[osg-users] Line tessellation with osgUtil::Tessellator

2016-07-13 Thread Valerian Merkling
Hi,

To make it short, I want to tessellate a line to make it follow a grid.

On the attached example, the red line on the top is my starting line, and I 
want to add every intersection of this line and a grid as vertex of this line.

The expected result is the line in the bottom.

I know I can do it with math, but I would like to know if the 
osgUtil::Tessellator can do it for me.

I looked at the osgtessellate example but it's all about polygons...

Thank you!

Cheers,
Valerian

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Re: [osg-users] Line tessellation with osgUtil::Tessellator

2016-07-13 Thread Robert Osfield
HI Valerian,

osgUtil::Tessellation if for tessellation not resampling.

What you are asking for is a line resampling with very specific rules.
The OSG doesn't have any such tool so you'll need to write this
yourself.

Robert.

On 13 July 2016 at 10:24, Valerian Merkling  wrote:
> Hi,
>
> To make it short, I want to tessellate a line to make it follow a grid.
>
> On the attached example, the red line on the top is my starting line, and I 
> want to add every intersection of this line and a grid as vertex of this line.
>
> The expected result is the line in the bottom.
>
> I know I can do it with math, but I would like to know if the 
> osgUtil::Tessellator can do it for me.
>
> I looked at the osgtessellate example but it's all about polygons...
>
> Thank you!
>
> Cheers,
> Valerian
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68109#68109
>
>
>
>
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[osg-users] Osg application not running on window 10 , showing unhandled exception

2016-07-13 Thread manish Choudhary
Hi,
My application is developed using vs2013 and osg 3.4 on window 8.1
It was working fine on window 8.1 , but when i switch to window 10 , it give 
run time error that is "unhandled exception was encountered during a user 
callback "  Please help me in this regard why same application running on 
window 8.1  but not running on window 10 ?? please help
... 

Thank you!

Cheers,
manish

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Re: [osg-users] Osg application not running on window 10 , showing unhandled exception

2016-07-13 Thread Sebastian Messerschmidt

Hi

Hi,
My application is developed using vs2013 and osg 3.4 on window 8.1
It was working fine on window 8.1 , but when i switch to window 10 , it give run time 
error that is "unhandled exception was encountered during a user callback "  
Please help me in this regard why same application running on window 8.1  but not running 
on window 10 ?? please help


Use the debugger and see where the exception is thrown. It is impossible 
for us to see what is going on in _your_ application.

Are the examples, osgViewer etc. running without problems?

Cheers
Sebastian

...

Thank you!

Cheers,
manish

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Re: [osg-users] Line tessellation with osgUtil::Tessellator

2016-07-13 Thread Valerian Merkling
Ok thanks.

One more question then if I can.

My grid is textured and has elevation, and my goal is to nicely draw the line 
on my textured grid and make it follow the elevation. Resampling is what came 
first to my mind. 

There is also the osgSim::OverlayNode which seems to be useful too, but i would 
to keep my line width constant for any camera angle.

So is the resampling a good option ? Is there any good technique I should try 
or investigate ?

Thanks !

Valerian

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Re: [osg-users] Line tessellation with osgUtil::Tessellator

2016-07-13 Thread Sebastian Messerschmidt

Hi Valerian

Ok thanks.

One more question then if I can.

My grid is textured and has elevation, and my goal is to nicely draw the line 
on my textured grid and make it follow the elevation. Resampling is what came 
first to my mind.

There is also the osgSim::OverlayNode which seems to be useful too, but i would 
to keep my line width constant for any camera angle.

So is the resampling a good option ? Is there any good technique I should try 
or investigate ?
Projective texturing from the eye-point aka. eyespace texture coordinate 
generation comes to my mind [0]

You can either use the TexGen node or do it in the vertex shader.


Cheers
Sebastian

[0] https://en.wikipedia.org/wiki/Projective_texture_mapping


Thanks !

Valerian

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Re: [osg-users] Line tessellation with osgUtil::Tessellator

2016-07-13 Thread Glenn Waldron
Valerian,

I recommend you look into the osgUtil::PlaneIntersector. For each segment
of your line, construct a plane that is orthogonal to the grid. The
PlaneIntersector will generate a Polyline containing all the points in that
plane that intersect the grid.


Glenn Waldron

On Wed, Jul 13, 2016 at 5:24 AM, Valerian Merkling 
wrote:

> Hi,
>
> To make it short, I want to tessellate a line to make it follow a grid.
>
> On the attached example, the red line on the top is my starting line, and
> I want to add every intersection of this line and a grid as vertex of this
> line.
>
> The expected result is the line in the bottom.
>
> I know I can do it with math, but I would like to know if the
> osgUtil::Tessellator can do it for me.
>
> I looked at the osgtessellate example but it's all about polygons...
>
> Thank you!
>
> Cheers,
> Valerian
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68109#68109
>
>
>
>
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[osg-users] Speedup simplifire

2016-07-13 Thread Christos Chatzivagias
Hi,
I have a geometry with 32 milion trias and i run a simplifier in order to 
simplify it. It takes to long to simplify the mesh is there any techinque to 
speed up this process?
... 

Thank you!

Cheers,
Christos

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[osg-users] Any recommendation on displaying spline surfaces?

2016-07-13 Thread Werner Modenbach
Hi all.

I have to visualize objects defined by parametric spline surfaces.
Is there any recommended way to do this in osg?

Thanks for any hint

- Werner -


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Re: [osg-users] Speedup simplifire

2016-07-13 Thread Robert Osfield
Hi Christos,

The Simplifier was not written with goal of handling 32 million
triangles in a single mesh, and not written with performance as a
goal, it's goal has been as a basic tool for simplifying the types of
meshes normally handled by OSG end users as a pre-processing step when
speed to complete is not critical. The algorithm used is an iterative
edge collapse approach, this produces decent results but isn't the
fastest route one could take.

Handling really large meshes with a particular performance goal in
mind is not a straight forward task.  Being able to make assumptions
about nature of the data may well be crucial to choosing what
algorithm to use.  This topic isn't my area of expertise so I'll leave
it to others, or to your own research to determine what approach you
should take.

Robert.

On 13 July 2016 at 14:49, Christos Chatzivagias  wrote:
> Hi,
> I have a geometry with 32 milion trias and i run a simplifier in order to 
> simplify it. It takes to long to simplify the mesh is there any techinque to 
> speed up this process?
> ...
>
> Thank you!
>
> Cheers,
> Christos
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68119#68119
>
>
>
>
>
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[osg-users] How to draw 3D pipe?

2016-07-13 Thread Daven Hem
Dear, Sir 
I’m Daven Hem in Cambodia. Thanks for your reviewing.
We are currently developing new mineral prospecting aided software for local 
workings. 
I have to develop 3D VIEWER which can render 3D work place realistic on its 
screen.
On our workings, there are many pipes, including internet, power, compressed 
air, water, phone …
I am rendering 3D pipe in our 3d viewer.
I’ve already read many topics, including “osgModeling” by Wang Rui 
But I didn’t see sample codes, detailed replies and I don’t decide the solution 
now.
I may use osgModeling library.
I want to hear the best advice from awesome Open Scene Graph.
My problem is as following:

There are some points which define shape of pipe.
a)  Draw line which pass through their points.
b)  Draw curve which smooth the line, with line interpolation segments. 
It may be smooth line or spline or bezier.
c)  Draw 3D pipe from this curve with parameters such as radius, section 
interpolation segments.
Please review my attached image file.
d)  Finally, simulate real-time animation of 3D pipe follows excavator.

Please let me know the easy and fast solution! I hope your detailed advice.
Thanks again.
Kind reply.

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Re: [osg-users] How to draw 3D pipe?

2016-07-13 Thread Trajce Nikolov NICK
Hi,

a)-c) is pretty easy and can be a good task to learn a bit of geometry
shaders. I did this long time ago and it was not that hard. Might get you
some code if I find it in the email archive. That might helps

d) can you clarify more. I have seen this thing with physics and there are
companies making money on technology like this. So might be an advanced

There are contractors here on this list that might help you if you can
out-source work too :-) .. (time for commercials :-)

On Wed, Jul 13, 2016 at 6:57 PM, Daven Hem  wrote:

> Dear, Sir
> I’m Daven Hem in Cambodia. Thanks for your reviewing.
> We are currently developing new mineral prospecting aided software for
> local workings.
> I have to develop 3D VIEWER which can render 3D work place realistic on
> its screen.
> On our workings, there are many pipes, including internet, power,
> compressed air, water, phone …
> I am rendering 3D pipe in our 3d viewer.
> I’ve already read many topics, including “osgModeling” by Wang Rui
> But I didn’t see sample codes, detailed replies and I don’t decide the
> solution now.
> I may use osgModeling library.
> I want to hear the best advice from awesome Open Scene Graph.
> My problem is as following:
>
> There are some points which define shape of pipe.
> a)  Draw line which pass through their points.
> b)  Draw curve which smooth the line, with line interpolation segments.
> It may be smooth line or spline or bezier.
> c)  Draw 3D pipe from this curve with parameters such as radius,
> section interpolation segments.
> Please review my attached image file.
> d)  Finally, simulate real-time animation of 3D pipe follows excavator.
>
> Please let me know the easy and fast solution! I hope your detailed advice.
> Thanks again.
> Kind reply.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=68122#68122
>
>
>
>
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Re: [osg-users] How to draw 3D pipe?

2016-07-13 Thread Chris Hanson
On Wed, Jul 13, 2016 at 10:57 AM, Daven Hem  wrote:

> We are currently developing new mineral prospecting aided software for
> local workings.
> I have to develop 3D VIEWER which can render 3D work place realistic on
> its screen.
> On our workings, there are many pipes, including internet, power,
> compressed air, water, phone …
> I am rendering 3D pipe in our 3d viewer.
>


> My problem is as following:
> There are some points which define shape of pipe.
> a)  Draw line which pass through their points.
> b)  Draw curve which smooth the line, with line interpolation segments.
> It may be smooth line or spline or bezier.
> c)  Draw 3D pipe from this curve with parameters such as radius,
> section interpolation segments.
> Please review my attached image file.
>

  I didn't see the attached file. I did some work like this previously for
a petro-geophysical subsurface viewer depicting wells and such. We used all
FFP because it needed to run onder Windows' Terminal Server environment
where there was no OpenGL 2.x/shaders available. But As Nick says, today it
would be best to use shaders to construct the polygons on the fly from the
pipe centerlines.

d)  Finally, simulate real-time animation of 3D pipe follows excavator.
>

  So, you want to make a progressive animation of the excavator laying the
pipe into the ground? With pipe deformation and stuff as it unrolls from a
spool or something? It could be done, probably with only basic physics and
not a full physics engine. how critical is this, because it's as much work
as the rest of it put together, probably, and it sounds like it's just for
show, not for a super necessary requirement.

Please let me know the easy and fast solution! I hope your detailed advice.
>

  There may not be an easy and fast solution that someone can just tell you
by email.


> Thanks again.
> Kind reply.
>

-- 
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http://www.alphapixel.com/
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Re: [osg-users] How to draw 3D pipe?

2016-07-13 Thread Trajce Nikolov NICK
Hi Daven,

found the code that might get you started. It uses simple geometry shaders
to draw 3D pipeline from a set of points interpolated by catmull rom spline

https://groups.google.com/forum/#!topic/osg-users/o8ovoo271lA

Havn't checked the code now, but I am sure it will work - it worked then

On Wed, Jul 13, 2016 at 7:26 PM, Chris Hanson  wrote:

> On Wed, Jul 13, 2016 at 10:57 AM, Daven Hem  wrote:
>
>> We are currently developing new mineral prospecting aided software for
>> local workings.
>> I have to develop 3D VIEWER which can render 3D work place realistic on
>> its screen.
>> On our workings, there are many pipes, including internet, power,
>> compressed air, water, phone …
>> I am rendering 3D pipe in our 3d viewer.
>>
>
>
>> My problem is as following:
>> There are some points which define shape of pipe.
>> a)  Draw line which pass through their points.
>> b)  Draw curve which smooth the line, with line interpolation
>> segments.
>> It may be smooth line or spline or bezier.
>> c)  Draw 3D pipe from this curve with parameters such as radius,
>> section interpolation segments.
>> Please review my attached image file.
>>
>
>   I didn't see the attached file. I did some work like this previously for
> a petro-geophysical subsurface viewer depicting wells and such. We used all
> FFP because it needed to run onder Windows' Terminal Server environment
> where there was no OpenGL 2.x/shaders available. But As Nick says, today it
> would be best to use shaders to construct the polygons on the fly from the
> pipe centerlines.
>
> d)  Finally, simulate real-time animation of 3D pipe follows excavator.
>>
>
>   So, you want to make a progressive animation of the excavator laying the
> pipe into the ground? With pipe deformation and stuff as it unrolls from a
> spool or something? It could be done, probably with only basic physics and
> not a full physics engine. how critical is this, because it's as much work
> as the rest of it put together, probably, and it sounds like it's just for
> show, not for a super necessary requirement.
>
> Please let me know the easy and fast solution! I hope your detailed advice.
>>
>
>   There may not be an easy and fast solution that someone can just tell
> you by email.
>
>
>> Thanks again.
>> Kind reply.
>>
>
> --
> 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
> Legal/IP • Code Forensics • Digital Imaging • GIS • GPS •
> osgEarth • Terrain • Telemetry • Cryptography • LIDAR • Embedded • Mobile •
> iPhone/iPad/iOS • Android
> @alphapixel  facebook.com/alphapixel (775)
> 623-PIXL [7495]
>
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>


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Re: [osg-users] Odd Text Distortion (Which Does Not Appear to Be Due to the 3.2 Bugfix)

2016-07-13 Thread Sam Jones
Hi,

Thanks Robert! Your suggestion was exactly it! I kept trying for a solution 
involving the camera or something more complicated, completely dismissing that 
the problem could have been much simpler. Ha. 

I figured perhaps the text looking strange and also being off-center were 
related problems-- this was not the case. Getting freetype working correctly 
fixed the appearance of the font, and then some bit later I dug up where the 
offset issue was coming from and fixed that. 

For the curious, the offset was being caused by using the dimensions of the 
text's bounding sphere in a calculation to center the text, instead of the 
dimensions of the text's bounding box (I thought we'd been using the bounding 
box, but I was incorrect). Since the bounding sphere has a radius presumably 
determined by the longest dimension of the text, the longer a line of text was 
along its longest axis, the further offset it turned out along its shorter axis.

Thank you guys for the suggestions!

Cheers,
Sam

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