[osg-users] Zoom in to special area and special object

2017-02-21 Thread Daven Hem
Hello, everyone! 
I hope you are doing well. 
Using osgEarth, I think that mouse interface is very good. 
While mouse right dragging, we can zoom in or zoom out smoothly. 
If we double click on terrain, camera will move smoothly as flying and zoom in. 

1. I’m trying to zoom in to special rectangle area by mouse right drag & drop. 
   - Dash lined rectangle should be drawn while mouse right dragging 
   - When mouse right drop, the rectangle area of the scene should be done 
zoom in 
Please find my attached image. You can understand at first sight. 

2. I’m trying to zoom in to terrain and to special object (such as box, sphere, 
polygon, line, 3ds, obj...) by mouse left double click. 

I have just read about 800 posts about camera zoom on forum.osgearth.org but I 
have not found a solution. 
How can I do that? Please teach me. 
Thanks for your time.

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Re: [osg-users] [osgPlugins] using osgconv with fbx?

2017-02-21 Thread Kevin Steele
Hi, I tried that suggestion, but I still can't get osgconv to work with fbx.

I opened up the terminal and executed the command:

export DYLD_LIBRARY_PATH=/Applications/Autodesk/FBX\ 
SDK/2017.1/lib/clang/release/libfbxsdk.dylib 

Then, I tried to use osgconv with an fbx file and I got the following error 
message:

osgconv animal.fbx animal.osg
Warning: dynamic library '/usr/local/lib/osgPlugins-3.4.0/osgdb_fbx.so' exists, 
but an error occurred while trying to open it:
dlopen(/usr/local/lib/osgPlugins-3.4.0/osgdb_fbx.so, 9): Library not loaded: 
@executable_path/libfbxsdk.dylib
  Referenced from: /usr/local/lib/osgPlugins-3.4.0/osgdb_fbx.so
  Reason: no suitable image found.  Did find:
/Applications/Autodesk/FBX 
SDK/2017.1/lib/clang/release/libfbxsdk.dylib/libfbxsdk.dylib: stat() failed 
with errno=20
Warning: Could not find plugin to read objects from file "animal.fbx".
Error no data loaded.

Any other ideas? 

Thanks,
Kevin

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Re: [osg-users] How to add a camera

2017-02-21 Thread Johny Canes
Hi,

Wow great answer Robert

Thank you!

Cheers,
Johny

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Re: [osg-users] How to add a camera

2017-02-21 Thread Nico Kruithof
Ah, ok. Thanks for the help.

Nico

On Tue, Feb 21, 2017 at 11:44 AM, Robert Osfield 
wrote:

> On 21 February 2017 at 10:38, Nico Kruithof  wrote:
> > Could it be that slave camera's show up in the stats viewer, but
> children in
> > the scene graph do not?
>
> The viewer timing stats list the viewer Camera's so includes slaves.
>
> The scene stats don't separate out the scene graph Cameras.
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Re: [osg-users] How to add a camera

2017-02-21 Thread Robert Osfield
On 21 February 2017 at 10:38, Nico Kruithof  wrote:
> Could it be that slave camera's show up in the stats viewer, but children in
> the scene graph do not?

The viewer timing stats list the viewer Camera's so includes slaves.

The scene stats don't separate out the scene graph Cameras.
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Re: [osg-users] How to add a camera

2017-02-21 Thread Nico Kruithof
Could it be that slave camera's show up in the stats viewer, but children
in the scene graph do not?

Nico

On Tue, Feb 21, 2017 at 9:45 AM, Robert Osfield 
wrote:

> Hi Nico,
>
> On 21 February 2017 at 08:19, Nico Kruithof 
> wrote:
> > There are two ways to add a camera to a view. First, there is the
> addSlave
> > (osgcamera example) and second, you can add the camera to a group node in
> > the scene (osgprerendercubemap example). What is the difference between
> the
> > two and when would you use one or the other?
>
> You can implement the same effects with both approaches so it's mainly
> down to conceptual and practical considerations.
>
> Conceptually a Camera assigned to a View(er) as a master Camera or
> slave Camera provides guidance on how the viewer views the scene.  So
> if you had a HMD you would naturally use two slave Camera, one for
> each eye.  Also if you want to do distortion correction again this
> would likely be conceptually something associated with how you view
> the scene so again would naturally fit as a slave Camera.  Practically
> in both these cases configuring the viewer with different combinations
> of slave Camera enables you to vary how the scene is viewed on
> different physical devices, completely decoupled from the scene graph.
>
> With effects like shadows or reflections conceptually these are
> related to the scene that you are viewing rather than how you are
> viewing it, so naturally you would put such a Camrea into the scene
> graph itself.  Again practically this is a good fit as you can
> serialize out the scene graph and then load into a application that
> has a completely different viewer setup and it'll work, i.e. you can
> move from a desktop to HMD or a powerwall and have the scene still
> look as intended without having to hardware the application to it.
>
> The design of osg::Camera and osgViewer is based on these
> concepts/practical consideration, the class relationships and naming
> all fall naturally from this desire to be able to conceptually and
> practically decouple the needs of the viewer from the needs of the
> scene.
>
> Robert.
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Re: [osg-users] How to add a camera

2017-02-21 Thread Robert Osfield
Hi Nico,

On 21 February 2017 at 08:19, Nico Kruithof  wrote:
> There are two ways to add a camera to a view. First, there is the addSlave
> (osgcamera example) and second, you can add the camera to a group node in
> the scene (osgprerendercubemap example). What is the difference between the
> two and when would you use one or the other?

You can implement the same effects with both approaches so it's mainly
down to conceptual and practical considerations.

Conceptually a Camera assigned to a View(er) as a master Camera or
slave Camera provides guidance on how the viewer views the scene.  So
if you had a HMD you would naturally use two slave Camera, one for
each eye.  Also if you want to do distortion correction again this
would likely be conceptually something associated with how you view
the scene so again would naturally fit as a slave Camera.  Practically
in both these cases configuring the viewer with different combinations
of slave Camera enables you to vary how the scene is viewed on
different physical devices, completely decoupled from the scene graph.

With effects like shadows or reflections conceptually these are
related to the scene that you are viewing rather than how you are
viewing it, so naturally you would put such a Camrea into the scene
graph itself.  Again practically this is a good fit as you can
serialize out the scene graph and then load into a application that
has a completely different viewer setup and it'll work, i.e. you can
move from a desktop to HMD or a powerwall and have the scene still
look as intended without having to hardware the application to it.

The design of osg::Camera and osgViewer is based on these
concepts/practical consideration, the class relationships and naming
all fall naturally from this desire to be able to conceptually and
practically decouple the needs of the viewer from the needs of the
scene.

Robert.
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[osg-users] How to add a camera

2017-02-21 Thread Nico Kruithof
Hi all,

There are two ways to add a camera to a view. First, there is the addSlave
(osgcamera example) and second, you can add the camera to a group node in
the scene (osgprerendercubemap example). What is the difference between the
two and when would you use one or the other?

-- 
Nico Kruithof
nghk.nl
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Re: [osg-users] Viewer slaves and RTTs

2017-02-21 Thread Lon Beck
Hi,

Thank you! I have problem like this, too.

Cheers,

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