terrain and 1 light. I have tried the various 
shadow methods and I get different results for each method.

With this

  osg::ref_ptr pShadowedScene = new 
osgShadow::ShadowedScene;
  pShadowedScene->addChild(pTerrain);

  osg::ref_ptr st = new 
osgShadow::StandardShadowMap;
  pShadowedScene->setShadowTechnique(st.get());

My texture disappears on my terrain but I do have shadows. I also tried 
ShadowTexture but that only renders the terrain with a light and no shadows.

With this 
  osg::ref_ptr pShadowedScene = new 
osgShadow::ShadowedScene;
  pShadowedScene->addChild(pTerrain);

  osg::ref_ptr vdsm = new 
osgShadow::ViewDependentShadowMap;
  pShadowedScene->setShadowTechnique(vdsm.get());

I have shadows and my terrain is textured, woohoo :-) 

Why does my texture disappear with the StandardShadowMap and nothing works with 
ShadowTexture?

My next issue is that I have some custom shaders in glsl 4.1 that I need to use 
to render some special effects on my terrain. When I enable those the shadows 
disappears!

I use these to enable GL4 

gc->getState()->setUseModelViewAndProjectionUniforms(true);
gc->getState()->setUseVertexAttributeAliasing(true);

So my last question is how do I mix shadows generated in the osg::Shadow 
classes with my custom shaders for various effects? 

Oh also when I enable the GL4 shaders all text disappears and other strange 
rendering issues appears like the stats renders as gray boxes!

Cheers,

Michael

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Re: [osg-users] OSG Reference Manual Doxyfile

2012-04-30 Thread Zach Basanese

robertosfield wrote:
> OpenSceneGraph/doc/Doxyfiles contains all the scripts/configuration
> files.  We have CMake process this source files to generate the final
> doxygen configuration files for use, see the Doxygen section of the
> OpenSceneGraph/CMakeLists.txt for details.


I downloaded the latest OSG zip file (we are using an older version), and 
copied over the same settings from the all_Doxyfile, changing items where 
appropriate. I also did it with the core_Doxyfile. However, I just got what I 
had been getting before. Mainly: Dot graphs are horizontal in mine, making the 
screen scrollable in both x and y directions, vs the vertical format that only 
needs y scrolling; The way the classes and methods are presented; etc.

Is there a source Doxyfile that is used for the current OSG Reference Manual 
that I could look at? I've tried locating it, but to no avail.

Thanks again in advance,
Zach B.

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Re: [osg-users] About and gallery menu items in the new website

2012-04-30 Thread Jordi Torres
Hi Robert et al,

I will go for something like we have had in the past, but in the meanwhile
I just discovered that admiror gallery supports subgalleries too (See
the gallery
section ). Viewing the
number of visits we have to take care of this section. Stay tunned ;).

Cheers.

2012/4/30 Robert Osfield 

> Hi Michael,
>
> On 30 April 2012 10:07, michael kapelko  wrote:
> > So I would add some Gallery section named "OSG features", "OSG
> > facilities", "Unleash your GPU", "What OSG can do" or smth like that
> > which could contain possibly screenshots from other sections, but with
> > descriptions that tell what's so cool about that specific picture
> > (HDR, DOF, or other modern technique).
>
> These type of entries sound like they would be in a "Showcase"
> category that has been suggested rather than a Gallery.  For a
> community gallery we can be rather light on implementation details -
> as we have had in past, while with an ideal Showcase article we should
> put an effort to make it readable as well as visually enticing and tie
> in with examples, documentation links to algorithms on other websites
> etc.  So Showcase shoes the OSG and illustrates how it can be done.
>
> Robert.
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Re: [osg-users] About and gallery menu items in the new website

2012-04-30 Thread Terry Welsh
> So if you want to attract people to OSG, you should give them raw tech
> renderings which prove that "this uber cool XYZ technique" is easily
> achieved with OSG. That's more of 'feature' sorting, not application
> domain sorting.
>
> So I would add some Gallery section named "OSG features", "OSG
> facilities", "Unleash your GPU", "What OSG can do" or smth like that
> which could contain possibly screenshots from other sections, but with
> descriptions that tell what's so cool about that specific picture
> (HDR, DOF, or other modern technique).
>
I wonder if a list of the example programs, each with an appropriate
screenshot, would cover this requirement.
- Terry
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[osg-users] Adding texture layers in OSG.

2012-04-30 Thread Sergey Kurdakov
Hi David,

>I've been told that I can do it in GLSL but I'm not that smart of Shaders.

http://3dshaders.com/home/index.php?option=com_weblinks&catid=14&Itemid=34

here you may take a shadergen program which could be a starting point to
combine multiple textures and also apply lightning (  you could generate
shaders and see the code )

there was also ShaderGenVisitor example which implemented conversion of
fixed function pipeline to shader pipeline with osg

this is how I got to  work with multiple textures and GLSL ( though there
could be othere ways )

Regards
Sergey
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Re: [osg-users] osgb exports from unices not importable on win32 / osgt works fine

2012-04-30 Thread Jan Ciger
On Mon, Apr 30, 2012 at 6:08 PM, Robert Osfield wrote:

> Hi Stegan,
>
> This sounds very much like a bug, it'll be a new one as the new .osgb
> format and serializers are new to the OSG.  Unfortunately the original
> author, Wang Rui, of the serializers hasn't yet chipped in to this
> thread, he is probably best placed to help solve this.  Hopefully
> he'll see my reply and chip in.
>

Actually I see similar issues on Windows too. Models that export ok to .osg
format are exported incorrectly into .osgx or .osgb.

Regards,

Jan
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Re: [osg-users] Adding texture layers in OSG.

2012-04-30 Thread Robert Osfield
Hi David,

On 10 April 2012 01:48, David Glenn  wrote:
> I was wondering if they where any way to combine multiple textures on a 
> object that I can change on demand? I saw a way to do up to four layers of 
> trxtures combined in OpenGL, but for some reason its limited to four and I'm 
> looking for a need to combine up to six layers at a time. I've been told that 
> I can do it in GLSL but I'm not that smart of Shaders.

The number of textures that can be combined with the fixed function
pipeline is driver/hardware dependent, for shaders there is also a
limit to the number of textures and texture coordinates that can be
assigned but it's typically higher.

Robert.
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Re: [osg-users] osgb exports from unices not importable on win32 / osgt works fine

2012-04-30 Thread Robert Osfield
Hi Stegan,

This sounds very much like a bug, it'll be a new one as the new .osgb
format and serializers are new to the OSG.  Unfortunately the original
author, Wang Rui, of the serializers hasn't yet chipped in to this
thread, he is probably best placed to help solve this.  Hopefully
he'll see my reply and chip in.

With your test model when I run on my Kubuntu 11.10 64bit system:

   osgviewer test.wrl.osgb

I get the error reported:

InputStream: Failed to read from stream. At osg::MatrixTransform osg::Group
osgviewer: No data loaded

Is this what you see?  On what system and how did you go about
creating the .osgb and .osgt files?

Robert.

On 9 April 2012 18:13, Stefan Radomski  wrote:
> Hi,
>
> I am exporting .osgb files from vrml scenes on unices (MacOSX, Debian Stable) 
> but can't get them to be imported on win32 platforms (OpenSceneGraph 3.1.1) 
> again. Everything works fine if I just export to osgt files, or import the 
> osgb files on other unices again.
>
> I attached two exports (one osgt, one osgb) - they are supposed to be 
> identical as they were exported from the same scene, but the osgb file won't 
> load on win32 platforms.
>
> At some point the debugger runs into InputStream.cpp:628 with an empty class 
> name. I do not think that it is a plugin loading issue as osgt and osgb files 
> are processed by the same plugin.
>
> There have been similar reports[1] two years ago, but I could not find any 
> solution. I'd be grateful if anyone could shed some light on this. Thank you!
>
> Cheers,
> Stefan
>
> [1] http://forum.openscenegraph.org/viewtopic.php?t=9163
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=46940#46940
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/testcubes_171.zip
>
>
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Re: [osg-users] Can I have instances (vs. clones) with different colors?

2012-04-30 Thread Robert Osfield
Hi Preet,

To override colours you can decorate your shared subgraphs with an
osg::StateSet with an osg::Material attached that sets the colour
required.   This will use OpenGL colour material functionality so I'd
recommend reading up on OpenGL docs for glMaterial and glColorMaterial
to understand there relationship with glColor values provided by the
drawables.

Robert.

On 6 April 2012 23:47, Preet  wrote:
> Hey all,
>
> My scene makes use of a *lot* of repeating geometry. The geometry is
> either simple primitives (sphere, pyramids, etc) or osgText::Text.
> These objects are duplicated many times and are
> scaled/rotated/translated all over the scene. The objects need to have
> differing colors and transforms, but other than that they have
> identical geometry.
>
> Is there any way I can use instances of the same geometry instead of
> cloning them over and over again? I can parent the geometry nodes with
> their corresponding transforms using the same instance, but I can't
> set a different color. Just to try it out, I used instancing (with the
> same color for everything) as opposed to cloning, and the time to
> render the scene was cut by half (which is important in my application
> since I'm targeting mobile). I'd appreciate any advice!
>
>
> Regards,
>
> Preet
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Re: [osg-users] Highland fling!

2012-04-30 Thread Robert Osfield
On 29 April 2012 21:16, Terry Welsh  wrote:
> Holy moly.  I wore myself out hiking ten miles yesterday, but now I
> feel sallow and weak by comparison.

Oo I could be called "sallow and weak" now, two days after the big run
and still pretty tired and amusing to watch when descending down the
stairs like a 110 year old ;-)

If anyone is curious about what the countryside the race goes through
have a look through the attached page:

   http://www.zen31010.zen.co.uk/highlandflingrace/pictures.htm

I also hope that others might find a little inspiration in what the
human body can do with a little training and determination, two
marathons in one day and 6000ft ascent/descent doesn't require one to
be superhuman, but simply to do what we evolved to do - run large
distances at an easy pace hunting and gathering food, we didn't evolve
to sit at a desk 5 days a week!

Robert.
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Re: [osg-users] [build] osgText library

2012-04-30 Thread Robert Osfield
Hi David,

I am not aware of what N3N, NUTTS and TTS marks might be so did a
google search and the only plausible hit I got on the first page was
your email query!

Could you please explain what these marks are.

Robert.

On 27 April 2012 20:41, David Fernandes  wrote:
> Hi,
>
> I'm developing a project that detects X3N, NUTTS and TTS marks. I'm having a 
> problem regarding the osgText that is when the X3N mark is detected I manage 
> to pain the scene with some text instructions but when it stops detecting the 
> mark I can't remove the same text from the scene. Any thoughts on how to 
> solve this ?
>
> Thanks in advance.
>
> Cheers,
> David
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=47359#47359
>
>
>
>
>
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Re: [osg-users] About and gallery menu items in the new website

2012-04-30 Thread Robert Osfield
Hi Michael,

On 30 April 2012 10:07, michael kapelko  wrote:
> So I would add some Gallery section named "OSG features", "OSG
> facilities", "Unleash your GPU", "What OSG can do" or smth like that
> which could contain possibly screenshots from other sections, but with
> descriptions that tell what's so cool about that specific picture
> (HDR, DOF, or other modern technique).

These type of entries sound like they would be in a "Showcase"
category that has been suggested rather than a Gallery.  For a
community gallery we can be rather light on implementation details -
as we have had in past, while with an ideal Showcase article we should
put an effort to make it readable as well as visually enticing and tie
in with examples, documentation links to algorithms on other websites
etc.  So Showcase shoes the OSG and illustrates how it can be done.

Robert.
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Re: [osg-users] [build] x86_64, cmd line, built OK - but warning in Xcode

2012-04-30 Thread Robert Osfield
Hi Neil,

This particular warning is benign - the data.size() will never be big
enough to be larger than a unit so the implicit cast is perfectly
safe.

Robert.

On 29 April 2012 03:05, Neil Clayton  wrote:
> Hi,
>
> I've successfully compiled trunk using cmake on 10.7.3. That's with Apple 
> LLVM 3.0.0. No additional CXX flags passed into make.
>
> With the "implicit conversion to 32bit type" enabled, I am seeing warnings to 
> do with precision loss.  e.g:
>
> In file included from 
> ../iShowU-v3/Frameworks/OpenSceneGraph-3.1.3/Debug/osg.framework/Headers/StateAttribute:20:
> ...
> ...
> ../Frameworks/OpenSceneGraph-3.1.3/Debug/osg.framework/Headers/Shader:56:47:{56:47-56:59}{56:40-56:46}:
>  warning: implicit conversion loses integer precision: 'size_type' (aka 
> 'unsigned long') to 'unsigned int' [-Wshorten-64-to-32,3]
>         unsigned int getSize() const { return _data.size(); }
>                                        ~~ ^~~~
>
> Couldn't get the formatting to work, but the ^ char is pointing at the _data 
> term, just after return.
>
>
> Is this something I need to be worried about?  Is it safe for me to switch 
> the warning off?
> After looking - this warning appears to be disabled in my other projects - 
> but it did get me a little concerned - so here I am, asking the Q. :)
>
>
> Thank you!
> Neil
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=47399#47399
>
>
>
>
>
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Re: [osg-users] Why no games with OSG?

2012-04-30 Thread Maia Randria
Hi Martin,

Thank you for all explanations.

I will try dtEntity, but surely I need to master OSG before ;-)

Maia

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Re: [osg-users] "Robert Osfield" , Building new website, assistance appreciated!

2012-04-30 Thread Robert Osfield
Hi Diane,

On 12 April 2012 16:29, Diane Potter  wrote:
> I'd try to stay clear of Drupal or Joomla, both are ridiculously hard and not 
> user friendly.  I'm a web developer and we use wordpress to build our sites.  
> You can either user wordpress dotcom (a hosted version, but not as flexible) 
> or use what most people are using now, wordpress dotorg. You can usually 
> install this from your server using Fantastic or Site Software very easily.

I'm a newbie at server admin and website development so have had to
learn Joomla from scratch and initially found it quite daunting but a
couple of weeks in and some able help from Jordi I'm getting to grips
with it and neither find it that hard or user unfriendly, or at least
it's ended up being easier than I was expecting it to be ;-)

So I'm so far I'm pretty happy with the going with Joomla.

Robert.
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Re: [osg-users] OSG Reference Manual Doxyfile

2012-04-30 Thread Robert Osfield
Hi Zach,

On 25 April 2012 15:50, Zach Basanese  wrote:
> This isn't so much an OSG question as it is a Doxygen question. The OSG 
> reference manual is created using Doxygen, and I am also using Doxygen to 
> create a reference manual of my own on a different project.
> However, the basic configuration file isn't as neat as the one OSG apparently 
> uses.
> Does anyone know where I can find the most current Doxygen config file that 
> the OSG reference manual uses?

OpenSceneGraph/doc/Doxyfiles contains all the scripts/configuration
files.  We have CMake process this source files to generate the final
doxygen configuration files for use, see the Doxygen section of the
OpenSceneGraph/CMakeLists.txt for details.

Robert.
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Re: [osg-users] Optimization in OSG

2012-04-30 Thread Robert Osfield
Hi Alexey,

On 22 April 2012 19:34, Alexey Kargin  wrote:
> Hello dear forum. Sorry for my English, it is all an interpreter ...
> For a long time trying to find, so he decided to ask you. Tell me please, 
> what algorithm or some way to optimize the use of the osgUtil::Optimizer
> I needed to write a research paper.

The Optimizer is a just a collection of lots of separate type of scene
graph optimization, almost all are bespoke implementation to handle
the oddities in scene graphs that modelling tools spit out and don't
have any formal documentation or what they do.   If you have any
specific questions about particular parts of the Optimizer then please
fire away but I doubt that many of us will have the time to go writing
your paper for you.

Robert.
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Re: [osg-users] Writing to OSG files, this might seem like an obvious question but...

2012-04-30 Thread Robert Osfield
Hi John,

You question is very odd one.  .cpp and source files that we compile
into applications or plugins, and .osg files a data files that our
application load - they are totally different in form and function so
have to wonder what you expectations are, and what your background
experience is.   Are you a programmer?  A modeller?  What are you
trying to achieve with the OSG?

Robert.

On 19 April 2012 03:26, John Smith  wrote:
> Greetings all
>
> This is going to seem like a depressingly obvious question, I'm sure, but for 
> the life of me I've run out of ideas.
>
> I'm poking around with OSG on a windows 7 64 bit machine, familiarizing 
> myself with it.
>
> I have gotten through the points of compiling the source using first CMake 
> and then Visual studio to build it. I have then found a group of example .osg 
> files from somewhere on the wiki (I can find it again if relevant) and they 
> will run and render fine.
>
> Basically up to step 4 of the getting started wiki page (sorry, I cant link 
> it for the moment :C)
>
> Obviously, the viewer runs .org files.
>
> However, I am at this point getting dirty with the c++ files, which is fine, 
> but wont be for long. There is a big looming question that I cannot for the 
> life of me find an answer to.
>
> How does a .cpp file end up as a .osg file, or elsewise in some way end up 
> going from source code to being a rendered object on my screen?
>
> I cant find any information on this, except for one line in the sticky at the 
> top of this forum, cryptically telling me that it might be useful to write 
> your ccp files to OSG files for debugging purposes, with no reference of how 
> to do this.
>
> Can anyone enlighten me, or at least throw a link or two my way?
>
> Cheers!
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=47131#47131
>
>
>
>
>
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Re: [osg-users] how to configure the pick vector ?

2012-04-30 Thread Robert Osfield
Hi Laine,

What specifically do you mean by pick vector?  The mouse position
projected into model coordinates?

Robert.

On 13 April 2012 01:59, Laine Gates  wrote:
> Hi,
>
> I'm writing a small program that play with magic cube .
> Now the magic cube is drawn done , and I could select cubes in the magic cube 
> . but when I picked one cube , how could I get the pick vector , which will 
> tell me how to rotate the magic cube
>
> Could anyone tell me how to get the pick vector ?
>
> Thank you!
>
> Cheers,
> lainegates
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=47037#47037
>
>
>
>
>
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Re: [osg-users] why point disappeard ?

2012-04-30 Thread Robert Osfield
HI Laine,

It's hard to guess exactly what is going on given the details.  The
code itself doesn't look optimal - creating a drawable for each point
isn't efficient - you should use a single osg::Geometry and just
updating the vertices as you move the mouse around - when doing
dyanmic updates you'll need to switch off the use of display lists via
geometry->setUseDisplayList(false); or call
geometry->dirtyDisplayList() when you update the geometry.  So the
cull traversal doesn't cull your geometry, and so the near/far clip
planes get updated you'll also need to call geometry->dirtyBound() so
that the bounding box of the geometry gets updated and will then be
properly accounted for.  Doing this may fix you problem, but as I
don't really know the cause of the problem at your end it might just
be a long shot - however, as it's the correct way to tackle this type
of problem it's worth updating your code.

Robert.

On 13 April 2012 02:14, Laine Gates  wrote:
> Hi,
>
> I'm developing a 2D drawing tools , which could draw lines with mouse now. 
> but I encountered a problem , if want to draw a point , I had to draw two , 
> or draw another object together , or the first point will not show .
>
> the code is in Line.cpp Line:198 as follows:
>
> Code:
>
> void Line::drawAssistantPoints()
> {
>    char name[30];
>    for( int i=0 ; i<3 ; i++ )
>    {
>        sprintf( name , "vertex_%d_%s" , i , _name.c_str());
>        _assistantPoints[i]->addDrawable( drawPoint((*_vertexesArray)[i]));
>        _assistantPoints[i]->addDrawable( drawPoint( 
> (*_vertexesArray)[(i+1)%3] ) );
>        _assistantPoints[i]->setName(name);
>        _group->addChild(_assistantPoints[i]);
>    }
> }
>
>
>
>
> '_vertexesArray' store the vertexes and middle point of the line .
>
> the attachment is the code.
>
> Now it could runs  fine .
> Its  functions : first click with the mouse  in blank space  to choose a 
> point , second click the get the second point and configure the line .  Lines 
> will be focusd if clicked with its vertexs and middle point lighting .
>
> Please anyone help me to find why the point disappeard ?
>
> Thank you!
>
> Cheers,
> lainegates
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=47038#47038
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/code_158.rar
>
>
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Re: [osg-users] Raspberry pi

2012-04-30 Thread Robert Osfield
Hi Martin,

I've been watching the development of Raspberry pi and I'm very
curious about getting the OSG up and running on it.  I'm also more
generally curious about getting a full linux install running so that
my family can use it as their computer for browsing the web/playing
flash games.  Such a small, cheap and low power package is the future
of home computing, so frustrating to have to wait soo long for it
finally happen...

As a side note, I've just got a new HTC One S and the snapdragon S4
processor in it is just plain awesome, dual core 1.5GHz and lower
power consumption. It's easily capable of being a desktop replacement
part, fingers crossed the next rev of Raspberry pi will harbour a bit
more memory and such a powerful little processor.

On the OSG side, the OpenGL ES 2.0 does still mean that we need to
writing custom shaders right now, something we need to address through
this year.

Robert.
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Re: [osg-users] [build] Problems with OSG 3.0.1, Qt 4.8.0, mingw 64-bit

2012-04-30 Thread Robert Osfield
Hi Markus,

We don't often here of programmers using Mingw so you will be mixing
things in rather bleeding edge way, so if you do come across problems
there is good chance you'll be the first one to come across it.  I
don't use Mingw personally, or even Windows, so can't help
specifically.

Since at this stage one can't know if it's an issue with the
compiler/dependencies/Qt/OSG or your code I would suggest trying to
get your code compiling and working on a less niche platform
combination, this way you'll be able to test to see if it's an issue
with Mingw build environment or Qt/OSG/your code and you'll be more
likely to be able to leverage the experiences of the rest of the
community if there is a problem.

Robert.

On 17 April 2012 00:47, Markus Svilans  wrote:
> Hello everyone,
>
> I am trying to use OSG 3.0.1 with Qt 4.8.0, with the mingw 64-bit compiler on 
> Win7 Pro.
>
> So far, I have successfully set up a 64-bit build environment (in C:\mingw64) 
> and built the Qt libraries. All the Qt examples work, and I’m able to create 
> new Qt programs quickly and easily.
>
> Next, I downloaded OSG 3.0.1 and built it, using CMake. The osgviewerQt 
> example program compiled and ran fine, so I thought I was ready to start 
> writing programs that use OSG and Qt together. This is when the strangeness 
> started.
>
> As a first test, I tried reproducing the osgviewerQt example program myself 
> using Qt Creator. I created a new Qt Widget app, and copy & pasted code from 
> the osgviewerQt example. After setting up the .pro file, to link with the 
> required OSG DLL files, the application built without any errors. However, it 
> did not run.
>
> I ran my test program in a debugger, and here is the backtrace:
>
> First chance exception 0xC005 ACCESS_VIOLATION occurred at 
> 0x00782803, read of address 0x at 0x00782803 
> (in C:\Users\Markus\Desktop\OSG examples\libosgd.dll)
> 0x00782803 _ZN3osg6Object21setThreadSafeRefUnrefEb + 0x4B in 
> libosgd.dll
> 0x6AE05B7F _ZN9osgViewer15CompositeViewer15constructorInitEv + 0x117 
> in libosgViewerd.dll
> 0x6AE015D1 _ZN9osgViewer15CompositeViewerC2Ev + 0x191 in 
> libosgViewerd.dll
> 0x00401BB8 OsgQtTest02.exe
> 0x00401615 OsgQtTest02.exe
> 0x004013CE OsgQtTest02.exe
> 0x004014E8 OsgQtTest02.exe
> 0x7675652D BaseThreadInitThunk + 0xD in kernel32.dll
> 0x76CEC521 RtlUserThreadStart + 0x21 in ntdll.dll
>
>
> (My test program is called OsgQtTest02.exe)
>
> I can reproduce this behaviour easily, just by deriving a class from QWidget 
> and osgViewer::CompositeViewer, and then creating an instance of it in 
> main.cpp, like this:
>
> #include < QtGui/QApplication >
> #include "viewwidget.h"
> #include < iostream >
> int main(int argc, char *argv[])
> {
>    std::cout << "Program starting" << std::endl;
>
>    QApplication a(argc, argv);
>    ViewWidget w;
>    std::cout << "Widget created" << std::endl;
>    w.show();
>
>    return a.exec();
> }
>
> This is the declaration of the ViewWidget class:
>
> #include < QtGui/QWidget >
> #include < osgViewer/CompositeViewer >
> class ViewWidget : public QWidget, public osgViewer::CompositeViewer
> {
>    //Q_OBJECT
>
> public:
>    ViewWidget(QWidget *parent = 0);
>    ~ViewWidget();
> };
>
> The message "Program starting" will appear, but "Widget created" will not, 
> because the app will crash when the ViewWidget instance is created. The 
> presence of Q_OBJECT seems to make no difference.
>
> This has the feeling of a C++ ABI incompatibility, as if the C++ OSG DLLs 
> were built with a different C++ compiler. However I know that this is not the 
> case, because I built everything myself, with the same C++ compiler (except 
> Qt Creator itself of course).
>
> I have tried rebuilding Qt and OSG a few times over the weekend, and I have 
> been over the CMake setup until the wee hours at night. I don’t seem to be 
> missing anything obvious. With Dependency Walker, I can verify that my app is 
> properly linked to the OSG and Qt DLLs.
>
> I am at my wits’ end...
>
> Does anybody have any advice on how to fix this problem?
>
> Many thanks in advance,
> Markus Svilans
> [/code]
>
> --
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>
>
>
>
>
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Re: [osg-users] OSG RotateToPoint

2012-04-30 Thread Robert Osfield
Hi Dan,

Unless you know Java3D RotateToPoint functionality I think it'll be
hard to guess exactly what it does.  I don't know Java3D so can't
really help specifically, you'll need to explain more specially what
you are after in non Java3D specific terms.

Also worth mentioning is whether you are moving objects in the scene
to a particular position in the world, or whether you are moving your
main camera to that location.

Robert.


On 27 April 2012 18:46, dan marshal  wrote:
> Hi,
>
> I am porting a java3d app to OSG and have to implement RotateToPoint.
>
> My model is an airplane and I have its location and the point I want to 
> rotate to.  Is there an OSG function similar to RotateToPoint?  Have you seen 
> a good example of this implementation?
>
> Thank you!
>
> Cheers,
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=47357#47357
>
>
>
>
>
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Re: [osg-users] About and gallery menu items in the new website

2012-04-30 Thread michael kapelko
Hi, Jordi.

When I've been talking with my fellow team member recently about OGRE
to OSG switch he asked me several questions:
1. Raw power.
2. Result beauty.
Result beauty (quality of the rendered image) is a group of the
following questions:
1. DoF.
2. Shadows.
3. Tesselation.
4. Postprocessing (he said he didn't see any screenshot with that).
5. Material configuration.

So if you want to attract people to OSG, you should give them raw tech
renderings which prove that "this uber cool XYZ technique" is easily
achieved with OSG. That's more of 'feature' sorting, not application
domain sorting.

So I would add some Gallery section named "OSG features", "OSG
facilities", "Unleash your GPU", "What OSG can do" or smth like that
which could contain possibly screenshots from other sections, but with
descriptions that tell what's so cool about that specific picture
(HDR, DOF, or other modern technique).
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-30 Thread Jordi Torres
Hi Thomas,


2012/4/29 Thomas Hogarth 

> Hi guys
>
> So I've caught up on what's been going on, I'm liking the new template
> being used on www.openscenegraph.com
>
> I've had a bash at publishing an article
>
>
> http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios
>
> I'll finish it up as soon as I can download a fresh svn trunk but
> openscenegraph.org is down and I don't know the svn url. (On a side note
> there's no section on the new site for the source control/svn url)
>
>
It seems that University DNS have been suffering problems, better said, is
not the trac problem we normally have. Can you reach
openscenegraph.orgnow? Anyway doing a svn info you have the svn URL (
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk).





> Once I get a trunk I'll step through a few build configs for iOS to
> confirm everything is working as the document states and maybe grab a few
> screen shots.
>
> I also wanted to get peoples opinions on the break down I'm aiming for for
> getting started section. For iOS at least I was thinking
>
> -How to configure CMake for iOS/Generating an iOS XCode Project
>
> -Building the libraries for iOS and linking to own project (what ones are
> really needed + the static macro stuff)
>
> -Setting up an OSG view in an iOS application (maybe cover some stuff
> about assets)
>
>
+1, Great. :)


>
> I guess then all platforms can share a  "Get the code" page, then move to
> platform specific CMake page.
>
>
I think it is worth to have a menu item like "Get the trunk" in downloads
section, because all the osg releases articles should have a link to the
svn tag. You may link to this item in your article.
Thoughts?




> What do you guys think?
>
> Cheers
> Tom
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=47404#47404
>
>
>
>
>
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>



-- 
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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[osg-users] About and gallery menu items in the new website

2012-04-30 Thread Jordi Torres
Hi J-S and Michael,

I want to emphasize some data aboout visits in the short life of
openscenegraph.com.

Gallery: 3280 hits
Downloads: 507 hits
Documentation: 343 hits
About: 308 hits
Support: 221 hits

So Gallery is the most visited page of the new website. Viewing these data
I am thinking in recategorize Gallery section in something like:

Gallery->Terrain Visualization
Gallery->Simulation
Gallery->Games
Gallery-> Miscelaneous
Gallery->Augmented reallity
...

Each of this items would be an article to project galleries. For example in
Terrain Visualization we would have VPB, osgEarth, osgVirtualPlanets,
etc..  Then for uncategorized projects we can put them in miscelaneous.

Thoughts?



-- 
Jordi Torres Fabra

gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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