Re: [osg-users] pfDCS replacement
Is there any reason it gets converted to a MatrixTransform object rather than a PositionAttitudeTransform object? Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64928#64928 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] pfDCS replacement
Hi Tony Have you take a look to osg/src/osgPlugins/pfb/* source code ? this plugin load pfb fie in osg, so I think many answers of your question will be there. HTH David 2015-08-28 5:34 GMT+02:00 Tony Vasile : > Okay today I am wondering which class replaces pfDCS in OSG? A Google > search shows there use to be a class osg::DCS but this has been removed. > To get the same functionality do I use PositionAttitudeTransform? > > Tony V > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=64926#64926 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] pfDCS replacement
Okay today I am wondering which class replaces pfDCS in OSG? A Google search shows there use to be a class osg::DCS but this has been removed. To get the same functionality do I use PositionAttitudeTransform? Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64926#64926 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animating Textures
Hi Laurens, I created a osg::StateSetCallback that took a osg::TexMat in the ctor and a delay variable. In the operator () I do a check to see if the delay has occurred and then I do a texMax->setMatrix with some incrementing variables. I then attach the callback to the geometries stateset. Thanks, Sam On Thu, Aug 27, 2015 at 12:48 AM, Voerman, L. wrote: > Hi Sam, > I once solved this with an sequence of textureMatices, (example attached). > Wat solution did you find? > Regards, Laurens. > > On Thu, Aug 27, 2015 at 12:12 AM, sam wrote: > >> Nevermind! As always, simply searching OSG popped up what I needed. >> Thanks! >> >> On Wed, Aug 26, 2015 at 3:10 PM, sam wrote: >> >>> I can appreciate your stance on going to shaders, and I completely >>> agree. I'd like to quickly prototype this up and swapping to shaders will, >>> unfortunately, take me a little bit. Is there an example of modifying the >>> texture matrix? Also would I be better of attaching an update callback to >>> the state set itself? >>> >>> Thanks, Sam >>> >>> On Wed, Aug 26, 2015 at 3:04 PM, Sebastian Messerschmidt < >>> sebastian.messerschm...@gmx.de> wrote: >>> As always I'd suggest shaders, as fixed function pipeline has been deprecated 10 years ago ;-) You could use the osg_SimulationTime uniform to modify the uv-coordinates based on the time passed. Else you will need to modify the texture matrix each frame (like in the suggested callback) Cheers Sebastian Hi All, I have individual nodes that have textures on them that animate; That's to say the texture moves not the actual mesh. I've been trying to figure out how to accomplish this in OSG. Is there a way to define a texture matrix that does movement? The only other way I can think of is manipulating the UV coordinates in an update callback. Thanks, Sam ___ osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] ETC1 and other TC format support in DDS plugin
Here is the good news, ETC1 is supported by NVIDIA's binary blob on Linux even though it isn't announced. So it can be tested. I validated this by loading a KTX file (instead of a DDS) file, so the code to handle ETC1 is available but only in the KTX plugin. VC4 (in RPi) announces support, but it isn't live yet. Eric Anholt confirmed this when I talked to him last week. It is coming. Intel announces support, but OSG gives an message that the opengl function isn't supported. So I don't know if this is problem with Intel's driver or in OSG itself. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64924#64924 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG equivalent of Performer pfSequence
Sorry, mixed it up with DOFTransform. Indeed the osg::Sequence is the appropriate class. Cheers Sebastian Hi Sebastian osgSim::Animation doesn't appear to be in 3.4.0. Do you mean osgAnimation::Animation? Cheers, Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64921#64921 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG equivalent of Performer pfSequence
Hi Tony, small note: for what you're doing it might be usefull to take a look at OpenSceneGraph\src\osgPlugins\pfb\ConvertFromPerformer.cpp it has a function to convert pfSequence to osg::Sequence (called ConvertFromPerformer::visitSequence) - seems to me osg::Sequence is a good match. Regards, Laurens. On Thu, Aug 27, 2015 at 1:42 PM, Tony Vasile wrote: > Hi Sebastian > > osgSim::Animation doesn't appear to be in 3.4.0. Do you mean > osgAnimation::Animation? > > Cheers, > Tony > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=64921#64921 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG equivalent of Performer pfSequence
Hi Sebastian osgSim::Animation doesn't appear to be in 3.4.0. Do you mean osgAnimation::Animation? Cheers, Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64921#64921 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Transparent Window Application for Windows and more OS
Hello everyone, I succeeded in integrating transparent windows as well on Windows platform than on Linux X11. The only problem remaining is that I wanted to be able to modify the transparency color in a coherent way with the clearColor of the main camera. Is there a way to access the window handler during the (pre)render stage ? I don't want to integrate some platform specific code to the render stage code, but maybe there is a way to register a call to a method of osgViewer::GraphicsWindow implementation ? Once I've treated this problem I will propose it on the submission list with a complete example for Linux and Windows. Thanks for your help, Christian Le 29/07/2015 11:05, Christian Schulte a écrit : Hello everyone, I'm currently integrating in osgViewer the transparency an I'm looking for some advices. I started with the code published by Chris Hidden on the mailing list, and modified it a little bit in order to be able to choose between color transparency (LWA_COLORKEY), or alpha transparency (LWA_ALPHA) or both. The probleme is that it is, for the moment, done during the window creation. What I wanted is to be able to adapt the LWA_COLORKEY whenever the user wants, same for LWA_ALPHA. My questions to the community : Where would be the right place to make these changes (as I need to be able to recover the window handle) ? Do you think that it could be interesting to be able to switch from transparent to non transparent during execution ? Should the color, alpha and activation boolean be added to the traits and be modified through GraphicsWindow class ? Has someone already implemented the transparency for another OS / Windowing System, and if yes could we try to unify the way it is done ? Sorry for all these questions, but as it is my first contribution try, I want to be sure to make no mistake ! Cheers, Christian -- SCHULTE Christian Ingénieur Recherche Responsable du Laboratoire de Simulation ONERA - DCSD/PSEV Département Commande des Systèmes et Dynamique du Vol ONERA - Centre de Salon de Provence BA 701 13661 SALON AIR Cedex - France Tel :04.90.17.01.45 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- SCHULTE Christian Ingénieur Recherche Responsable du Laboratoire de Simulation ONERA - DCSD/PSEV Département Commande des Systèmes et Dynamique du Vol ONERA - Centre de Salon de Provence BA 701 13661 SALON AIR Cedex - France Tel :04.90.17.01.45 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG equivalent of Performer pfSequence
Hi Tony Maybe osgSim::Animation is what you are after. I think its design originates from the OpenFlight-flipbook animations, so may a look at the openFlight importer is worth a shot. Cheers Sebastian Once again Robert to the rescue. Thanks for that. It will do for the first part of this port but in the future we may need to do something different. The timing for the sequence is in the comment field for the node in the OpenFlight file. Cheers, Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64918#64918 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG equivalent of Performer pfSequence
Once again Robert to the rescue. Thanks for that. It will do for the first part of this port but in the future we may need to do something different. The timing for the sequence is in the comment field for the node in the OpenFlight file. Cheers, Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64917#64917 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG equivalent of Performer pfSequence
Once again Robert to the rescue. Thanks for that. It will do for the first part of this port but in the future we may need to do something different. The timing for the sequence is in the comment field for the node in the OpenFlight file. Cheers, Tony -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64918#64918 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG equivalent of Performer pfSequence
On 27 August 2015 at 09:51, Tony Vasile wrote: > We are in the middle of porting some Performer code and I have across some > code which uses pfSequence to do some simple animation. Is there an > equivalent class in OpenSceneGraph? > I don't recall the specifics of pfSequence (it's been 16 years since I used Performer) but perhaps osg::Sequence wlll fit the bill. If this doesn't map well enough then a subclassing from osg::Group or osg::Switch, or using a osg::NodeCallback on osg::Group to override the traversal would do the trick. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG equivalent of Performer pfSequence
We are in the middle of porting some Performer code and I have across some code which uses pfSequence to do some simple animation. Is there an equivalent class in OpenSceneGraph? Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64915#64915 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] "LOS" materail query
Hi Mike, OK, the next complication is probably that the osg::Texture has the probably unref'd the Image assigned to it after it's download to GL, the method that control it is in include/osg/Texture: /** Sets whether or not the apply() function will unreference the image * data. If enabled, and the image data is only referenced by this * Texture, apply() will delete the image data. */ inline void setUnRefImageDataAfterApply(bool flag) { _unrefImageDataAfterApply = flag; } This is memory optimization, but... if you want to look at the image data after it's been rendered you obviously don't want to use this feature. By default this feature is OFF, but if you run the osgUtil::Optimizer on the scene graph it can switch it on as a memory optimization. You can switch it back on using the osgUtil::Optimizer::TextureVisitor see the include/osgUtil/Optimizer header for the TextureVisitor. Robert. On 26 August 2015 at 20:34, Mike Greene wrote: > OK, fixed that - loaded an .ive file and was able to get correct looking > texture coordinates. In a .ive file with embedded textures, is there a > textureName? Probably not - not really important. > > But the code does say that there is one image in the texture. But doing > the getImage(0) does not return a valid image and thus no color from the > texture is returned. > > > Code: > > osgUtil::LineSegmentIntersector::Intersections intersections; > if (viewer->computeIntersections(ea, intersections)) > { > const > osgUtil::LineSegmentIntersector::Intersection& hit = *intersections.begin(); > > //MGREENE > std::cout << "hit = " << > hit.getLocalIntersectPoint().x() << "," << hit.getLocalIntersectPoint().y() > << "," << hit.getLocalIntersectPoint().z() << std::endl; > > osg::Vec3 tc(0, 0, 0); > osg::Texture* myTexture = hit.getTextureLookUp(tc); > std::cout << "tc = " << tc.x() << "," << tc.y() << > "," << tc.z() << std::endl; > > > if (myTexture){ > std::string myString = > myTexture->getName(); > std::cout << "texturename = " << myString > << std::endl; > > int numImages = myTexture->getNumImages(); > std::cout << "numImages = " << numImages > << std::endl; > > osg::Image *myImage = > myTexture->getImage(0); > if (myImage) { > osg::Vec4 textureColor = > myImage->getColor(tc); > std::cout << "textureColor = " << > textureColor.r() << "," << textureColor.b() << "," << textureColor.g() << > "," << textureColor.a() << std::endl; > } > } > //END MGREENE > > > > ... > > Thank you! > > Cheers, > Mike > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=64908#64908 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org