Re: [osg-users] pfDCS replacement

2015-08-27 Thread Tony Vasile
Is there any reason it gets converted to a MatrixTransform object rather than a 
PositionAttitudeTransform object?

Tony V

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Re: [osg-users] pfDCS replacement

2015-08-27 Thread David Callu
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
>
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[osg-users] pfDCS replacement

2015-08-27 Thread 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

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Re: [osg-users] Animating Textures

2015-08-27 Thread sam
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


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Re: [osg-users] [osgPlugins] ETC1 and other TC format support in DDS plugin

2015-08-27 Thread bret curtis
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.

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Re: [osg-users] OSG equivalent of Performer pfSequence

2015-08-27 Thread Sebastian Messerschmidt

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

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Re: [osg-users] OSG equivalent of Performer pfSequence

2015-08-27 Thread Voerman, L.
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
>
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Re: [osg-users] OSG equivalent of Performer pfSequence

2015-08-27 Thread Tony Vasile
Hi Sebastian

osgSim::Animation doesn't appear to be in 3.4.0. Do you mean 
osgAnimation::Animation?

Cheers,
Tony

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Re: [osg-users] Transparent Window Application for Windows and more OS

2015-08-27 Thread Christian Schulte

  
  
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
  
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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
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Tel :04.90.17.01.45
  
  
  
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SCHULTE Christian
Ingénieur Recherche
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ONERA - DCSD/PSEV
Département Commande des Systèmes et Dynamique du Vol
ONERA - Centre de Salon de Provence
BA 701
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Re: [osg-users] OSG equivalent of Performer pfSequence

2015-08-27 Thread Sebastian Messerschmidt

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

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Re: [osg-users] OSG equivalent of Performer pfSequence

2015-08-27 Thread Tony Vasile
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

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Re: [osg-users] OSG equivalent of Performer pfSequence

2015-08-27 Thread Tony Vasile
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

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Re: [osg-users] OSG equivalent of Performer pfSequence

2015-08-27 Thread Robert Osfield
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.
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[osg-users] OSG equivalent of Performer pfSequence

2015-08-27 Thread Tony Vasile
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

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Re: [osg-users] "LOS" materail query

2015-08-27 Thread Robert Osfield
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
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