Re: [osg-users] [3rdparty] Distributed rendering (was: RE: Cloud node kit)

2011-04-10 Thread Ümit Uzun
Selam Muhammed;

This
http://www.ub.uit.no/munin/bitstream/handle/10037/1065/thesis.pdf;jsessionid=C0E24ED29579BADBBA942B95B8C93B1D?sequence=1master
thesis may help you to solve your problem about how OpenSceneGraph
supports distributed rendering.

Regards.

Ümit Uzun


2011/4/10 Muhammed Kalkan 

> Hi,
>
> Sorry if subject changed in previous topic.  In my humble knowledge of
> distributed rendering, i think scene graph must have some kind of mechanism
> to sync frames to be rendered in each cluster (rendering machine). As your
> post states , a socket communication can transmit the sync messages.
> However what i wanted to know is how we build the structure for OSG to make
> sense of it.  In short how and which part of OSG do we pass these sync
> messages to obtain distributed rendering.
>
>
> Thank you!
>
> Cheers,
> Muhammed
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=38370#38370
>
>
>
>
>
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Re: [osg-users] Select node on screen

2010-07-16 Thread Ümit Uzun
Selam Tufan,

Look at the here<http://umituzun84.blogspot.com/2009/12/osgart-project.html>and
download sourcecode which is related to Picking by Intersection on
model
by mouse clicks.

HTH.
Saygilar.

Ümit Uzun


2010/7/15 Trajce (Nick) Nikolov 

> Have a look at the osgpick example
>
>
> -Nick
>
>
>
> On Thu, Jul 15, 2010 at 4:53 PM, Tufan Taş  wrote:
>
>> Hi,
>> I have nodes on screen and I want to select a node by clicking on it using
>> mouse. Do you know any samples about this subject?
>>
>> ...
>>
>> Thank you!
>>
>> Cheers,
>> Tufan
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=30027#30027
>>
>>
>>
>>
>>
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Re: [osg-users] SetImage problem

2010-05-31 Thread Ümit Uzun
Selam Osman,

Did you try void osg::Image::setOrigin (
Origin<http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00305.html#3eb3fb7f290c3b5ef6122b76d5fe6c69>
  *origin*  )  [inline]function before convert TopLeft image to BottomLeft?
May be you won't need any flipping operation before setImage funtion. And
another hint, are you sure your captured image's depth is IPL_DEPTH_8U from
OpenCV. You have set GL_UNSIGNED_BYTE to image type but may be your type
could be IPL_DEPTH_16U or IPL_DEPTH_32U.

Hope this helps.
Regards.

Ümit Uzun


2010/5/29 Osman Hancer 

> Hi,
>
> I want to convert an OpenCV IplImage to an OSG image. For this, I first
> fliped image from top-left to bottom-left by
>
> cvConvertImage(cvImg , cvImg, CV_CVTIMG_FLIP);
>
>
> then converted BGR to RGB color format by
>
> cvCvtColor( cvImg, cvImg, CV_BGR2RGB );
>
>
> then I used setImage to do the actual conversion.
>
> osgImg->setImage(cvImg->width,cvImg->height, 3,
>GL_RGB, GL_RGB,
> GL_UNSIGNED_BYTE,(BYTE*)(cvImg->imageData),osg::Image::AllocationMode::NO_DELETE
>,1);
>
>
> The result is not what I expected. First of all, the result is in Greyscale
> and image seems to shifted a little bit. You can see the results form the
> attached picture.
>
> Do you have any idea about the problem?
>
> Thank you!
>
> Cheers,
> osman
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=28335#28335
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/_700.jpg
>
>
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Re: [osg-users] Telemetry Data (Motion Data) supported Free Game?

2010-05-26 Thread Ümit Uzun
Hi Frederic,

I know FlightGear and relation with OSG but haven't used before to get
motion data from. I mean Microsoft flight Simulation X to get motion
information and send to my 3D model as you can see from
MotionModel3D<http://umituzun84.blogspot.com/2009/06/gyrolab-4000-3d-motion-model-on-labview.html>
.

Regards.

Ümit Uzun


2010/5/26 Frederic Bouvier 

> Hi Ümit,
>
> - "Ümit Uzun"a écrit :
> > Hi All,
> >
> > Thanks for your all replies. Brede, I will look all suggested games
> > ASAP. may be it helps me for a while before we grow our project.
> >
> > Jan, I mean motion information data(pitch, roll, yaw, planetary
> > accelaration, velocity and etc). I need a game which has an interface
> > or partial plugin to interrogate the game's motion informations like
> > Microsoft Flight Simulations. I can interrogate FS by FSUIPC framework
> > then I can send these motion data to my any device(for example motion
> > platform or Separate 3D Models).
>
> Did you consider FlightGear ? It can output any kind of data, has a
> scripting language and a bunch of customizable protocols.
> And it is built over OSG.
>
> -Fred
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Re: [osg-users] Telemetry Data (Motion Data) supported Free Game?

2010-05-26 Thread Ümit Uzun
Hi All,

Thanks for your all replies. Brede, I will look all suggested games ASAP.
may be it helps me for a while before we grow our project.

Jan, I mean motion information data(pitch, roll, yaw, planetary
accelaration, velocity and etc). I need a game which has an interface or
partial plugin to interrogate the game's motion informations like Microsoft
Flight Simulations. I can interrogate FS by FSUIPC framework then I can send
these motion data to my any device(for example motion platform or Separate
3D Models).

>>There are plenty of free games, but I am not sure what you are after.
Yes you are right, there are too much free games, but any of them supports
kind of this interface to get relatime motion data. If you know how to get
motion data from generic free game, could you tell me please?

Regards.
Thanks again.

Ümit Uzun


2010/5/25 Jan Ciger 

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> On 05/24/2010 09:01 AM, Ümit Uzun wrote:
> > Hi All,
> >
> > I need a game which is OpenSource or free and it supports users with
> > Telemetry Data (Motion Data) like http://www.thunderisland.com/index.php
> > before we write our own game with motion data support interface.
>
> Umit, what do you mean by "telemetry data"? When someone speaks about
> telemetry I am imagining satelite monitoring or some power distribution
> network monitors.
>
> Do you mean motion-controlled? Like Wii? Or? BTW, that games uses only
> steering wheel, joystick, or keyboard (
> http://www.thunderisland.com/faq.php)
>
> There are plenty of free games, but I am not sure what you are after.
>
> Regards,
>
> Jan
>
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.10 (GNU/Linux)
> Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/
>
> iD8DBQFL/AW7n11XseNj94gRAnGhAKCnfOXbb5udzxxw+NSvIE3IcaYysQCeIg02
> X/cZibecuxJVp4998xfRd0M=
> =K5Ju
> -END PGP SIGNATURE-
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[osg-users] Telemetry Data (Motion Data) supported Free Game?

2010-05-24 Thread Ümit Uzun
Hi All,

I need a game which is OpenSource or free and it supports users with
Telemetry Data (Motion Data) like
http://www.thunderisland.com/index.phpbefore we write our own game
with motion data support interface.

Is there anyone who know like this game. That's not important game's
immersiveness or quality, I need only simple game which support me by
accurate telemetry data.

Thanks in advance.
Regards.

Ümit Uzun
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Re: [osg-users] Underwater OSG Video

2010-02-18 Thread Ümit Uzun
You can use some tunnel sites or you can only chance your dns (for example
4.2.2.2 or 4.2.2.1):D It works for me in Turkey.

Ümit Uzun


2010/2/18 Trajce (Nick) Nikolov 

> Hi Kim,
>
> I managed to see the video (thanks to some net tools) ... Looks awesome !
>
> -Nick
>
>
>
> On Thu, Feb 18, 2010 at 3:43 PM, Trajce (Nick) Nikolov <
> nikolov.tra...@gmail.com> wrote:
>
>> great .. Thanks !
>>
>> -Nick
>>
>>
>>
>> On Thu, Feb 18, 2010 at 3:41 PM, Kim Bale  wrote:
>>
>>> Really?!
>>>
>>> Blimey, well i'll send you a dropsend link when I get home..
>>>
>>> Fight the power! ;)
>>>
>>> Kim.
>>>
>>>
>>> On 18 February 2010 13:39, Trajce (Nick) Nikolov
>>>  wrote:
>>> > Hi Kim,
>>> > I would really like to see the video. However, youtube is forbidden in
>>> > Turkey :(
>>> > -Nick
>>> >
>>> >
>>> > On Thu, Feb 18, 2010 at 3:25 PM, Kim Bale 
>>> wrote:
>>> >>
>>> >> Hello all,
>>> >> I was going through some old work stuff last night and came across
>>> this
>>> >> video of some work I did with OSG a little while ago. I was planning
>>> on
>>> >> putting it on the osgOcean website since it shows an old version of
>>> osgOcean
>>> >> being used in a practical context, but I thought I'd also post it here
>>> since
>>> >> it's always interesting to see what people are using OSG for.
>>> >> This was part of a research project aimed at digitally preserving
>>> >> underwater archaeological sites. The majority of the work was involved
>>> in
>>> >> sending ROVs down to gather acoustic and photogrammetric data from the
>>> sites
>>> >> and then reconstructing accurate 3D replicas of the ship wrecks and
>>> their
>>> >> cargo from it.
>>> >> However, in order to make this data accessible for the general public
>>> we
>>> >> created this dive simulator that allowed them to explore these 3d
>>> datasets
>>> >> in a realistic setting.
>>> >> You'll have to forgive the poor quality, that's youtube for you.
>>> >> http://www.youtube.com/watch?v=JjG-TSu1KJA&feature=player_embedded#
>>> >> Tata,
>>> >> Kim.
>>> >> ___
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>>> >> osg-users@lists.openscenegraph.org
>>> >>
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>> >>
>>> >
>>> >
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>>
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Re: [osg-users] Follow an object

2010-02-10 Thread Ümit Uzun
Hi Tufan,

You can use NodeTracker Manipulator, so you can track your origin node by
your camera and manipulate your camera's rotation and oriantation due to
your tracked node too.

Regards.

Ümit Uzun


2010/2/10 Vincent Bourdier 

> In osgHud example, some text is rendered front to the camera, whatever the
> camera position/orientation is.
> You can replace the text using 3D geometries and keeping the same behavior.
>
> If this is not what you are looking, give us more explanations...
>
>
> Vincent.
>
> Tufan Taş a écrit :
>
>> Hi,
>>
>>
>> I add geometries on the screen but when I use the manipulator to translate
>> the scene I want that object to translate also. Like a a cockpit that ground
>> and sky moves when rotate but the cockpit image stays on the scene.
>>
>> Thank you!
>>
>> Cheers,
>> Tufan
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=23905#23905
>>
>>
>>
>>
>>
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>>
>
>
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Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Ümit Uzun
I have had same problem on different plugin while loading my model on
runtime. After that I reliazed that version inconsistent with target plugin
with my OSG. After recompilation problem disapperead.

Ümit Uzun


2010/1/18 alessandro terenzi 

> I will try your suggestion Ümit...by the way, did you have exactly the same
> problem o mine? I mean no crashes if the FBX model contains no textures
> whereas crashes if the model contains some textures?
>
> Thanks.
> Alessandro
>
>
> On Mon, Jan 18, 2010 at 8:29 PM, Ümit Uzun  wrote:
>
>> Hi Alessandro,
>>
>> Maybe problem in osg plugin interfere. So you can't see from dependency
>> walker. As you see osg plugins aren,t named with their version like
>> osg61 So they can be used which doen,t belong your exiting osg core
>> version. Most probably plugin inteference is your problem. Delete all
>> plugin's on your system(all plugins which you can reach from your Path
>> Environment Variables) and rebuild with your existing OSG version again.
>> This would solve your problem.
>>
>> Regards.
>>
>> Ümit Uzun
>>
>>
>> 2010/1/18 Sukender 
>>
>> Arg! Please avoid sending email addresses in clear (because of
>>> "harvesters")...
>>> Anyway, I'll mmerge your changes ASAP and give you feedback.
>>>
>>> Cheers,
>>>
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine -
>>> http://pvle.sourceforge.net/
>>>
>>> Le Mon, 18 Jan 2010 19:19:09 +0100, Michael Platings <
>>> mplati...@pixelpower.com> a écrit:
>>>
>>>
>>>  I sent you a few emails (suky0...@free.fr) but it seems you don't
>>>> receive them if I email you directly!
>>>> Let me know if  there are any further changes you'd like to make on top
>>>> of my alterations.
>>>> Cheers
>>>> -Michael
>>>>
>>>> -Original Message-
>>>> From: osg-users-boun...@lists.openscenegraph.org [mailto:
>>>> osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
>>>> Sent: 18 January 2010 16:30
>>>> To: OpenSceneGraph Users
>>>> Subject: Re: [osg-users] FBX plugin and previous OSG releases...
>>>>
>>>> Forget about my message, I just got my answer on osg-submissions!
>>>>
>>>> Sukender
>>>> PVLE - Lightweight cross-platform game engine -
>>>> http://pvle.sourceforge.net/
>>>>
>>>> - "Sukender"  a écrit :
>>>>
>>>>  Hi Michael,
>>>>>
>>>>> Did you include the sources I sent to you recently? It seems you
>>>>> haven't answered my mails...
>>>>> Cheers,
>>>>>
>>>>> Sukender
>>>>> PVLE - Lightweight cross-platform game engine -
>>>>> http://pvle.sourceforge.net/
>>>>>
>>>>> - "alessandro terenzi"  a écrit :
>>>>>
>>>>> > Thank you, I tried both the zip file got from the osg-submission
>>>>> forum
>>>>> > and
>>>>> > the zip of previous mail but osgviewer still crashes if the FBX
>>>>> model
>>>>> > has
>>>>> > textures.
>>>>> >
>>>>> > I just can think only about sending you my zip and model and let you
>>>>> > see if the problem is there also for you.
>>>>> >
>>>>> > Regards.
>>>>> > Alessandro
>>>>> >
>>>>> > On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
>>>>> > wrote:
>>>>> >
>>>>> > >  Hi Alessandro,
>>>>> > > here's the latest version of the plugin for you.
>>>>> > > Cheers
>>>>> > > -Michael
>>>>> > >
>>>>> > >  --
>>>>> > > *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
>>>>> > > osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
>>>>> > *alessandro
>>>>> > > terenzi
>>>>> > > *Sent:* 18 January 2010 15:34
>>>>> > > *To:* OpenSceneGraph Users
>>>>> > > *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
>>>>> > >
>>>>> > > Ok, I'm going to try...but I've never downloade

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Ümit Uzun
Hi Alessandro,

Maybe problem in osg plugin interfere. So you can't see from dependency
walker. As you see osg plugins aren,t named with their version like
osg61 So they can be used which doen,t belong your exiting osg core
version. Most probably plugin inteference is your problem. Delete all
plugin's on your system(all plugins which you can reach from your Path
Environment Variables) and rebuild with your existing OSG version again.
This would solve your problem.

Regards.

Ümit Uzun


2010/1/18 Sukender 

> Arg! Please avoid sending email addresses in clear (because of
> "harvesters")...
> Anyway, I'll mmerge your changes ASAP and give you feedback.
>
> Cheers,
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
> Le Mon, 18 Jan 2010 19:19:09 +0100, Michael Platings <
> mplati...@pixelpower.com> a écrit:
>
>
>  I sent you a few emails (suky0...@free.fr) but it seems you don't receive
>> them if I email you directly!
>> Let me know if  there are any further changes you'd like to make on top of
>> my alterations.
>> Cheers
>> -Michael
>>
>> -Original Message-
>> From: osg-users-boun...@lists.openscenegraph.org [mailto:
>> osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
>> Sent: 18 January 2010 16:30
>> To: OpenSceneGraph Users
>> Subject: Re: [osg-users] FBX plugin and previous OSG releases...
>>
>> Forget about my message, I just got my answer on osg-submissions!
>>
>> Sukender
>> PVLE - Lightweight cross-platform game engine -
>> http://pvle.sourceforge.net/
>>
>> - "Sukender"  a écrit :
>>
>>  Hi Michael,
>>>
>>> Did you include the sources I sent to you recently? It seems you
>>> haven't answered my mails...
>>> Cheers,
>>>
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine -
>>> http://pvle.sourceforge.net/
>>>
>>> - "alessandro terenzi"  a écrit :
>>>
>>> > Thank you, I tried both the zip file got from the osg-submission
>>> forum
>>> > and
>>> > the zip of previous mail but osgviewer still crashes if the FBX
>>> model
>>> > has
>>> > textures.
>>> >
>>> > I just can think only about sending you my zip and model and let you
>>> > see if the problem is there also for you.
>>> >
>>> > Regards.
>>> > Alessandro
>>> >
>>> > On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings
>>> > wrote:
>>> >
>>> > >  Hi Alessandro,
>>> > > here's the latest version of the plugin for you.
>>> > > Cheers
>>> > > -Michael
>>> > >
>>> > >  --
>>> > > *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
>>> > > osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
>>> > *alessandro
>>> > > terenzi
>>> > > *Sent:* 18 January 2010 15:34
>>> > > *To:* OpenSceneGraph Users
>>> > > *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
>>> > >
>>> > > Ok, I'm going to try...but I've never downloaded code from
>>> > osg-submissions,
>>> > > actually I don't know if I need an account...I've looked at the
>>> > archive but
>>> > > could not find source code, just messages. Maybe you could zip and
>>> > send me
>>> > > the latest submission of the plugin?
>>> > >
>>> > > Thank you. Kind Regards.
>>> > > Alessandro
>>> > >
>>> > > On Mon, Jan 18, 2010 at 4:09 PM, Sukender 
>>> wrote:
>>> > >
>>> > >> I think it's maybe because of a problem in the code. You really
>>> > should try
>>> > >> the FBX plugin posted on osg-submissions to check if it behaves
>>> the
>>> > same or
>>> > >> not.
>>> > >>
>>> > >> Sukender
>>> > >> PVLE - Lightweight cross-platform game engine -
>>> > >> http://pvle.sourceforge.net/
>>> > >>
>>> > >> - "alessandro terenzi"  a écrit :
>>> > >>
>>> > >> > I've just tried to start with a clean configuration but the
>>> > crash
>>> > >> &

Re: [osg-users] FBX plugin and previous OSG releases...

2010-01-18 Thread Ümit Uzun
Hi Alessandro,

As I understand there is dll hells. Please be careful to reach different
version of osg and osg_plugin. Try to use dependency walker to check your
programs using dlls. I had same problem and solution is clear environment
where different versioned osg dlls (plugins and core osg dlls) doesn't
interfere.

HTH.

Ümit Uzun


2010/1/18 Michael Platings 

>  Hi Alessandro
> I'll be happy to look at this. Please send me a zip of your model and
> textures and I'll see if I can repeat the bug.
> Cheers
>
>  --
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
> terenzi
> *Sent:* 18 January 2010 16:27
>
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
>
> Thank you, I tried both the zip file got from the osg-submission forum and
> the zip of previous mail but osgviewer still crashes if the FBX model has
> textures.
>
> I just can think only about sending you my zip and model and let you see if
> the problem is there also for you.
>
> Regards.
> Alessandro
>
> On Mon, Jan 18, 2010 at 5:16 PM, Michael Platings <
> mplati...@pixelpower.com> wrote:
>
>>  Hi Alessandro,
>> here's the latest version of the plugin for you.
>> Cheers
>> -Michael
>>
>>  --
>> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
>> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *alessandro
>> terenzi
>> *Sent:* 18 January 2010 15:34
>> *To:* OpenSceneGraph Users
>> *Subject:* Re: [osg-users] FBX plugin and previous OSG releases...
>>
>>   Ok, I'm going to try...but I've never downloaded code from
>> osg-submissions, actually I don't know if I need an account...I've looked at
>> the archive but could not find source code, just messages. Maybe you could
>> zip and send me the latest submission of the plugin?
>>
>> Thank you. Kind Regards.
>> Alessandro
>>
>> On Mon, Jan 18, 2010 at 4:09 PM, Sukender  wrote:
>>
>>> I think it's maybe because of a problem in the code. You really should
>>> try the FBX plugin posted on osg-submissions to check if it behaves the same
>>> or not.
>>>
>>> Sukender
>>> PVLE - Lightweight cross-platform game engine -
>>> http://pvle.sourceforge.net/
>>>
>>> - "alessandro terenzi"  a écrit :
>>>
>>> > I've just tried to start with a clean configuration but the crash
>>> > remains. Anyway, I found out that the crash happens only if the FBX
>>> > model contains textures, if on the other hand I export only the
>>> > geometry the plugin works fine also with the previous version of OSG.
>>> >
>>> > I tried to use JPG, TIFF and TGA textures (of course I have the
>>> > corrensponding plugins in the osgplugins-2.9.6 directory).
>>> >
>>> > Hope this can suggest you where the problem could be. By the way, I
>>> > could also send you a zip containing my built DLLS, osgviewer and the
>>> > FBX model if this could be useful.
>>> >
>>> > Regards.
>>> > Alessandro
>>> >
>>> >
>>> > On Mon, Jan 18, 2010 at 2:00 PM, Sukender < suky0...@free.fr > wrote:
>>> >
>>> >
>>> > Hi Alessandro,
>>> >
>>> > That sounds very strange. There should be no problem using 2.9.6.
>>> > Maybe this is related to the project/cmake itself? Or maybe a problem
>>> > with multiple OSG installations??? As I don't know the error you got I
>>> > can't say much more, sorry.
>>> >
>>> > You may try using the last submitted FBX plugin (on osg-submissions)
>>> > if not already done yet. Please tell if you still got issues.
>>> >
>>> >
>>> > Cheers,
>>> >
>>> > Sukender
>>> > PVLE - Lightweight cross-platform game engine -
>>> > http://pvle.sourceforge.net/
>>> >
>>> > - "alessandro terenzi" < a.tere...@gmail.com > a écrit :
>>> >
>>> >
>>> >
>>> >
>>> > > I cannot figure out exactly where the problem is, I set the notify
>>> > > level to DEBUG_INFO and all I can see is that the last notification
>>> > is
>>> > > about the model file name being loaded (of course a .FBX file). I
>>> > can

Re: [osg-users] osgQtBrowser error while compiling.

2010-01-18 Thread Ümit Uzun
I have mean "C:\Qt\4.6.0\include\QtCore"

Ümit Uzun


2010/1/18 Ümit Uzun 

> Hi All,
>
> When I compile last revision on svn I get
> ">c:\qt\4.6.0\include\qtwebkit\../../src/3rdparty/webkit/WebCore/../WebKit/qt/Api/qwebelement.h(23)
> : fatal error C1083: Cannot open include file: 'QString': No such file or
> directory"
> error because of qwebelement.h class has "#include " and also
> osgQtBrowser has only "C:\Qt\4.6.0\include" path in Additional Include
> directories field.
> So there should be "C:\Qt\4.6.0\include\qt" too in CMake configuration to
> find QString header, shouldn't there?
>
> Or Am I missing something?
> Regards.
>
> Ümit Uzun
>
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[osg-users] osgQtBrowser error while compiling.

2010-01-18 Thread Ümit Uzun
Hi All,

When I compile last revision on svn I get
">c:\qt\4.6.0\include\qtwebkit\../../src/3rdparty/webkit/WebCore/../WebKit/qt/Api/qwebelement.h(23)
: fatal error C1083: Cannot open include file: 'QString': No such file or
directory"
error because of qwebelement.h class has "#include " and also
osgQtBrowser has only "C:\Qt\4.6.0\include" path in Additional Include
directories field.
So there should be "C:\Qt\4.6.0\include\qt" too in CMake configuration to
find QString header, shouldn't there?

Or Am I missing something?
Regards.

Ümit Uzun
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Re: [osg-users] Applying transparency to STL model

2010-01-16 Thread Ümit Uzun
Hi Maxym,

Transparent objects drawing order is important. You have set "
ss->setRenderBinDetails(1, "DepthSortedBin");" so it make your object drawn
first. Try to draw it last with supporting "11" renderbin order instead of
"1".

HTH. Regards.

Ümit Uzun


2010/1/16 Maxym Bilinets 

> Hi,
>
> I'm having very first look at OSG. What I need to do is rendering
> transparent STL model.
> I do steps the below:
>
> osg::ref_ptr matirial = new osg::Material;
>  matirial->setColorMode(osg::Material::AMBIENT);
>  matirial->setAlpha(osg::Material::Face::FRONT, 0.5);
>  matirial->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1,
> 1));
>  matirial->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1,
> 1));
>  matirial->setShininess(osg::Material::FRONT_AND_BACK, 64.0f);
>  ss->setAttributeAndModes(matirial.get(), osg::StateAttribute::ON);
>
>  ss->setMode(GL_BLEND, osg::StateAttribute::ON);
>  ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
>  ss->setRenderBinDetails(1, "DepthSortedBin");
>
>  osg::CullFace* cull = new osg::CullFace();
>  cull->setMode(osg::CullFace::BACK);
>  ss->setAttributeAndModes(cull, osg::StateAttribute::OFF);
>
> and after all the transparency works but slightly wrong. Seems it uses some
> optimization algorithm, kinda Depth peeling or something else.
>
> But I would like to get "true" transparency with simple tringle sorting. I
> do realise that it might be rather slow but I in my case correctness is more
> important than performance.
> I believe it's possible in OSG since it is claimed in the feature list:
> - Automatic sorting for correct rendering of partially transparent
> geometry.
>
> Can someone help me with that?
>
> Thank you in advance!
> Maxym
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=22754#22754
>
>
>
>
>
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Re: [osg-users] osgWidget::input work

2010-01-15 Thread Ümit Uzun
Merhaba Nikolov,

If you come Ankara, we may can meet :) Sorry for special question about
company!

See you...
Regards.

Ümit Uzun


2010/1/15 Trajce Nikolov 

> hi Umut,
>
> I might have a short trip to Ankara soon. I am not going to disclose the
> company :)
>
> Nick
>
> http://www.linkedin.com/in/tnick
> Sent from Devlet, Ankara, Turkey
>
> On Fri, Jan 15, 2010 at 4:58 PM, Ümit Uzun  wrote:
>
>> Merhaba Nikolov :)
>>
>> I would have been glad to meet you,  but I stay in Ankara :( I think you
>> are on graphical prject in Istanbul. Which company works based on 3D
>> environment and simulation on Istanbul?
>>
>> Nice to meet you.
>> Saygilar :D
>>
>> Ümit Uzun
>>
>>
>> 2010/1/15 Trajce Nikolov 
>>
>> Merhaba  Umut :),
>>>
>>> its the google mail stuff, I guess based on the ip. I am originaly half
>>> macedonian half czech, at present in Istanbul on a project. No idea how long
>>> will stay here.
>>>
>>> If you are in Istanbul we can meet to have a beer
>>>
>>> Nick
>>>
>>>
>>> http://www.linkedin.com/in/tnick
>>> Sent from Devlet, Ankara, Turkey
>>>
>>> On Fri, Jan 15, 2010 at 4:36 PM, Ümit Uzun  wrote:
>>>
>>>> Hi Nikolov,
>>>>
>>>> What does  
>>>> "http://www.linkedin.com/in/tnick<http://www.linkedin.com/in/tnick>Sent 
>>>> from Devlet, Ankara, Turkey " mean. Is this undefined spam type?  Your
>>>> location changing too fast. I am crious because I am from Turkey, too :D
>>>>
>>>> Regards.
>>>>
>>>> Ümit Uzun
>>>>
>>>>
>>>> 2010/1/15 Jean-Sébastien Guay 
>>>>
>>>>>  Hi Nick,
>>>>>
>>>>>
>>>>>  However, I started the osgwidgetinput example and for some reason it
>>>>>> is not getting my input from the keyboard.
>>>>>>
>>>>>
>>>>> This is the same problem I noticed in other osgWidget classes lately.
>>>>> Someone changed the signature of virtual methods in the EventInterface 
>>>>> class
>>>>> (which Widget inherits and thus, all other Widgets too) adding a const, 
>>>>> but
>>>>> didn't change the signature of methods that are supposed to overload those
>>>>> virtual methods in derived classes. So for example, EventInterface 
>>>>> defines:
>>>>>
>>>>> virtual bool keyDown (int, int, const WindowManager*) { return false; }
>>>>> virtual bool keyUp   (int, int, const WindowManager*) { return false; }
>>>>>
>>>>> but Input defines:
>>>>>
>>>>> virtual bool keyUp   (int, int, WindowManager*);
>>>>> virtual bool keyDown (int, int, WindowManager*);
>>>>>
>>>>> So there is no compile error, but the base class methods are called
>>>>> instead of the derived class methods because their argument lists don't
>>>>> match.
>>>>>
>>>>> Here's the change for Input. It would be nice to go across all
>>>>> osgWidget classes and fix this if you have the time. I already did it for
>>>>> Frame a week or so ago, and this fixes Input, but there are bound to be
>>>>> more.
>>>>>
>>>>> Hope this helps,
>>>>>
>>>>> J-S
>>>>> --
>>>>> __
>>>>> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
>>>>>   http://www.cm-labs.com/
>>>>>http://whitestar02.webhop.org/
>>>>>
>>>>> /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2008 Robert Osfield
>>>>>  *
>>>>>  * This library is open source and may be redistributed and/or modified
>>>>> under
>>>>>  * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0
>>>>> or
>>>>>  * (at your option) any later version.  The full license is in LICENSE
>>>>> file
>>>>>  * included with this distribution, and on the openscenegraph.orgwebsite.
>>>>>  *
>>>>>  * This library is distributed in the hope that it will be useful,
>>>>>  * but WITHOUT ANY WARRANTY; without even the implied warranty of
>>>>>

Re: [osg-users] osgWidget::input work

2010-01-15 Thread Ümit Uzun
Merhaba Nikolov :)

I would have been glad to meet you,  but I stay in Ankara :( I think you are
on graphical prject in Istanbul. Which company works based on 3D environment
and simulation on Istanbul?

Nice to meet you.
Saygilar :D

Ümit Uzun


2010/1/15 Trajce Nikolov 

> Merhaba  Umut :),
>
> its the google mail stuff, I guess based on the ip. I am originaly half
> macedonian half czech, at present in Istanbul on a project. No idea how long
> will stay here.
>
> If you are in Istanbul we can meet to have a beer
>
> Nick
>
>
> http://www.linkedin.com/in/tnick
> Sent from Devlet, Ankara, Turkey
>
> On Fri, Jan 15, 2010 at 4:36 PM, Ümit Uzun  wrote:
>
>> Hi Nikolov,
>>
>> What does  
>> "http://www.linkedin.com/in/tnick<http://www.linkedin.com/in/tnick>Sent from 
>> Devlet, Ankara, Turkey " mean. Is this undefined spam type?  Your
>> location changing too fast. I am crious because I am from Turkey, too :D
>>
>> Regards.
>>
>> Ümit Uzun
>>
>>
>> 2010/1/15 Jean-Sébastien Guay 
>>
>>>  Hi Nick,
>>>
>>>
>>>  However, I started the osgwidgetinput example and for some reason it is
>>>> not getting my input from the keyboard.
>>>>
>>>
>>> This is the same problem I noticed in other osgWidget classes lately.
>>> Someone changed the signature of virtual methods in the EventInterface class
>>> (which Widget inherits and thus, all other Widgets too) adding a const, but
>>> didn't change the signature of methods that are supposed to overload those
>>> virtual methods in derived classes. So for example, EventInterface defines:
>>>
>>> virtual bool keyDown (int, int, const WindowManager*) { return false; }
>>> virtual bool keyUp   (int, int, const WindowManager*) { return false; }
>>>
>>> but Input defines:
>>>
>>> virtual bool keyUp   (int, int, WindowManager*);
>>> virtual bool keyDown (int, int, WindowManager*);
>>>
>>> So there is no compile error, but the base class methods are called
>>> instead of the derived class methods because their argument lists don't
>>> match.
>>>
>>> Here's the change for Input. It would be nice to go across all osgWidget
>>> classes and fix this if you have the time. I already did it for Frame a week
>>> or so ago, and this fixes Input, but there are bound to be more.
>>>
>>> Hope this helps,
>>>
>>> J-S
>>> --
>>> __
>>> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
>>>   http://www.cm-labs.com/
>>>http://whitestar02.webhop.org/
>>>
>>> /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2008 Robert Osfield
>>>  *
>>>  * This library is open source and may be redistributed and/or modified
>>> under
>>>  * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
>>>  * (at your option) any later version.  The full license is in LICENSE
>>> file
>>>  * included with this distribution, and on the openscenegraph.orgwebsite.
>>>  *
>>>  * This library is distributed in the hope that it will be useful,
>>>  * but WITHOUT ANY WARRANTY; without even the implied warranty of
>>>  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
>>>  * OpenSceneGraph Public License for more details.
>>> */
>>>
>>> // Code by: Jeremy Moles (cubicool) 2007-2008
>>>
>>> #ifndef OSGWIDGET_INPUT
>>> #define OSGWIDGET_INPUT
>>>
>>> #include 
>>>
>>> namespace osgWidget {
>>>
>>> // This is a string of values we use to try and determine the best Y
>>> // descent value (yoffset); you're welcome to use what works best for
>>> // your font.
>>> const std::string DESCENT_STRING("qpl");
>>>
>>> class OSGWIDGET_EXPORT Input: public Label
>>> {
>>>public:
>>>
>>>Input(const std::string& = "", const std::string& = "", unsigned
>>> int = 20);
>>>
>>>virtual void parented   (Window*);
>>>virtual void positioned ();
>>>
>>>virtual bool focus   (const WindowManager*);
>>>virtual bool unfocus (const WindowManager*);
>>>virtual bool keyUp   (int, int, const WindowManager*);
>>>virtual bool keyDown 

Re: [osg-users] osgWidget::input work

2010-01-15 Thread Ümit Uzun
Hi Nikolov,

What does  
"http://www.linkedin.com/in/tnick<http://www.linkedin.com/in/tnick>Sent
from Devlet, Ankara, Turkey " mean. Is this undefined spam type?  Your
location changing too fast. I am crious because I am from Turkey, too :D

Regards.

Ümit Uzun


2010/1/15 Jean-Sébastien Guay 

> Hi Nick,
>
>
>  However, I started the osgwidgetinput example and for some reason it is
>> not getting my input from the keyboard.
>>
>
> This is the same problem I noticed in other osgWidget classes lately.
> Someone changed the signature of virtual methods in the EventInterface class
> (which Widget inherits and thus, all other Widgets too) adding a const, but
> didn't change the signature of methods that are supposed to overload those
> virtual methods in derived classes. So for example, EventInterface defines:
>
> virtual bool keyDown (int, int, const WindowManager*) { return false; }
> virtual bool keyUp   (int, int, const WindowManager*) { return false; }
>
> but Input defines:
>
> virtual bool keyUp   (int, int, WindowManager*);
> virtual bool keyDown (int, int, WindowManager*);
>
> So there is no compile error, but the base class methods are called instead
> of the derived class methods because their argument lists don't match.
>
> Here's the change for Input. It would be nice to go across all osgWidget
> classes and fix this if you have the time. I already did it for Frame a week
> or so ago, and this fixes Input, but there are bound to be more.
>
> Hope this helps,
>
> J-S
> --
> __
> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
>
> /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2008 Robert Osfield
>  *
>  * This library is open source and may be redistributed and/or modified
> under
>  * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
>  * (at your option) any later version.  The full license is in LICENSE file
>  * included with this distribution, and on the openscenegraph.org website.
>  *
>  * This library is distributed in the hope that it will be useful,
>  * but WITHOUT ANY WARRANTY; without even the implied warranty of
>  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
>  * OpenSceneGraph Public License for more details.
> */
>
> // Code by: Jeremy Moles (cubicool) 2007-2008
>
> #ifndef OSGWIDGET_INPUT
> #define OSGWIDGET_INPUT
>
> #include 
>
> namespace osgWidget {
>
> // This is a string of values we use to try and determine the best Y
> // descent value (yoffset); you're welcome to use what works best for
> // your font.
> const std::string DESCENT_STRING("qpl");
>
> class OSGWIDGET_EXPORT Input: public Label
> {
>public:
>
>Input(const std::string& = "", const std::string& = "", unsigned int
> = 20);
>
>virtual void parented   (Window*);
>virtual void positioned ();
>
>virtual bool focus   (const WindowManager*);
>virtual bool unfocus (const WindowManager*);
>virtual bool keyUp   (int, int, const WindowManager*);
>virtual bool keyDown (int, int, const WindowManager*);
>
>void setCursor(Widget*);
>unsigned int calculateBestYOffset (const std::string& = "qgl");
>
>void setXOffset(point_type xo) {
>_xoff = xo;
>}
>
>void setYOffset(point_type yo) {
>_yoff = yo;
>}
>
>void setXYOffset(point_type xo, point_type yo) {
>_xoff = xo;
>_yoff = yo;
>}
>
>osg::Drawable* getCursor() {
>return _cursor.get();
>}
>
>const osg::Drawable* getCursor() const {
>return _cursor.get();
>}
>
>point_type getXOffset() const {
>return _xoff;
>}
>
>point_type getYOffset() const {
>return _yoff;
>}
>
>XYCoord getXYOffset() const {
>return XYCoord(_xoff, _yoff);
>}
>
>protected:
>virtual void _calculateSize(const XYCoord&);
>
>void _calculateCursorOffsets();
>
>point_type _xoff;
>point_type _yoff;
>
>unsigned int _index;
>unsigned int _size;
>unsigned int _cursorIndex;
>unsigned int _maxSize;
>
>std::vector _offsets;
>osg::ref_ptr_cursor;
> };
>
> }
>
> #endif
>
> // -*-c++-*- osgWidge

Re: [osg-users] "Attempted to read or write protected memory." ERROR

2010-01-07 Thread Ümit Uzun
Hi Tufan,

If there is no obligation you should use general Win32 Console Project
instead of CLI, and problem most probably about CLI C++ and Pure C++
reference collision.

Good Luck :D
Regards.

Ümit Uzun


2010/1/7 Tufan Taş 

> Hi,
>
> I am new in open scene graph. I installed open scene graph 2.8.2 with
> thirdParty for VS2008. I wrote a simple code using C++/CLI as in the
> following:
> ref_ptr viewer = new Viewer();
> viewer->setUpViewInWindow(100, 100, 640, 480);
> viewer->run();
>
> After debuging it I take the reulting dll into my c# project references.
> But when I run my c# project it gets "Attempted to read or write protected
> memory. This is often an indication that other memory is corrupt." error
> message on viewer->run(); line.
> Even if I only write the ref_ptr viewer = new Viewer(); line I take
> the "A first chance exception of type 'System.AccessViolationException'
> occurred in OpenSceneGraphLibrary.dll" Exception ang goes on to ref_ptr
> code.
>
> If you have any suggestion please share with me I need a quick help.
>
> Thank you!
>
> Cheers,
> tufan
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=22197#22197
>
>
>
>
>
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Re: [osg-users] Rotation 2 DOF node with 2 Different Matrix.

2009-12-31 Thread Ümit Uzun
Hi Simon,

Thanks for your advices, but I need to apply unordered rotation. And I don't
want to think about rotation apply order. So I can't use direct invert
function, rotation should be incremental order, not direct neutralization.

Thanks for your advices again.
Regards.

Ümit Uzun


2009/12/31 Simon Hammett 

> Not really following what you are after, but one point:
>
> 2009/12/31 Ümit Uzun 
>
>> Hi Paul,
>>
>> Thanks for your reply. I need only one explanation about that;
>>
>>  psudo code
>> Matrix matrix1= identity;
>> matrix1->rotate( 10 degree on LOCAL X axis )
>> matrix1->rotate( 10 degree on LOCAL Y axis )
>> matrix1->rotate( -10 degree on LOCAL X axis )
>> matrix1->rotate( -10 degree on LOCAL Y axis )
>>
>> matrix1 is NOT IDENTITY at last.
>> /
>>
>
> No it won't be the identity, you've got the undo in the wrong order.
>
> Matrix matrix1= identity;
>
> // rotate
>
> matrix1->rotate( 10 degree on LOCAL X axis )
> matrix1->rotate( 10 degree on LOCAL Y axis )
>
> // un-rotate
>
> matrix1->rotate( -10 degree on LOCAL Y axis )
> matrix1->rotate( -10 degree on LOCAL X axis )
>
> ASSERT(matrix1 == identity);
>
> If you want undo, just use matrix invert, which
> will work unless you've got a scale by 0 in the transform.
>
> --
> http://www.ssTk.co.uk
>
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Re: [osg-users] Rotation 2 DOF node with 2 Different Matrix.

2009-12-31 Thread Ümit Uzun
Hi Paul,

Thanks for your reply. I need only one explanation about that;

 psudo code
Matrix model= identity;
Matrix matrix1= identity;
matrix1->rotate( 10 degree on LOCAL X axis )
matrix1->rotate( 10 degree on LOCAL Y axis )
matrix1->rotate( -10 degree on LOCAL X axis )
matrix1->rotate( -10 degree on LOCAL Y axis )

model->setMatrix( matrix1 )

matrix1 is NOT IDENTITY at last.
//

Do you think it is impossible rotating due to 2 different LOCAL axis on same
matrix?

I have tried your suggestion but can't resolve;

 psudo code
Matrix model= identity;
Matrix matrix1= identity;
Matrix matrix2= identity;

matrix1->rotate( 10 degree on LOCAL X axis )
model->setMatrix(matrix1 * matrix2);  // Turned Local X axis 10 degree

matrix2->rotate( 10 degree on LOCAL Y axis )
model->setMatrix(matrix1 * matrix2);  // Turned Global Y axis 10 degree

matrix1->rotate( -10 degree on LOCAL X axis )
model->setMatrix(matrix1 * matrix2);  // Turned Local X axis -10 degree

matrix2->rotate( -10 degree on LOCAL Y axis )
model->setMatrix(matrix1 * matrix2);  // Turned Global Y axis -10 degree

model is IDENTITY at last.
//

As you said I hold different rotation Matrix for each Axis, but as you can
see from above code some rotations done on LOCAL and some rotations done on
GLOBAL axis. But I want to do all rotations on LOCAL axis without any
artifacts. I know below formulation;

///
m = rotation * m;  // rotate around matrix axis (local space)
m = m * rotation;  // rotate around fixed axis (global space)
///

But if I change " model->setMatrix(matrix1 * matrix2); " formulation for Y
Axis to " model->setMatrix(matrix2 * matrix1); ", this time as a result some
frame jumping occured on rotation operations.

Do you think it is impossible to operate absolute matrix multiplication for
2 different Local axis on one model?

If I operate incremental matrix multiplication for 2 different Local axis I
can rotate my model pretty easy but this time I might not reach initial
rotation state for this model although I rotate reverse direction for each
axis but in different order.

Am I trying to achieve impossible operation or not?
Thanks so much. Regards.

Ümit Uzun


30 Aralık 2009 23:48 tarihinde Paul Martz  yazdı:

> I would store the x and y rotations as separate variables. Use them to
> compute a single Matrix when you need to update. Test for identity by
> checking to see if your x and y variables fall within an epsilon range of
> zero.
>
> Paul Martz
> Skew Matrix Software LLC
> _http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
> +1 303 859 9466
>
>
>
> Ümit Uzun wrote:
>
>> Hi All,
>>
>> I have a problem about rotating one MatrixTransform node with 2 different
>> Matrix which one of responsible for rotation on X by osg::X_AXIS and one of
>> responsible for rotatin by osg::Y_AXIS.
>> I have done some rotation to MT node but after this operations I am
>> waiting to get Identity matrix for MT which has Identity matrix in initial
>> state.
>> Some psudo codes;
>>
>> -
>> // Initial states
>> osg::MatrixTransform* MT;
>> MT->setMatrix( osg::Matrix::identity() );
>> osg::Matrix ang1 = osg::Matrix::identity();
>> osg::Matrix ang2 = osg::Matrix::identity();
>>
>> // Updates done with this codes
>> ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
>> osg::X_AXIS)));
>> ang2.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
>> osg::Y_AXIS)));
>>
>> MT->setMatrix(ang2 * ang1);
>> -
>>
>> if I rotate my MT by above code; model rotated on Y by localCoordinate
>> axis and rotated on X fixedCoordinate axis. But I wanted to rotate on X
>> local coordınate axis too.
>>
>>
>> If I use one matrix to update rotation;
>> -
>> // Initial states
>> osg::MatrixTransform* MT;
>> MT->setMatrix( osg::Matrix::identity() );
>> osg::Matrix ang1 = osg::Matrix::identity();
>>
>> // Updates done with this codes
>> ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
>> osg::X_AXIS)));
>> ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
>> osg::Y_AXIS)));
>> ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(-10.0f),
>> osg::X_AXIS)));
>> ang1.

[osg-users] Rotation 2 DOF node with 2 Different Matrix.

2009-12-30 Thread Ümit Uzun
Hi All,

I have a problem about rotating one MatrixTransform node with 2 different
Matrix which one of responsible for rotation on X by osg::X_AXIS and one of
responsible for rotatin by osg::Y_AXIS.
I have done some rotation to MT node but after this operations I am waiting
to get Identity matrix for MT which has Identity matrix in initial state.
Some psudo codes;

-
// Initial states
osg::MatrixTransform* MT;
MT->setMatrix( osg::Matrix::identity() );
osg::Matrix ang1 = osg::Matrix::identity();
osg::Matrix ang2 = osg::Matrix::identity();

// Updates done with this codes
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
osg::X_AXIS)));
ang2.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
osg::Y_AXIS)));

MT->setMatrix(ang2 * ang1);
-

if I rotate my MT by above code; model rotated on Y by localCoordinate axis
and rotated on X fixedCoordinate axis. But I wanted to rotate on X local
coordınate axis too.


If I use one matrix to update rotation;
-
// Initial states
osg::MatrixTransform* MT;
MT->setMatrix( osg::Matrix::identity() );
osg::Matrix ang1 = osg::Matrix::identity();

// Updates done with this codes
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
osg::X_AXIS)));
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(10.0f),
osg::Y_AXIS)));
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(-10.0f),
osg::X_AXIS)));
ang1.preMult(osg::Matrix::rotate(osg::Quat(osg::DegreesToRadians(-10.0f),
osg::Y_AXIS)));

MT->setMatrix(ang1);
-

With above code I can rotate my model X and Y local coordinate axis. But
this code has lack too.

After apply positive and negative way rotation I am waiting to get
IdentityMatrix but after all rotation operation my MT->getMatrix() give me
different from IdentityMatrix. I think I should use inverse matrix instead
of negative direction rotated matrix to rotate -X or -Y direction. Could it
solve my problem or not?

By these 2 rotation operations my main goal is that; I want to rotate MT by
X and Y local coordinate system. And after all rotations I can get initial
state of MT. I mean I apply to many rotation transformation to my unique
node and after all dual(for X and -X or for y and -Y with unordered queue)
operation I want to get first initial matrix for my MT node.

I know this is not hard operations, but I am unstable about choosing which
one is right way.
I appreciate any comments.
Regards.

Ümit Uzun
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Re: [osg-users] HUD-Problem

2009-12-29 Thread Ümit Uzun
Hi Carl,

Please download
http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/NPS_Tutorials_src.rarand
test Tutorial_06 which is given link osgHud in OSG website by you. I
have already tried and it is working pretty good. I think your problem was
that you didn't control model's path. So you can't see any hud on the
screen. Please control all path's on your system and recompile it. You will
see all of them works.

Regards.

Ümit Uzun


2009/12/29 Trajce Nikolov 

> dont panic :))
>
> here is your code modfied and working
>
> osg::ref_ptr CreateHUD()
> {
> osg::ref_ptr Root( new osg::Group );
>
> // HUD
> osg::ref_ptr HUD_Text( new osgText::Text );
>  HUD_Text->setCharacterSize( 25 );
> HUD_Text->setFont( "fonts/arial.ttf" );
>  HUD_Text->setText( "Not so good" );
> //HUD_Text->setAxisAlignment( osgText::Text::SCREEN );
>  HUD_Text->setPosition( osg::Vec3( 30.0, 30.0, 0.0 ) );
> HUD_Text->setColor( osg::Vec4( 1.0, 1.0, 0.0, 1.0 ) );
>
> // HUD Vertices
> osg::ref_ptr HUD_Vertices( new osg::Vec3Array );
>  HUD_Vertices->push_back( osg::Vec3d( 0.0, 0.0, -0.1 ) );
> HUD_Vertices->push_back( osg::Vec3d( 1024.0, 0.0, -0.1 ) );
>  HUD_Vertices->push_back( osg::Vec3d( 1024.0, 200.0, -0.1 ) );
> HUD_Vertices->push_back( osg::Vec3d( 0.0, 200.0, -0.1 ) );
>
> // HUD Indices
> osg::ref_ptr HUD_Indices( new osg::DrawElementsUInt(
> osg::PrimitiveSet::POLYGON, 0 ) );
>  HUD_Indices->push_back( 0 );
> HUD_Indices->push_back( 1 );
> HUD_Indices->push_back( 2 );
>  HUD_Indices->push_back( 3 );
>
> // Hud Color
> osg::ref_ptr HUD_Color(new osg::Vec4Array );
>  HUD_Color->push_back( osg::Vec4( 0.8f, 0.8f, 0.8f, 0.8f) );
>
> // HUD Normals
>  osg::ref_ptr HUD_Normals( new osg::Vec3Array );
> HUD_Normals->push_back( osg::Vec3( 0.0f, 0.0f, -1.0f ) );
>
> // HUD Geometry
> osg::ref_ptr HUD_Geometry( new osg::Geometry );
>  HUD_Geometry->setNormalArray( HUD_Normals );
> HUD_Geometry->setNormalBinding( osg::Geometry::BIND_OVERALL );
>  HUD_Geometry->addPrimitiveSet( HUD_Indices );
> HUD_Geometry->setVertexArray( HUD_Vertices );
>  HUD_Geometry->setColorArray( HUD_Color );
> HUD_Geometry->setColorBinding( osg::Geometry::BIND_OVERALL );
>
> // HUD Renderstates
> osg::ref_ptr HUD_StateSet( new osg::StateSet );
>  HUD_StateSet->setMode( GL_BLEND, osg::StateAttribute::ON );
> HUD_StateSet->setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF );
>  HUD_StateSet->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
> HUD_StateSet->setRenderBinDetails( 11, "DepthSortedBin");
>
> // HUD Geode
> osg::ref_ptr HUD_Geode( new osg::Geode );
>  HUD_Geode->addDrawable( HUD_Geometry.get() );
> HUD_Geode->addDrawable( HUD_Text.get() );
>  //HUD_Geode->setStateSet( HUD_StateSet.get() );
>
> // HUD View
>  osg::ref_ptr HUD_Transform( new
> osg::MatrixTransform );
> HUD_Transform->setMatrix( osg::Matrix::identity() );
>  HUD_Transform->setReferenceFrame(
> osg::Transform::ABSOLUTE_RF_INHERIT_VIEWPOINT );
> HUD_Transform->addChild( HUD_Geode.get() );
>
> // HUD Projection
> /*
> osg::ref_ptr HUD_Projection( new osg::Projection );
>  HUD_Projection->setMatrix( osg::Matrix::ortho2D( 0.0, 1024.0, 0.0, 768.0
> ) );
> HUD_Projection->addChild( HUD_Transform.get() );
>  */
>
> osg::Camera* camera = new osg::Camera;
> camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
> camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
> camera->setViewMatrix(osg::Matrix::identity());
> camera->setClearMask(GL_DEPTH_BUFFER_BIT);
> camera->setRenderOrder(osg::Camera::NESTED_RENDER);
> camera->setAllowEventFocus(false);
> camera->addChild( HUD_Transform.get() );
>
> //Root->addChild( HUD_Projection.get() );
>  Root->addChild( camera );
>
> return Root;
> }
> int main (int argc, char* argv[])
> {
> // Create a Producer-based viewer
> osgViewer::Viewer viewer;
> viewer.addEventHandler( new osgViewer::StatsHandler );
>  viewer.setUpViewInWindow( 32, 32, 1024, 768 );
> viewer.setSceneData( CreateHUD().get() );
>  viewer.setCameraManipulator(new osgGA::TrackballManipulator());
> viewer.realize();
>
> while( !viewer.done() )
> {
> viewer.frame();
>  }
>
> //return viewer.run();
> return 0;
> }
>
> Nick
>
> http://www.linkedin.com/in/tnick
> Sent from Devlet, Ankara, Turkey
>
> On Tue, Dec 29, 2009 at 1:46 PM, Carl Johnson  wrote:
>
>> Hi,
>>
>> it is unbelievable that nobody can help.  [Question]
>>
>>
>> http://www.openscenegraph.org/projects/osg/wiki/Support/Tu

Re: [osg-users] Simple water effects

2009-12-21 Thread Ümit Uzun
Hi Dominic,

thanks for the interesting "links", but the habib tuturials are all for
direct x, right? And I don't see how I have to integrate with OSG (sorry for
the stupid questions, but I'm a beginer at all...).
Yes right. But he has good understanding to achieve kind of water surface.
You can grasp the understanding  and make yourself in GLSL.

I can't find the real worldz examples on the net, do you have the source?
Grab the GLSL book and look at Real Worldz section. There is not
comprehensive source code and example, there is only information to how you
can create water surface.

If you are very beginner, you need to learn "water mathematic"(which habib's
talked about enough in his site) and implementation by GLSL. I think you
have already known this is not trivial operation.

Regards.

Ümit Uzun


2009/12/22 Dominic Stalder 

> Hi Ümit
>
> thanks for the interesting "links", but the habib tuturials are all for
> direct x, right? And I don't see how I have to integrate with OSG (sorry for
> the stupid questions, but I'm a beginer at all...).
>
> I can't find the real worldz examples on the net, do you have the source?
>
> Regards
> Dominic
>
> Ümit Uzun schrieb:
>
>> Hi Dominic;
>>
>> As you know there is too much resource on the net. Some of them which I
>> can advice you to look,
>>
>> http://habib.wikidot.com/
>> OrangeBook (aka GLSL Book) There is Real Worldz chapter which talk about
>> rendering ocean in simple and not comprehensive way.
>> http://www.vterrain.org/Water/
>>
>> I don't know which way is the best, simple textures, normal mapping or
>> shaders? What I would like to see is the sun reflecting the rays on the
>> water ;-)  Any help is welcome.
>> IMHO, you only need Reflection Rays on the water surface with Environment
>> mapping and animated texturing. This 3 combination would give you best ocean
>> surface as you expect without much CPU usage.
>>
>> But I really suggest you to use osgOcean, You can turn on/off much of
>> rendering  unit. So you can only use reflection and environment mapping by
>> toggling off all off other which are needs too much processing time.
>>
>> Regards.
>>
>> Ümit Uzun
>>
>>
>> 2009/12/21 Dominic Stalder > dominic.stal...@bluewin.ch>>
>>
>>
>>Hi there
>>
>>is there a simple and good looking way to have water effects for
>>the sea? How do you implement this?
>>
>>I don't know which way is the best, simple textures, normal
>>mapping or shaders? What I would like to see is the sun reflecting
>>the rays on the water ;-)  Any help is welcome.
>>
>>I know the amazing looking osgOcean, but for our game it uses to
>>much CPU.
>>
>>Regards
>>Dominic
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>>
>>
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>>
>>
>> 
>>
>>
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Re: [osg-users] Simple water effects

2009-12-21 Thread Ümit Uzun
Hi Dominic;

As you know there is too much resource on the net. Some of them which I can
advice you to look,

http://habib.wikidot.com/
OrangeBook (aka GLSL Book) There is Real Worldz chapter which talk about
rendering ocean in simple and not comprehensive way.
http://www.vterrain.org/Water/

I don't know which way is the best, simple textures, normal mapping or
shaders? What I would like to see is the sun reflecting the rays on the
water ;-)  Any help is welcome.
IMHO, you only need Reflection Rays on the water surface with Environment
mapping and animated texturing. This 3 combination would give you best ocean
surface as you expect without much CPU usage.

But I really suggest you to use osgOcean, You can turn on/off much of
rendering  unit. So you can only use reflection and environment mapping by
toggling off all off other which are needs too much processing time.

Regards.

Ümit Uzun


2009/12/21 Dominic Stalder 

> Hi there
>
> is there a simple and good looking way to have water effects for the sea?
> How do you implement this?
>
> I don't know which way is the best, simple textures, normal mapping or
> shaders? What I would like to see is the sun reflecting the rays on the
> water ;-)  Any help is welcome.
>
> I know the amazing looking osgOcean, but for our game it uses to much CPU.
>
> Regards
> Dominic
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Re: [osg-users] What are the your favorite free 3d model sites?

2009-12-21 Thread Ümit Uzun
Hi Maxim;

If you have time could you look at
http://www.delta3d.org/article.php?story=20050720155458456&topic=tutorials
"Resource Creation" section to conform some rules to make much general
conversion. Maybe it can help while conversion.

Regards.

Ümit Uzun


2009/12/21 Maxim Gammer 

> Hi!
>
> Ok. I can convert these models into a format OSG. There is a need?
>
>
> http://cde.tsogu.ru/3d_scenes/
> http://cde.tsogu.ru/lybrery/
> http://cde.tsogu.ru/3d_vneshnee/
> http://cde.tsogu.ru/3D_upravlenie/
> http://cde.tsogu.ru/3d_mebel/
> http://cde.tsogu.ru/3d_equipment/
> http://cde.tsogu.ru/3d_indicator/
> http://cde.tsogu.ru/3d_dezign/
>
>
> 2009/12/21 Robert Osfield 
>
> Hi All,
>>
>> Thanks for all the very useful links.  Delta3D's site has been the
>> most useful so far... but I've only really started scratching the
>> surface.
>>
>> On Mon, Dec 21, 2009 at 2:14 PM, Clay, Bruce  wrote:
>> > A lot of the models are in MAX format but I did not find as OSG plugin
>> to
>> > read that format in the precompiled OSG nor in the src/osgPlugin
>> directory.
>> > Is there a plugin that will read the max format of graphics files?
>>
>> There is no plugin for the OSG itself for reading max files.
>>
>> The is the OSGExp project that provides a plugin to 3D Studio Max for
>> exporting .ive + .osg files though, so if you want to use Max files
>> this is the route - it does of course require Max.  As I don't have an
>> OS that would run Max, let alone Max itself it doesn't really me too
>> much for this particular little task.
>>
>> Thanks again for all your links, keep them coming ;-)
>> Robert.
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>
>
>
> --
> Maxim Gammer
>
>
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Re: [osg-users] light lobes

2009-12-11 Thread Ümit Uzun
Hi Nick,

I advice you to look at, "How can I ask smart question?" from
http://catb.org/~esr/faqs/smart-questions.html

Regards.

Ümit Uzun


2009/12/11 Robert Osfield 

> Hi Nick,
>
> On Fri, Dec 11, 2009 at 1:01 PM, Trajce Nikolov
>  wrote:
> > one more thing. The matrix that I pass to TexGen seem to not be taken
> into
> > account. No matter how I set the far plane it shows same results. Is this
> > expected behavior ?
>
> I can't comment on the issues you are seeing as I'm not party to your code.
>
> As for the 1D texture - this would just be a simple alpha textured
> with a region set to zero for behind the light source, and 1.0 or
> attenuated in front.
>
> Robert.
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Re: [osg-users] osg::StateAttribute::PROTECTED usage for not effected from it's parental shaders.

2009-12-03 Thread Ümit Uzun
Hi J.S;

Thanks for reply, It works. I have known this rule but for some reason
forgot so I have been trying to PROTECT child's stateSet :D

Regards.

Ümit Uzun


2009/12/3 Jean-Sébastien Guay 

> Hi Ümit,
>
>
>  I have a shader and try implement to the ParentNode but I don't want to
>> effect ChildNode with this shader. I want render ParentNode with Shader and
>> render ChildNode with FixedFunction without any effect from it's parent's
>> shader. I have tried to use osg::StateAttribute::PROTECTED but which
>> osg::Attribute should I set to PROTECTED?
>> I mean ChildNode->getOrCreateStateSet()->setAttributeAndModes( ,
>> osg::StateAttribute::PROTECTED | osg::StateAttribute::OFF);
>> What should I assign to  Or Does this way wrong or not?
>>
>
> This is an FAQ...
>
> ChildNode->getOrCreateStateSet()->setAttributeAndModes(
>new osg::Program, osg::StateAttribute::ON);
>
> Empty osg::Program without any shaders attached means fixed pipeline. You
> don't even need Protected, unless you're using Override on the parent node.
>
> J-S
> --
> __
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[osg-users] osg::StateAttribute::PROTECTED usage for not effected from it's parental shaders.

2009-12-03 Thread Ümit Uzun
Hi All,

ParentNode->ChildNode

I have a shader and try implement to the ParentNode but I don't want to
effect ChildNode with this shader. I want render ParentNode with Shader and
render ChildNode with FixedFunction without any effect from it's parent's
shader. I have tried to use osg::StateAttribute::PROTECTED but which
osg::Attribute should I set to PROTECTED?
I mean ChildNode->getOrCreateStateSet()->setAttributeAndModes( ,
osg::StateAttribute::PROTECTED | osg::StateAttribute::OFF);
What should I assign to  Or Does this way wrong or not?

Regards.

Ümit Uzun
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Re: [osg-users] [ANN] The book OpenSceneGraph Design and Implementation is published

2009-11-26 Thread Ümit Uzun
Thanks Wang,

But is there anyone who is OSG user and knows Chinese and wants to translate
this book to english in the future? :) Or will you translate it to make it
more universe?

Regards.

Ümit Uzun


2009/11/26 Andrea Negri 

> Hi Wang,
>
> any chance to see an english version of your book in the near future?
>
> Congratulation for your work, indeed. :)
>
> Regards,
>
> Andrea Negri
>
> Wang Rui wrote:
>
>> Hi all,
>>  After 3 months of long waiting (from the SIGGRAPH to present), I am very
>> pleased to announce that, the book /OpenSceneGraph Design and
>> Implementation/, which is written by Wang Rui and Qian Xuelei and predicted
>> on the OSG BOF, finally COMES OUT!
>>  Wang Rui and Qian Xuelei, OpenSceneGraph Design and Implementation,
>> Tsinghua University Press, 2009.11;
>> ISBN: 978-7-302-21303-1; Price: 45.00Yuan (about $6.6); Paperback, 377
>> pages.
>>  Please visit the Tsinghua University Press website for more information
>> about this book:
>> http://www.tup.com.cn/book/Showbook.asp?CPBH=033945-01&DJ=45 <
>> http://www.tup.com.cn/book/Showbook.asp?CPBH=033945-01&DJ=45>
>>
>>  Chinese readers may order it from:
>> http://product.dangdang.com/product.aspx?product_id=20732977
>>  The book resource website:
>> http://code.google.com/p/osgenginebook/
>>  You may freely download the full examples source code and have an
>> overview of them here. Hope the 38 very short examples may help you even
>> without reading the book. I try to build the website Chinese-English
>> bilingual, so don't worry about language limitations. :)
>>  More snapshots could be found at http://code.google.com/p/osgenginebook/
>>  I’d like to thank Don Burns and Robert Osfield for their creative efforts
>> to give birth to OpenSceneGraph, as well as over 1700 (maybe even more
>> today?) members of the OSG core community and over 2400 members of the
>> osgChina community, for their support and contribution all the time!
>>  Many thanks to Paul Martz of the Skew Matrix, for his tremendous passion
>> for improving OSG documentations and great help on supporting the
>> publication of this book. He also took time out of his busy schedule writing
>> the foreword.
>>  Thanks to Wei Zhanying, Guan Yanling, Chen Xuexia and Su Yuyang of
>> Beijing Geo-Vision, for providing all kinds of assistance to the author
>> during writing.
>>  Thanks to Xiong Jian of Tsinghua University Press, Zhu Youhong of 3DVRI,
>> Gao Feng of Appsoft, Xu Mingliang of Zhejiang University, CG Laboratory of
>> Beijing Forestry University and Yang Shixing, Xiao Peng and He Sicong of the
>> osgChina Team, for technical reviewing, providing images and examples, and
>> contributing in some other way.
>>  Thanks to my co-author Dr. Qian Xuelei, for helping me finish some
>> chapters and proofread the entire text.
>>  Finally, I should thank my parents Wang Lihang and Bao Ximei, and my
>> fiancee Leng Qin. I could not have done this without their patience and
>> moral support during the whole time.
>>  Best wishes,
>>  Wang Rui
>>  
>>
>>
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Re: [osg-users] TangentSpaceGenerator usage...

2009-10-30 Thread Ümit Uzun
Hi Alessandro,

Try my bumpmapping sample from
http://www.fileden.com/files/2007/9/10/1423182/BumpMapping.rar

Hope this helps.

Ümit Uzun


2009/10/30 alessandro terenzi 

> I'm trying to use the TangentSpaceGenerator in order to apply a bump
> mapping shader, but I cannot manage it to work properly. Having looked also
> at the osgFX::BumpMapping effect, I used the visitor defined in BumpMapping
> in order to find all the geodes and apply TangentSpaceGenerator on them, but
> if I save the model to disk just before and after the generation has been
> applied, I notice that in the .osg the arrays supposed to contain normals,
> tangents and binormals are empty...here is the only part that is different
> among the two .osg:
>
>   VertexAttribBinding 1 PER_VERTEX
>   VertexAttribNormalize 1 FALSE
>   VertexAttribArray 1 Vec4Array 0
>   {
>   }
>   VertexAttribBinding 6 PER_VERTEX
>   VertexAttribNormalize 6 FALSE
>   VertexAttribArray 6 Vec4Array 0
>   {
>   }
>   VertexAttribBinding 7 PER_VERTEX
>   VertexAttribNormalize 7 FALSE
>   VertexAttribArray 7 Vec4Array 0
>   {
>   }
>
> 6 is supposed to be the TU of the tangent, 7 is for binormal attributes and
> 1 for the normal map textures. The model have textures coordinates set for
> TU 0 that is associated to the diffuse map.
>
> Maybe I'm missing some steps to setup properly everything...
>
> Thanks in advance. Kind regards.
> Alessandro
>
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Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Ümit Uzun
Hi JS,

I will declare osg::Uniform on root node's stateset as you said.

Thanks so much.
Regards.

Ümit Uzun


2009/10/30 Jean-Sébastien Guay 

> Hi Ümit,
>
>
>  My last question is, I have declared;
>> uniform sampler2D diffuseTexture;
>> in my fragment shader, although I didn't bind it to osg::Uniform in my
>> main application, I can sample my texture from my shader in Unit 0. Do you
>> think it is weird or not?
>>
>
> You are relying on the value being set to 0 when it's undefined, which is
> not reliable. You should set it correctly. But as I said, you can set it
> once on the root node of your scene if that's sufficient for you. No need to
> set a uniform with the same name and the same value on every stateset of
> every model!
>
>
> J-S
> --
> __
> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
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Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Ümit Uzun
Hi JS,

Thanks so much for your detailed explanations. I get your thinking. I have
known same think but I didn't sure very well.
My last question is, I have declared;
uniform sampler2D diffuseTexture;
in my fragment shader, although I didn't bind it to osg::Uniform in my main
application, I can sample my texture from my shader in Unit 0. Do you think
it is weird or not? You have said that; I only need to bind my uniform
sampler2d variable in my application to set to related stateset. I didn't
set to stateset too, but I get the unit 0 texture value from shader and can
see my model textured.

Thanks again.
Regards,

Ümit Uzun


2009/10/30 Jean-Sébastien Guay 

> Hi Ümit,
>
>
>  How can I reach related pixel's texture value in fragment shader if I
>> doesn't use sampler2D?
>>
>
> I don't understand why you would *not* use sampler2D? You always need a
> sampler to sample the texture in a shader.
>
>
>  But if I doesn't define my sampler2D to related texture how can I access?
>>
>
> You just need to create a uniform and set it correctly. Then you'll have a
> sampler. See my other message.
>
>
> J-S
> --
> __
> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
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Re: [osg-users] GLSL tricks about texturing.

2009-10-30 Thread Ümit Uzun
Hi All,

May be my former question not much understandable. I want to try express my
problem again.
I have a 3D model which is created by Blender. As you guess, model has to
many texture on it. After I export my model in standard model type(3ds or
what else), I want to make per pixel shading on my model.

My question do I have to define all my texture in fragment shader as
"uniform sampler2D xxx" and bind this uniform in my related osg::Program one
by one to shade my model per pixel lightening? How can I reach related
pixel's texture value in fragment shader if I doesn't use sampler2D? For
example, now I can access to related pixel's texture value by;

uniform sampler2D diffuseTexture;
vec4 texture = texture2D(diffuseTexture,gl_TexCoord[0].st);


But if I doesn't define my sampler2D to related texture how can I access?

Thanks in advance.
Regards.

Ümit Uzun


2009/10/30 Ümit Uzun 

> Hi Folks,
>
> I am using PerPixel lighting on my some model which has created with
> Blender. My model has lots of textures on it. And my question is, do I have
> to send all textures in uniform variable to shader? That makes all think to
> complex, doesn't that? I have try to send only one texture to shader and saw
> that it can texture all of texture on my model instead of only send one.
>
> Then I realize that declared "uniform sampler2 sampleTexture" definition
> doesn't hold the related texture file. It only hold texture unit, I mean 0,1
> or 7. My question is what is the standart shadering operation when we have
> canned model? Should we send texture's to shader or what else? And sending
> texture is meaningless, because if we have ive or another texture integrated
> model what should we do this time? We haven't related texture separately?
> This time what should we send?
>
> Thanks in advance.
> Regards.
>
> Ümit Uzun
>
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[osg-users] GLSL tricks about texturing.

2009-10-30 Thread Ümit Uzun
Hi Folks,

I am using PerPixel lighting on my some model which has created with
Blender. My model has lots of textures on it. And my question is, do I have
to send all textures in uniform variable to shader? That makes all think to
complex, doesn't that? I have try to send only one texture to shader and saw
that it can texture all of texture on my model instead of only send one.

Then I realize that declared "uniform sampler2 sampleTexture" definition
doesn't hold the related texture file. It only hold texture unit, I mean 0,1
or 7. My question is what is the standart shadering operation when we have
canned model? Should we send texture's to shader or what else? And sending
texture is meaningless, because if we have ive or another texture integrated
model what should we do this time? We haven't related texture separately?
This time what should we send?

Thanks in advance.
Regards.

Ümit Uzun
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Re: [osg-users] [build] How i build the osg dll on WINXP

2009-10-26 Thread Ümit Uzun
Yes, osgdb_dae plugin for collada :D

Ümit Uzun


2009/10/26 Mike Fried 

>
> mikefried wrote:
> > Hi,
> >
> > if the new build was OK, where  can i find the dae plugin? Is the
> "osgdb_dae" the name of the dae plugin?
> >
> >
> > Thank you!
> >
> > Cheers,
> > Mike
>
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=18711#18711
>
>
>
>
>
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Re: [osg-users] Video as background

2009-10-26 Thread Ümit Uzun
Hi Nectarious;

There isn't video example or application in osg release except osgmovie as I
know. But if you want to use Augmented Reality with osg I strongly advice
you to look at osgART(http://www.artoolworks.com/community/osgart/) This is
what look for.

Regards.

Ümit Uzun


2009/10/26 Nectarios Pelekanos 

> Hi,
>
> I am very new with osg and I am trying to develop an AR application, is
> there any example for using Video at the bckground of the scene? Any other
> help is also welcome
>
> Thank you!
>
> Cheers,
> Nectarios
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=18696#18696
>
>
>
>
>
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Re: [osg-users] [build] How i build the osg dll on WINXP

2009-10-26 Thread Ümit Uzun
Hi Mike,

You need to open up cmake again and assign collada dependency columns to
collada 3rdParty folder which is in your system, And after generated
solution again you need to build up osg dae plugin. I mean you simply build
fully OSG again. That's all I think.

Regards.

Ümit Uzun


2009/10/26 Mike Fried 

> Hi,
>
> yes cmake build the makefile and with mingw-make.exe i build up the
> *.dll's, but now i search the dae plugin for the COLLADA files. The makefile
> build the dll's but where i can find the plugin or more specifically how is
> the name for that plugin?
>
>
> Thank you!
>
> Cheers,
> Mike
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=18698#18698
>
>
>
>
>
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Re: [osg-users] Hey Guys (osgWidget)

2009-10-22 Thread Ümit Uzun
Hi Jeremy,

Welcome back :)
I had used osgWidget a little before and unfortunately I have no more idea
except that, I guess general people prefer to use C++ than Lua. If you can
achieve C++, it would be much better. Thanks for your awesome efforts.

I hope you will be get your health again, God Bless You :)
Regards.

Ümit Uzun


2009/10/22 Jean-Sébastien Guay 

> Hi Jeremy,
>
>  I totally understand where you're coming from here--and indeed, there
>> would have to be SOME low-level interface in C++ to build off of--but
>> the bottom line is, you simply can't (or rather, I can't) build
>> sophisticated, intelligent, and easy-to-use containers and GUI logic in
>> C++ without it becoming unimaginably huge and unwieldy. :(
>>
>
> Well, I think you did a pretty good job up until now. osgWidget, in my
> estimation, works well and is well-coded. I guess going forward I hope you
> don't remove anything, at least...
>
>  I'll definitely keep what you said in mind though. Perhaps prototyping
>> it in Lua first will make it a lot easier to go back in C++ and do it
>> "right"...
>>
>
> I hope so...
>
> J-S
> --
> __
> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
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Re: [osg-users] Multiple Windows

2009-10-12 Thread Ümit Uzun
Hi Morris,

Did you try to close only viewer;

   rViewer->getEventQueue()->keyPress(osgGA::GUIEventAdapter::KEY_Escape);
   rViewer->getEventQueue()->keyRelease(osgGA::GUIEventAdapter::KEY_Escape);

Regards.

Ümit Uzun


2009/10/12 Russell Morris 

> Hey all,
> I've been searching the forums this afternoon and can't seem to find the
> answer to my question. I have a viewer setup with the following:
>
> rViewer = new osgViewer::Viewer();
>
> wm = new osgWidget::WindowManager(rViewer, width, height,
> MASK_2D, osgWidget::WindowManager::PD_NONE);
>
>  rViewer->setUpViewInWindow(width,height,wm->getWidth(),wm->getHeight());
> cam = wm->createParentOrthoCamera();
>
> osg::ClearNode *backdrop = new osg::ClearNode;
> backdrop->setClearColor(osg::Vec4(0.1,0.1,0.0,1.0));
> cam->addChild(backdrop);
>
> // add event handlers
> rViewer->addEventHandler(new osgWidget::MouseHandler(wm));
> rViewer->addEventHandler(new osgWidget::KeyboardHandler(wm));
>
> rViewer->realize();
> rViewer->setCameraWithFocus(cam);
> rViewer->setSceneData(cam);
>
> And I need to be able to close the window dynamically. I implemented this:
>
> osgViewer::Viewer::Windows windows;
> rViewer->getWindows(windows);
> osgViewer::GraphicsWindow *win = *windows.begin();
>win->getEventQueue()->keyPress(osgGA::GUIEventAdapter::KEY_Escape);
>win->getEventQueue()->keyRelease(osgGA::GUIEventAdapter::KEY_Escape);
>
> but no joy. If anyone can point me in the right direction I'd be most
> grateful. Thanks in advance!
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=18198#18198
>
>
>
>
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Re: [osg-users] [build] How to open OSG in a CView MFC ?

2009-10-05 Thread Ümit Uzun
Hi Nemo,

I ask DisplaySetting configuration because of some system hardware not
support more multisampling and sometimes viewer open up in full screen. Your
suspect about stateHandler does not cause this problem. But you should check
your m_hWnd. It should be right handler for your CView. Because base
parameters to create rendering window boundaries are got from m_hWnd.

Regards. Good Luck.

Ümit Uzun


2009/10/5 Nemo Ulysse 

> Hi,
>
> no I do not us osg::DIsplaySetting.
>
> but as I didn't have the file osgViewer/StataHanler in the instalation of
> osg and do not manage to instal it.
> I delete the EventHandler, do you think that it could be the reason why
> when I
> use
> m_G = new osgViewer::GraphicsWindow;
> m_G-> setWindowRectangle(100, 100, 200, 200);
>
> it don't do anything ?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17876#17876
>
>
>
>
>
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Re: [osg-users] [build] How to open OSG in a CView MFC ?

2009-10-03 Thread Ümit Uzun
Hi Nemo,

Did you use osg::DisplaySettings to open up multisampling for antialiasing?
If you answer yes, remove multisampling support or reduce the multisampling
rate.

Regards.

Ümit Uzun


2009/10/3 Nemo Ulysse 

> Hi
> Thanks’ for your answer
> I already work on this example but the 3d model is open in full screen and
> I don’t manage to change that.
> Hi
> Thanks’ for your answer
> I already work on this example but the 3d model is open in full screen and
> I don’t manage to change that.
> I sougth that the window parameters was set there
>
> // Setup the traits parameters
>traits->x = 0;
>traits->y = 0;
>traits->width = rect.right - rect.left;
>traits->height = rect.bottom - rect.top;
>traits->windowDecoration = false;
>traits->doubleBuffer = true;
>traits->sharedContext = 0;
>traits->setInheritedWindowPixelFormat = true;
>traits->inheritedWindowData = windata;
>
> but I change it and nothing hapen
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=17838#17838
>
>
>
>
>
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Re: [osg-users] [build] How to open OSG in a CView MFC ?

2009-10-03 Thread Ümit Uzun
Ni Nemo,

There is osgViewerMFC example in the source, and firstly you should get the
rendering way by scratching the codes. And then you can implement your with
same way. There is not much example on MFC, so your only chance is
osgViewerMFC I think.

Regards.

Ümit Uzun


2009/10/3 Nemo Ulysse 

> Hi,
>
> I have an MFC application with tow CView, I would like to use osg in those
> view to manipulate the display model with MFC window.
> I am a complete beginner with OSG and after a long time of research I still
> don’t fin the way to do it.
>
> Should I resize my osg window and put it over the CView or make the osg as
> child of the CView?
> And how to do it?
>
> Please give me some tips or some indication on what should I look for.
> An example will be the best.
>
> Thank you
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17823#17823
>
>
>
>
>
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Re: [osg-users] problem in setPivotPoint of PAT for .3DS file

2009-10-02 Thread Ümit Uzun
Hi Gopal;

I don't understand what you really want. Please write simple and much
understandable words to specify your problem.

Regards.

Ümit Uzun


2009/10/2 gopal goenka 

> Hi Ümit,
>
> i have a .3ds files with there own origin now i have set the files such
> that they form a assembly
>
> now if i want to rotate an object in one of the 3ds file about a point
> other than its origin(0,0,0)
> i will have to set pivot point to lets say (0,-200,10) and than rotate the
> object in that file about this point and not the origin of that
> file.
>
> can u suggest ...
>
> Thank you!
>
> Cheers,
> gopal :|
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17795#17795
>
>
>
>
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Re: [osg-users] problem in setPivotPoint of PAT for .3DS file

2009-10-01 Thread Ümit Uzun
Hi Gopal,

Sometimes canned models pivotpoint set to undesired position which not
suitable your desired pivotpoint position. So to solve this problem you have
two chance, you can open your model by 3D model programs and after you
configure pivotpoint you export it again and use new model or set your
desired pivot position to your PAT node by setPivotPoint. Its usage so
simple. You choose your desired global point to make pivot your PAT node.
For example;

osg::Node* createRoom(osg::Node* loadedModel) // From osgLight example
{
// default scale for this model.
osg::BoundingSphere bs(osg::Vec3(0.0f,0.0f,0.0f),1.0f);

osg::Group* root = new osg::Group;

if (loadedModel)
{
const osg::BoundingSphere& loaded_bs = loadedModel->getBound();

osg::PositionAttitudeTransform* pat = new
osg::PositionAttitudeTransform();
pat->setPivotPoint(loaded_bs.center());

As you can see from attached code we get the models boundingSphere's center
and make it pivotPoint. After this initialization your model will be rotated
around this point by setAttitude command.

You can look at osgLight, osgLauncher and osgLogo too.
HTH.
Regards.

Ümit Uzun


2009/10/2 gopal goenka 

> Hi,
>
> I am using OSG-2.8.0
> i have read a .3DS file with a certain origin.
> now i am trying to rotate the object in the file about a point other than
> its origin in that file .
> for that i have used PAT.
>
> i have tried to use setPivotPoint but could not understand its working
> can any body suggest the way to use it . if possible with an
> example...
>
> Thank you!
>
> Cheers,
> gopal :P
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17783#17783
>
>
>
>
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Re: [osg-users] OSG_FEM

2009-09-28 Thread Ümit Uzun
Hi Ugras,

Actually I can't understand very well what you really want but you can look
at http://www.simlab-soft.com/Products.html for modeling kit that can be
used with OSG.

Regards.

Ümit Uzun


2009/9/28 Ugras Erdogan 

> Dear All,
> Would anyone suggest a finite element modeling kit that can be used with
> OSG? I haven't noticed yet, but is there any numerical analysis package that
> is bundled with OSG distribution?
> Best Regards,
> Ugras
>
>
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Re: [osg-users] problem in camera rotation

2009-09-10 Thread Ümit Uzun
Hi Akilan;

Matrix multiplaction is not commutative. If you change the order of matrix
as a result the accumulated matrix will behave different as you anticipated.
So order of matrix multiplexing is Scale, Rotate and lastly Translate. So in
multiplexting operation order of them as follows;
AccumulatedMatrix = TranslateMatrix * RotateMatrix * ScaleMatrix;

So I suggest you to use one MatrixTransform because you can do all operation
in one MatrixTransform too. And try rotMT->setMatrix(tmatrix * rmatrix); and
delete transMT. Use single MatrixTransform.

HTH.
Regards.

Ümit Uzun


2009/9/10 Akilan Thangamani 

> Hi,
>
> yeah. I found my geometry center as ( 0.04,0.075,0.0).  So first I do the
> rotation of 90 degree about z-axis and then translating my geometry to 0 by
> subtracting the aboive center values.
> Again I m getting  my geometry is translated and half of the geometry is
> off the view. Have a look at my code, I dont understand where I am making
> mistake.
>
> void applyTexture(osg::Drawable* drawable, std::string imgName)
> {
>static std::string filePath = getenv("OSGHOME");
>osg::ref_ptr image = osgDB::readImageFile(filePath +
> imgName);
>osg::ref_ptr tex2D = new osg::Texture2D;
>tex2D->setImage(image.get());
>tex2D->setResizeNonPowerOfTwoHint(false);
>drawable->getOrCreateStateSet()->setTextureAttributeAndModes
>(0, tex2D.get());
>drawable->getOrCreateStateSet()->setMode(GL_LIGHTING,
> osg::StateAttribute::OVERRIDE |
> osg::StateAttribute::OFF);
>osg::ref_ptr texEnv = new osg::TexEnv;
>texEnv->setMode(osg::TexEnv::REPLACE);
>drawable->getOrCreateStateSet()->setTextureAttributeAndModes
>(0, texEnv.get());
> }
>
> osg::Geode* createGeometry()
> {
>  float x = 0.0, y = 0.0;
>  float width=0.08 , height=0.15 ;
>  std::string imgName="\\images\\ring_active.png";
>  osg::Geometry* boxGeom = new osg::Geometry;
>
>boxGeom->setName("myGeometry");
>osg::Vec3Array* vertices = new osg::Vec3Array;
>int _z=0.0;
>vertices->push_back(osg::Vec3(x,  y, _z));
>vertices->push_back(osg::Vec3(x + width, y, _z));
>vertices->push_back(osg::Vec3(x + width, y + height, _z));
>vertices->push_back(osg::Vec3(x, y + height , _z));
>boxGeom->setVertexArray(vertices);
>osg::Vec3Array* normals = new osg::Vec3Array;
>normals->push_back(osg::Vec3(0.0f,50.0f,1.0f));
>boxGeom->setNormalArray(normals);
>boxGeom->setNormalBinding(osg::Geometry::BIND_OVERALL);
>osg::Vec4Array* colors = new osg::Vec4Array;
>colors->push_back(osg::Vec4(0., 0., 0., 0.9));
>boxGeom->setColorArray(colors);
>boxGeom->setColorBinding(osg::Geometry::BIND_OVERALL);
>//applying texture
>osg::ref_ptr texCoordArray = new osg::Vec2Array;
>texCoordArray->push_back(osg::Vec2(0.f, 0.f));
>texCoordArray->push_back(osg::Vec2(1.0, 0.f));
>texCoordArray->push_back(osg::Vec2(1.0, 1.0));
>texCoordArray->push_back(osg::Vec2(0.0, 1.0));
>boxGeom->setTexCoordArray(0, texCoordArray.get());
>applyTexture(boxGeom, imgName);
>boxGeom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
>osg::StateSet* stateset = boxGeom->getOrCreateStateSet();
>stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
> stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
> osg::Geode* _geode=new osg::Geode;
> _geode->addDrawable(boxGeom);
> _geode->setName("myGeode");
> geometry_center=boxGeom->getBound().center();
> return _geode;
> }
>
>
>
> int main( int argc, char **argv )
>
> {
>  osg::Camera* g_camera=new osg::Camera;
>   g_camera->setProjectionMatrixAsOrtho2D(0,1,0,1.25);
>   g_camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
>  g_camera->setClearMask(GL_DEPTH_BUFFER_BIT);
>  g_camera->setRenderOrder(osg::Camera::POST_RENDER);
>   //rotate
>  osg::ref_ptr rotMT=new
> osg::MatrixTransform;osg::Matrix rmatrix;
>
>  rmatrix.makeRotate(osg::DegreesToRadians(45.),osg::Vec3f(0.0,0.0,1.0));
>  rotMT->setMatrix(rmatrix);
>
>  //translate
>  osg::ref_ptr transMT=new
> osg::MatrixTransform;osg::Matrix tmatrix;
>  tmatrix.makeTranslate(osg::Vec3f(-0.04,-0.075,0.0));
>  transMT->setMatrix(tmatrix);
>
>rotMT->addChild(transMT.get());
>  transMT->addChild(createGeom

Re: [osg-users] osgmovie plugin missing?

2009-09-04 Thread Ümit Uzun
Hi,

You can watch my old underwater simulation video which has quicktime plugin
and play video in it from
http://umituzun84.blogspot.com/2009/06/deepworker-submarine-simulator.html

Regards.

Ümit Uzun


2009/9/4 Ümit Uzun 

> Hi Alex;
>
> If your mov type video has sound, you will hear sound too.
>
> Regards.
>
> Ümit Uzun
>
>
> 2009/9/4 Alex Malhao 
>
>> Ok thank you again!
>>
>>
>> Using this qt plugin am I going to hear any sound? Or just the video
>> without any sound?
>>
>> Cheers,
>> Alex
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=17068#17068
>>
>>
>>
>>
>>
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Re: [osg-users] osgmovie plugin missing?

2009-09-04 Thread Ümit Uzun
Hi Alex;

If your mov type video has sound, you will hear sound too.

Regards.

Ümit Uzun


2009/9/4 Alex Malhao 

> Ok thank you again!
>
> Using this qt plugin am I going to hear any sound? Or just the video
> without any sound?
>
> Cheers,
> Alex
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17068#17068
>
>
>
>
>
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Re: [osg-users] osgmovie plugin missing?

2009-09-04 Thread Ümit Uzun
Hi Alex;

Yes you should rebuild OSG to use the QuickTime because to generate qt osg
plugin.

Regards.

Ümit Uzun


2009/9/4 Alex Malhao 

> Hi thanks again for the file!
>
> Now that I installed quicktime sdk, I used CMake to configure and generate,
> with the new quicktime links (like exposed in
> http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins).
> Then I open the project in VisualStudio and build it. However the same error
> percists:
>
>
> Code:
>
> Warning: Could not find plugin to read objects form file "xpto.mov".
> Unable to read file xpto.mov
>
>
>
>
> Do I need to Rebuild the whole project?
> Thank you!
>
> Cheers,
> Alex
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17062#17062
>
>
>
>
>
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Re: [osg-users] osgmovie plugin missing?

2009-09-04 Thread Ümit Uzun
Hi Alex;

You only create an account that's it. And also I have already send SDK to
your mail address.

HTH.

Ümit Uzun


2009/9/4 Alex Malhao 

> Hi, thanks for your reply.
>
> I tryied to install quicktime sdk for windows how ever I has not able to
> download it from
> https://connect.apple.com/cgi-bin/WebObjects/MemberSite.woa/wa/getSoftware?bundleID=19910.
>  I need to have a specific account to do it.
>
> I used the following link to get the link for quicktime sdk for window:
>
> http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins
>
> Is there any other way to get this?
>
> Thank you!
>
> Cheers,
> Alex
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=17059#17059
>
>
>
>
>
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Re: [osg-users] Generate example solution with osg Examples

2009-09-04 Thread Ümit Uzun
Hi Filip;

This is impossible because all example uses generated library, includes and
dll's on your own platform so you have to compile OSG Core library too. Or
if you have latest OSG binary installed your system before and create
related environment variables you can create your sln normally and when
compiling step in VisualStudio you may exclude core libraries and build only
examples. I haven't tried but it would work.

HTH. Regards.

Ümit Uzun


2009/9/4 Filip Holm 

> Hi All,
>
> Is there a way to generate a solution that only contains the osg
> Example projects with the current CMakeLists.txt configuration?
>
> I've looked through the mailing list and the CMakeLIst files without
> finding an answer. I'm working on MSVC80 and find that a solution
> containing all the osg Core projects, applications and examples is a
> bit cumbersome to work with.
>
> I don't have a hole lot experience with CMake yet, but if there are no
> objections, I might have wack at setting up the CMakeLists to support
> a standalone example project.
>
> Filip
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Re: [osg-users] [vpb] virtual reality builder

2009-09-04 Thread Ümit Uzun
Yes I agree you about this is spammer :)

Ümit Uzun


2009/9/4 Kim Bale 

> Is this spam? The website looks plain dodgy
>
> Kim.
>
>
> 2009/9/4 Lulin Wang :
> > Lanmeivr company is superior in solving system simulation
> problems,specializing system simulation research and development under OSG
> platform. Lanmeivr’s has owned 30 patents and our simulator and system
> simulation products has been popular among more than 20 foreign countries
> such as France, America, Holand, Hinland, Russia, India, Egypt, Saudi
> Arabia, Malaysia, Indonesia, Costarica, Argentina, Chile,etc.
> >
> > Lanmeivr Company undertake the following virtual reality projects:
> >
> > 1. training system VR for cars, racing cars, special vehicles, aircraft
> (multi-DOF)
> > 2.system simulation for industrial production units (single / multipeople
> )
> > 3.system simulation for weapons and equipment
> > 4.3D digital city system development; (Stand alone / Network Version)
> > 5.3D digital factory system development (Stand alone / Network Version)
> > 6.3D science fiction film production services.
> > www.lanmeivr.com
> > [Image:
> http://i911.photobucket.com/albums/ac315/lanmeivr/3screensimulator.jpg][/url]
> >
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=17041#17041
> >
> >
> >
> >
> >
> > ___
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
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Re: [osg-users] tutorial Problem

2009-08-31 Thread Ümit Uzun
Hi Alex;

You can find all source code and resource file from
http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/NPS_Tutorials_src.rar

Regards.

Ümit Uzun


2009/9/1 Charles Cossé 

> Alex,
>
> perhaps it's bad etiquette to send this as attachment, but oh well ...
>
> Charles
>
>
> On Mon, Aug 31, 2009 at 12:05 PM, Alex Gutheil wrote:
>
>> Hi,
>>
>> iam new in that Community... Have a Q to this Tutorial:
>>
>>
>> http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/FileLoadingAndTransforms
>>
>> Where can I get the file called "t72-tank_des.flt"... I cant find it in
>> the Data Dir or sth...
>>
>> Thank you!
>>
>> Cheers,
>> Alex
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=16881#16881
>>
>>
>>
>>
>>
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
>
> --
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>  http://www.asymptopia.org
>
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Re: [osg-users] Rotate camera

2009-08-28 Thread Ümit Uzun
Hi Alex,

If you want to create your own viewer manipulator you should look at the
other manipulator, for example look at TrackballManipulator and as you can
see it inherits MatrixManipultor and you will do same operation and overload
existing functions which will manipulate your expected viewer motions.
And I attend to Gordon too :)

Regards.

Ümit Uzun


2009/8/28 Tomlinson, Gordon 

> Look in the source  YOU HAVE IT,
> do a simple search for files with the word  'Manipulator' in the name or
> used with in
> See the examples theres over 140 of them out the box with OSG in
> [OpenSceneGraph]\examples\
> Look on the osg web site ( www.openscenegraph.org ) there are many more
> examples link and tutorials listed there
> Search email archives for previous answers
>
>
>
>
> Gordon
> Product Manager 3d
> __
> Gordon Tomlinson
> Email  : gtomlinson @ overwatch.textron.com
> __
>
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alex
> Malhao
> Sent: Friday, August 28, 2009 10:28 AM
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] Rotate camera
>
> Hi,
>
> I am trying to move the camera using the osgviewer. The user
> robertosfield already gave me the tipo to change the CameraManipulator,
> but I am still trying to figure out how to do that, is there any
> tutorial or example that I can see to help me? Where (among the source
> files) can I find this CameraManipulator?
>
> Sorry, but I am quite a noob in osg.
>
> Thank you!
>
> Cheers,
> Alex
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=16826#16826
>
>
>
>
>
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Re: [osg-users] Shadows Problem on vista

2009-08-25 Thread Ümit Uzun
Hi Danny;

Problems not related OS most possibly. ATI card generally can produce shadow
texturing coordinate incompatibility. So shadows interlacing each other or
recieve on different surface which not related target cast model.

Please try same code on popular NVidia graphics card.

Regards.

Ümit Uzun


2009/8/25 Danny Lesnik 

> Hi everybody,
>
> Thank you for reply.
> We are talking about 2 different laptops. One with Windows XP and second
> with Vista, both have latest ATI Rageon drivers.
>
>
> Thank you!
>
> Cheers,
> Danny
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=16669#16669
>
>
>
>
>
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Re: [osg-users] [vpb] download problem - Nasa Blue Marble Next Generation

2009-08-23 Thread Ümit Uzun
Hi Miraslav;

If you try to open image in your browser it's normal to crash or can't show
anything. Because these images is too big images to not be shown on simple
browser and image viewer. Try to Save As Image to your hard-disk.

Regards.
Ümit Uzun


2009/8/23 miroslav karpis 

> Hi,
>
> I'm having difficulties with downloading data from the nasa web page (
> http://mirrors.arsc.edu/nasa/world_500m/). In Ubuntu firefox the firefox
> just crashes after some download. Vista/Explorer does not show anything,
> Vista/Firefox shows error in the image.
>
> Are you able to download the images? Do you have any ideas why I can have
> this kind of problem? (maybe question for ubuntuforums?)
>
>
> Thank you!
>
> Cheers,
> miroslav
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=16608#16608
>
>
>
>
>
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Re: [osg-users] Texturing Operation on osg::Cylinder ShapeDrawable Problem.

2009-08-21 Thread Ümit Uzun
Hi Robert;

Thanks for reply. I have known ShapeDrawable's main target is creating
faster general shape for scene construction :)
I will try to create my wheel by Geometry class.

Regards.

Ümit Uzun


2009/8/21 Robert Osfield 

> Hi Umit,
>
> The osg::Shapes/osg::ShapeDrawable really aren't written to be used
> for general geometry/scene construction.  osg::Shape exist to help
> with defining primitive shapes for physics modeling, and the
> ShapeDrawable as a just a convenience method to help visualize them.
>
> The tool to use is osg::Geometry as it will give you complete
> flexibility.  See the osggeometry example.
>
> Robert.
>
> On Fri, Aug 21, 2009 at 10:09 AM, Ümit Uzun wrote:
> > Hi All;
> >
> > If this is much simple question please forgive me :D I am trying to
> create
> > wheel body and related texture by using ShapeDrawable and can't. Do I
> have
> > to use Modeling tools to create my expected looking images as you can see
> > from attached image? Or Do I have to manipulate texture coordinate by
> > programmatically at runtime? What should I do? I can create this wheel
> easly
> > by using Blender but I want to create by coding.
> >
> > ExpectedWheel part had created on DirectX by using same wheel texture.
> >
> > My Code:
> > // Wheel
> > osg::ref_ptr wheelGeode = new osg::Geode();
> > wheelGeode->addDrawable(new osg::ShapeDrawable(new
> > osg::Cylinder(osg::Vec3(0.0, 0.0, 0.0), RADIUS, 0.08)));
> > osg::ref_ptr texWheel = new osg::Texture2D();
> > texWheel->setImage(osgDB::readImageFile("./Data/wheel.bmp"));
> > wheelGeode->getOrCreateStateSet()->setTextureAttributeAndModes(0,
> > texWheel.get(), osg::StateAttribute::ON);
> >
> > Regards.
> >
> > Ümit Uzun
> >
> > ___
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[osg-users] Texturing Operation on osg::Cylinder ShapeDrawable Problem.

2009-08-21 Thread Ümit Uzun
Hi All;

If this is much simple question please forgive me :D I am trying to create
wheel body and related texture by using ShapeDrawable and can't. Do I have
to use Modeling tools to create my expected looking images as you can see
from attached image? Or Do I have to manipulate texture coordinate by
programmatically at runtime? What should I do? I can create this wheel easly
by using Blender but I want to create by coding.

ExpectedWheel part had created on DirectX by using same wheel texture.

My Code:
// Wheel
osg::ref_ptr wheelGeode = new osg::Geode();
wheelGeode->addDrawable(new osg::ShapeDrawable(new
osg::Cylinder(osg::Vec3(0.0, 0.0, 0.0), RADIUS, 0.08)));
osg::ref_ptr texWheel = new osg::Texture2D();
texWheel->setImage(osgDB::readImageFile("./Data/wheel.bmp"));
wheelGeode->getOrCreateStateSet()->setTextureAttributeAndModes(0,
texWheel.get(), osg::StateAttribute::ON);

Regards.

Ümit Uzun
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Re: [osg-users] Compress image

2009-08-20 Thread Ümit Uzun
Hi Ufuk;

If you want to create mippaped images on your disk instead of
programmaticaly. I suggest you to use GIMP to mipmap(rescale each different
resolution image separately) and when you need you can call related
resolution image :)

Is this your expected or you want to create one image which has all
resoluted images in it? If you want kind of this operation you can use dds
format. But I don't know osg does support reading mipmapped dds format.

Regards.

Ümit Uzun


2009/8/20 Ufuk 

> Hi Ümit,yes, i need mipmapping but i want to store these mipmapped
> textures on disk. i dont want so many calculations on rendering...
> so i wanted to store these images on disk.
>
> do you know a way to do this or i should write a code?
>
>
> On Thu, Aug 20, 2009 at 5:43 PM, Ümit Uzun  wrote:
>
>> Hi Ufuk;
>>
>> Compress word doesn't define your expected operation very well. This
>> operation's name is Mipmapping. You should generate automatic mipmapping for
>> your texture in runtime and the you can choose any resolution you have
>> created to use your program.
>>
>> Regards.
>>
>> Ümit Uzun
>>
>>
>> 2009/8/20 Ufuk 
>>
>>>  is there any function that compress image in osg?
>>> for example i have an 256x256 image and i want to compress it to 128x128
>>> or 64x64...
>>>
>>> i checked for osg::Image::scaleImage() but it did not change the
>>> resolution.. maybe i did something wrong?
>>>
>>> Here is the code:
>>>
>>>
>>> ///
>>> void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
>>> scaleFactor, const std::string& filename )
>>> {
>>>osg::ref_ptr cImage = new osg::Image(*image);
>>>
>>>cImage->scaleImage(image->s() * scaleFactor, image->t() * scaleFactor,
>>> image->r() * scaleFactor);
>>>
>>>osgDB::writeImageFile(*image, filename);
>>> }
>>>
>>> ///
>>>
>>> --
>>> Ufuk
>>>
>>> ___
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>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
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>>
>
>
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Re: [osg-users] Compress image

2009-08-20 Thread Ümit Uzun
Hi Ufuk;

Compress word doesn't define your expected operation very well. This
operation's name is Mipmapping. You should generate automatic mipmapping for
your texture in runtime and the you can choose any resolution you have
created to use your program.

Regards.

Ümit Uzun


2009/8/20 Ufuk 

> is there any function that compress image in osg?
> for example i have an 256x256 image and i want to compress it to 128x128 or
> 64x64...
>
> i checked for osg::Image::scaleImage() but it did not change the
> resolution.. maybe i did something wrong?
>
> Here is the code:
>
>
> ///
> void simUtil::SimImageUtils::scaleAndSaveImage( osg::Image* image, float
> scaleFactor, const std::string& filename )
> {
>osg::ref_ptr cImage = new osg::Image(*image);
>
>cImage->scaleImage(image->s() * scaleFactor, image->t() * scaleFactor,
> image->r() * scaleFactor);
>
>osgDB::writeImageFile(*image, filename);
> }
>
> ///
>
> --
> Ufuk
>
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Re: [osg-users] Reference count catcher?

2009-08-19 Thread Ümit Uzun
Hi Ufuk;

I am sure this working way is true, because Paul Martz had written a mail
about rep_ptr's working mechanism and in this mail, he had talked about
ref_ptr's automatic destruction in suitable time when realize related
object's unnecessity for working program but I can't find this mail archieve
ling to send you.

Whatever, I am glad to solved at last :)

Regards.
Ümit Uzun


2009/8/19 Ufuk 

> Hi Daniel,
> thanks for link. i searched but all i found was normal debugging and
> breakpoints... it really useful for me. i did not know such an ability of
> visual studio. i will try to use this way...
>
> ---
>
> Hi Ümit,
> maybe you are right about being cool...
> i realized that the destructor of my geometry is called but it is called
> without my control..
> it is deleted after a time. i still wonder who gets this geometry and
> release this.
> anyway it is not a big problem for me now..
>
>
> thanks for all your answers...
>
>
>
>
>
>
> On Wed, Aug 19, 2009 at 4:38 PM, Daniel Trstenjak <
> daniel.trsten...@science-computing.de> wrote:
>
>>
>> > if you know could you tell me because i could not find.
>>
>> google's your friend:
>> http://social.msdn.microsoft.com/Forums/en-US/vcgeneral/thread/0ce702d6-5428-4b9b-8113-7fa3afe5b66f
>>
>> --
>>
>>  Daniel Trstenjak Tel   : +49 (0)7071-9457-264
>>  science + computing ag   FAX   : +49 (0)7071-9457-511
>>  Hagellocher Weg 73   mailto: daniel.trsten...@science-computing.de
>>  D-72070 Tübingen WWW   : http://www.science-computing.de/
>> --
>> Vorstand/Board of Management:
>> Dr. Bernd Finkbeiner, Dr. Roland Niemeier,
>> Dr. Arno Steitz, Dr. Ingrid Zech
>> Vorsitzender des Aufsichtsrats/
>> Chairman of the Supervisory Board:
>> Michel Lepert
>> Sitz/Registered Office: Tuebingen
>> Registergericht/Registration Court: Stuttgart
>> Registernummer/Commercial Register No.: HRB 382196
>>
>>
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>>
>
>
>
> --
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>
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Re: [osg-users] Reference count catcher?

2009-08-19 Thread Ümit Uzun
Hi Ufuk;

As I know, If you create a new object with using ref_ptr, object's default
ref_ptr should be initialized to 1. And after you have attached it to your
scene, ref_ptr count gets 2. And after you delete your geometry from your
scene graph ref count gets 1 again. And then this ref_ptr object will be
deleted automatically when intelligent ref_ptr decided to it is unneccessary
some times later. And then it will be deleted automaticly. Be cool.
ref_ptr's target is counting pointer usage and finding unneccesary pointers.

Regards.

Ümit Uzun


2009/8/19 Ufuk 

> Hi Ismail,thanks for the advice..
> i think what you tell probably works but it is very long process... i
> already thought this but i wanted to try my chance here for an easier way..
> these recompiling stuff is not easy for me now...
>
> anyway there should be an easier way? if i cant find an easier way,
> i definitely try what you have said..
>
>
>
> On Wed, Aug 19, 2009 at 3:06 PM, Ismail Pazarbasi wrote:
>
>> 2009/8/19 Ufuk :
>> > i have an osg::Geometry. i store it in a class with ref_ptr
>> > when i delete it, i expect it to be deleted.
>> > in debug, i saw that the reference count is 2 before this destructor.
>> > even if i set this value to null, there reference count remains 1.
>> > so it is not deleting...
>> >
>> > what i want to ask is, how can i find who stores reference of my
>> geometry.
>> > someone stores and increments the reference count without my
>> information...
>> > do you know a way of doing this?
>> > i just want to be informed when my geometry reference count is increased
>> so
>> > that i can find the memory leak in my project.
>> >
>> >
>> > --
>> > Ufuk
>> >
>> > ___
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>> > osg-users@lists.openscenegraph.org
>> >
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>> >
>> >
>>
>> Hi Ufuk,
>>
>> I don't know whether there already is a solution, but I'd suggest you to:
>> 1. Add virtual qualifier before osg::Referenced::ref method:
>>  inline virtual void ref() const;
>> 2. Rebuild OSG
>> 3. override this method in your custom Geometry class
>> class MyGeometry : public osg::Geometry
>> {
>> public:
>>  inline virtual void ref() const
>>  {
>>osg::Geometry::ref();
>>  }
>> };
>> 4. Place breakpoint to that method and see callers.
>>
>> You can do the same for unref method as well. I haven't tested this
>> but seems like to give you some hints.
>>
>> Ismail
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>
>
>
> --
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>
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Re: [osg-users] [forum] Help to use osgViewer in MFC

2009-08-18 Thread Ümit Uzun
Hi Nguyen;

OpenSceneGraph has multithreaded structure on drawing, culling and some kind
of operation and singleThreaded structure on update traversal. So if you
want to add or remove some nodes from your scene graph you should do this
operation any updating operation sector. For example you can create one
update callback and you can do these operation in it. Or you have to stop
viewer renderer and then you do your add-remove operation and then start
threading again. So application doesn't crash. But stopping and starting
renderer thread is not best solution. This is my humble opinion.

Regards.

Ümit Uzun


2009/8/18 Nguyen Cuong 

> Hi,
> I'm new mem, i have some problems that want suggetion. i use osg 2.8.2 in
> MFC viewer, in my scene, i have a root(osg::Group), and i can add object to
> root, remove all object in root(init scene again). but when i use
> removeChilden(0,root->getNumChildren()), my app run not well, some time it
> crash  :( . Please give me some idea for it!
>
> ...
>
>
> Thank you!
>
> Cheers,
> Nguyen
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=16366#16366
>
>
>
>
>
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Re: [osg-users] osgMovie example problem

2009-07-25 Thread Ümit Uzun
Hi Yang;

It's not related quicktime or OSG. It's only related your Graphics Card and
driver. I had same problem which I haven't solved on ATI card. Try same
example different system, you will see it's perfectly working.

And another suggestion is try to use Texture2D texturing, may be it can play
in this texturing operation.

Regards.

Ümit Uzun


2009/7/25 yang zhiyuan 

> Hi:
>I find that there is only sound when I set useTextureRectangle to
> false.Does quicktime plugin only support TextrueRectangle.
>
>
> zhi yuan
>
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Re: [osg-users] [build] Help building OSG 2.8.1 with CMAKE

2009-07-24 Thread Ümit Uzun
Hi David;

Now choose INSTALL branch which listed left tree view and right click and
choose Project Only->Build only INSTALL. After build operation you can go to
C:\Program Files\OpenSceneGraph\share\OpenSceneGraph\bin and start every
sample only double clicking. But don't forget to set OpenSceneGraph-Data
environment varible pointer to use necessary data.

Regards.

Ümit Uzun


2009/7/24 David Goering 

> Hey,
> It is done building now, and it said it was successfull. But somehow I am
> pretty confused now, how exactly can I test if it worked, so that I can
> continue and install OSGART.
> I am new to VS/C++ and OSG, so excuse my ignorance  :'
> A picture of my current visual studio is in the attatchment.
> Where do I go from here?
> Cheers, David
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=15349#15349
>
>
>
>
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Re: [osg-users] [build] Help building OSG 2.8.1 with CMAKE

2009-07-24 Thread Ümit Uzun
Hi David;

If you do all configurations (for example all Environment Variable settings,
it is very critic to help CMAKE to find related libraries) there won't be
any error I think and it is normal if you build in Debug mode :) Release
mode would be faster.

Regards.

Ümit Uzun


2009/7/24 David Goering 

> Hi Ümit,
> Thanks for the quick answer. I dont know how I managed to miss that site,
> because I really did click through the documentation. I hope I did
> everything right now and I am building the project now, but its taking like
> 45 Minutes already and is still building, is that normal ? :O
> Thanks again, I'll keep you posted if it works or not
> Cheers,
> David
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=15344#15344
>
>
>
>
>
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Re: [osg-users] [build] Help building OSG 2.8.1 with CMAKE

2009-07-24 Thread Ümit Uzun
Hi David;

Please look at
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudioto
achieve OSG installation on your VisualStudio environment.
Regards.

Ümit Uzun


2009/7/24 David Goering 

> Hi,
> I am trying to get OpenSceneGraph running under Windows XP, and Visual
> Studio 2003 or 2005. My plan is to try and use OSGART which requires
> ARToolkit / Openscenegraph to be installed previously.
> I downloaded "OpenSceneGraph-2.8.1.zip", installed Cmake 2.61 and opened
> the Cmakelist.txt with Cmake. When I hit Configure a lot of things are read
> (which is normal as I have come to find out :D). But I am not sure how to
> update the variables so that they are all valid ?
> Virtually everything is read, All of the directories are "NOTFOUND"
> ACTUAL_3DPARTY_DIR is set to a folder that doesnt exist (I am not exactly
> sure what that is anyway).
> Sorry if this question is dumb, but I only want to get OpenScenegraph built
> and able to run, so that I can try and get OSGART running... any help would
> be appreciated :-*
> Thank you!
> Greetings,
> David  [/code]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=15331#15331
>
>
>
>
>
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Re: [osg-users] Camera Move example

2009-07-20 Thread Ümit Uzun
Hi Danny;

You mean it is not working or working but not as expected? I saw a problem
you multiply matrices wrong order. You always obey the TRS rule. First Scale
then Rotate and lastly Translate. But as I see you have done wrong order for

myCameraMatrix = cameraRotation * cameraTrans;

HTH.
Regards.

Ümit Uzun


2009/7/21 Danny Lesnik 

> Hi Jean-Sébastien,
>
> Thank you for your reply i'm trying to do it by first method I implemented
> some code but it looks like this code does nothing:
>
> bool CameraMover::handle(const osgGA::GUIEventAdapter&
> ea,osgGA::GUIActionAdapter& us)
> {
> osg::Matrixd myCameraMatrix;
> osg::Matrixd cameraRotation;
> osg::Matrixd cameraTrans;
> cameraRotation.makeRotate(
> osg::DegreesToRadians(0.0), osg::Vec3(0,1,0), // roll
> osg::DegreesToRadians(60.0), osg::Vec3(1,0,0) , // pitch
> osg::DegreesToRadians( 45.0), osg::Vec3(0,0,1) ); // heading
> cameraTrans.makeTranslate( 1,5,1 );
> myCameraMatrix = cameraRotation * cameraTrans;
> osg::Matrixd i = myCameraMatrix.inverse(myCameraMatrix);
> osgViewer::Viewer* viewer = dynamic_cast( &us );
>
> ...
>
> switch(ea.getKey())
>  {
> case osgGA::GUIEventAdapter::KEY_Down:
>
>  
> viewer->getCamera()->setViewMatrix(i*osg::Matrix::rotate(-(osg::PI_2),1,0,0));
>  return false;
>  break;
>
> ..
>  }
>
> }
>
> int main()
> {
> ..
>
> viewer.addEventHandler(new CameraMover);
> viewer.realize();
> while( !viewer.done() )
> {
>  viewer.frame();
> }
>
>
> Could you tell me please why my event is not working?
>
> Thank you!
>
> Cheers,
> Danny
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=15152#15152
>
>
>
>
>
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Re: [osg-users] Transformations

2009-07-17 Thread Ümit Uzun
Hi Paul;

>So in OSG first of all I try to do it with a  but seems that
this node accumulate the transformations... is that right?

What do you mean about osg::Switch. It's not specific feaute on accumulating
trasformation for osg::Switch as I know. It actual target is switching node
while rendering scene graph.

What type gridOrientation is?

Be careful while multiplying the matricies because precedence is important
for kind of these operations : result = rotation * translation;

Regards.


Ümit Uzun


2009/7/17 Pau Moreno Font 

>  Hi,
>
> I'm trying to change my OGL code to OSG but I'm having really problems with
> the transformations... I have 174 data files that each contains a cloud of
> points, a vector3 with the translartion, and the matrix of rotation of each
> cloud. So in OGL, i just do:
>
> {
> LoadFile( x++)  //Loads a diferent file in each
> iteration
> glPushMatrix();
>   glTranslate( x , y , z )
>   glMultMatrixf( rotation );
>
>   glBegin( GL_POINTS )
> 
>   glEnd();
> glPopMatrix();
> }
>
>
> So in OSG first of all I try to do it with a  but seems that
> this node accumulate the transformations... is that right?? So what I
> finally do is to attach a diferent node in  each iteration and detach the
> previous one. But the real problem is that OSG is not doing the same as OGL.
> I do this for each node:
>
> {
>   osg::Matrixf rotation;
>   osg::Matrixf translation;
>   osg::Matrixf result;
>
>   rotation.set(   gridOrientation.get( 0 , 0 ) , gridOrientation.get( 0 , 1
> ) , gridOrientation.get( 0 , 2 ) , 0.0,
>   gridOrientation.get( 1 , 0 ) , gridOrientation.get( 1
> , 1 ) , gridOrientation.get( 1 , 2 ) , 0.0,
>   gridOrientation.get( 2 , 0 ) , gridOrientation.get( 2
> , 1 ) , gridOrientation.get( 2 , 2 ) , 0.0,
>   0.0f , 0.0f , 0.0f , 1.0f );
>   translation.setTrans(  x , y , z );
>
>   result = rotation * translation;
>
>   osg::MatrixTransform *transformation = new osg::MatrixTransform();
>
>   transformation->addChild( gNode );
>   transformation->setMatrix( result );
> }
>
>
> rotationOGL.makeRotate( osg::DegreesToRadians(90.0) , osg::Vec3d( 0.0 , 1.0
> , 0.0 ));
> transformationOGL->setMatrix(rotationOGL);
> transformationOGL->addChild(m_root);
> m_vViewer.setSceneData( transformationOGL );
>
> m_root->addChild( transformation );
>
> .
>
>
> What I'm doing wrong? I've tried a lot of combinations of creating rotation
> , translation, result, but no one is the correct!! I think I'm doing
> something wrong I cannot apreciate.
>
>
> Thanks!!
>
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Re: [osg-users] what is the thread difference between MFC and console?

2009-07-10 Thread Ümit Uzun
Hi Forest;

We have same problem and I find that threading isn't actual problem. real
one is rendering on specified HWND. And frame rate always gets down while
enlarging the HWND size contrary if you collapse the HWND size you can see
easily that frame rate gets upper degree than wide one. I suspect that low
frame rate is caused by rendering on specified HWND. If you really need to
render on MFC control(i.e PictureBox) you should narrow you HWND control
size to get high frame rate.

Regards.

Ümit Uzun


2009/7/10 forest 

>  hi all,
>  I have a problem with OSG in MFC program:When I run my program in
> console, I get 60 frames per second .However,When I move my program into
> MFC, I get slow frames.I do this as the example osgviewerMFC does, creating
> a new thread for OSG drawing. One thing I have to mention is that there is
> some time-consuming algorithms in my event handler .
> What should I do to improve my program in MFC?
> Thanks in advance.
> Best regards.
> forest
>
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Re: [osg-users] MatrixTransform accumulation

2009-07-09 Thread Ümit Uzun
Hi Yang,

Translation operation isn't same as rotation operation. While one object is
rotating in every transformation node by traversing the scene graph from
parent to child, every node can effect the current rotation state to the
target child node.

Distinctly in translation operation every node try to translate target child
node to specified coordinate point which is every PAT node instantiate it
with osg::Vec3(10.0f,10.0f,0.0f). Actually every PAT nodes effect the child
node to locate it osg::Vec3(10.0f,10.0f,0.0f) but only last one is validate
on this operation. Becase PAT4 is the last node before the child node. So
you can't hope to accumulate traslation value as rotation value.

I hope that I did't tell you wrong explanations.

Ümit Uzun


2009/7/9 yang zhiyuan 

> Hi:
>I find something strange like this:
>osg::Matrix _matrix;
>osg::ref_prt PAT1 = new osg::MatrixTransform();
>_matrix.setTrans(osg::Vec3(10.0f,10.0f,0.0f));
>PAT1 ->setMatrix(_matrix);
>osg::ref_prt PAT2 = new osg::MatrixTransform();
> PAT2 ->setMatrix(_matrix);
>osg::ref_prt PAT3= new osg::MatrixTransform();
> PAT3 ->setMatrix(_matrix);
>osg::ref_prt PAT4= new osg::MatrixTransform();
> PAT4 ->setMatrix(_matrix);
>
>   PAT1->addChild(PAT2->get());
>   PAT2->addChild(PAT3->get());
>   PAT3->addChild(PAT4->get());
>
>  osg::Node* node = osgDB::readNodeFile("*.ive");
>  PAT4->addChild(node);
>
> I think node's final position is (40,40,0),but the actual position in scene
> is(10,10,0).Do I have to accumulate the four MatrixTransform manually?
>
> tim.yan
>
>
>
>
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Re: [osg-users] how to set per vertext attributes using osg

2009-07-09 Thread Ümit Uzun
Hi Bob;

I had created sample Bump Mapping Effect with OSG and used
TangentSpaceGenerator and Attributes and Uniforms as you need.
Hope this helps.

Download : http://www.fileden.com/files/2007/9/10/1423182/BumpMapping.rar

Regards.

2009/7/9 Wang Rui 

> Hi,
>
> I remember there is some code using TangentSpaceGenerator and
> setVertexAttribArray(), but I can't find them in current OpenSceneGraph
> version:
>
> ...
> osg::ref_ptr tsg = new
> osgUtil::TangentSpaceGenerator;
> tsg->generate(geo, 0);
> geo->setVertexAttribArray(6, tsg->getTangentArray());
> geo->setVertexAttribBinding(6, osg::Geometry::BIND_PER_VERTEX);
> ...
>
> Wang Rui
>
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>


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Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-25 Thread Ümit Uzun
Hi Sukeder,

Thanks Sukender. I have decided to achieve Collision Detection in Physics
Engine as you suggested. And I have searched about PhysX library and I found
lots of paper which says we can only use PhsyX if we have geforce * or upper
level graphics card. And so I don't think about using it.

Regards.

2009/6/25 Sukender 

> Hi Ümit,
>
> About collisions, I agree you whould do it in the physics engine. (BTW,
> does PhysX *require* a NVidia card? I guess no)
>
> And if you wish to have something that doesn't hide OSG, and that is much
> simpler than Delta3D, then you may look at what I did in PVLE (
> http://pvle.sourceforge.net ). For the moment, I must admit ODE is a bit
> hidden in PVLE, but I'm currently modifying it so it also shows ODE as it
> does for OSG.
> There are many other implementations that can bind physics and OSG (see
> osgPhysics too... but it's not finished yet), but if you wish something
> simple, then PVLE may suit your needs.
>
> Sukender
> PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
>
> Le Thu, 18 Jun 2009 11:34:50 +0200, Ümit Uzun  a
> écrit:
>
>
>  Hi Sergey;
>>
>> I have known about Delta3D. It uses ODE too, but I am in contradiction
>> about
>> using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have
>> to spend some to get the structure and wrappers all other library. But
>> with
>> using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your
>> suggestion, and I will try to understand Delta3D's integration way.
>>
>> Regards.
>>
>> 2009/6/18 Sergey Kurdakov 
>>
>>  Hi Ümit,
>>>
>>> you may take a look at delta3d ode integration, they add their stuff
>>> which is particular to delta3d , still it is possible to extract
>>> useful ideas.
>>>
>>> Regards
>>> Sergey Kurdakov
>>> http:
>>>
>>> On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote:
>>> > Hi All,
>>> >
>>> > I am planing to create simple off road jeep-racing and I have looked at
>>> the
>>> > libraries to create dynamics and choose ODE. But I can't decide use
>>> ODE's
>>> > collision detection mechanism instead of osgUtil's polytopeintersector,
>>> > planeintersector or linesegmentintersector classes.
>>> > So if you were me, which collision detection system would choose?
>>> > PostScript : I am noob on ODE, this experince will be the first
>>> introdution
>>> > for me.
>>> >
>>> > Any suggestion appreciated with glad.
>>> > Regards.
>>> >
>>> > --
>>> > Ümit Uzun
>>> >
>>> > ___
>>> > osg-users mailing list
>>> > osg-users@lists.openscenegraph.org
>>> >
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>> >
>>> >
>>> ___
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>>>
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Re: [osg-users] I can't load Released OSG library in Debug Mode.

2009-06-19 Thread Ümit Uzun
Thanks Vincent and JS;

It is interesting no-no which is seen to me odd :) It always restrict us
while using created dll project which uses osg. So I have to create my own
dll project in two version (debug and release) for compiling new project
which uses this dll in it for possibility of beeing different compilation
mode.

Best Regards.

2009/6/19 Jean-Sébastien Guay 

> Hello Ümit,
>
>  Until now, I have been using VS2003 in all project. But we have upgraded
>> to VS2008. I don't know why can't load released OSG in Debug mode or vice
>> versa. It throws and std::badalloc exception while using reading some model
>> or images by osgDB's static functions(readNode, readImageFile etc...) But
>> same code works when working same mode.
>> VS2008 don't let us to use this interchangeability anymore or should I set
>> some parameters?
>>
>
> You mean you're trying to link an app compiled in debug with an OSG lib
> compiled in release, or vice versa?
>
> Yeah, that's a big no-no, and it's been discussed often on this list. You
> need to match the debug/release across your whole project, at least since
> VC++ 2005. Otherwise the standard library used is different and makes
> different assumptions about how to allocate memory and other things.
>
> This is true for any library that is coded in C++. If the dependency
> contains only C code, you can use only the release version of that lib with
> both release and debug applications if you want.
>
> The OSG dependencies packages contain both release and debug dependencies,
> and CMake will choose the right one when compiling OSG. You just need to
> make sure you do the same thing in your own apps/projects - when compiling
> your project in release, link to osg.lib/osgDB.lib/... and when compiling it
> in debug, link to osgd.lib/osgDBd.lib/...
>
> Hope this helps,
>
> J-S
> --
> __
> Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
>   http://www.cm-labs.com/
>http://whitestar02.webhop.org/
>
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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[osg-users] I can't load Released OSG library in Debug Mode.

2009-06-19 Thread Ümit Uzun
Hi All,

Until now, I have been using VS2003 in all project. But we have upgraded to
VS2008. I don't know why can't load released OSG in Debug mode or vice
versa. It throws and std::badalloc exception while using reading some model
or images by osgDB's static functions(readNode, readImageFile etc...) But
same code works when working same mode.
VS2008 don't let us to use this interchangeability anymore or should I set
some parameters?

Regards.

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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Ümit Uzun
Hi Kim,

Actually I am sorry for not thinking it can be the svn adress :)
You make the really good magic. It works perfect without any error as you
can see from the attached screenshot:) Thanks so much :) But there is some
dots flickering as JS and Martins's said about. And it's not problem I think
:) This is really really good application.

What did you do? You have only changed samplerRect to sampler2D?

Regards and Congratulations :)

2009/6/18 Kim C Bale 

>  Hi Umit,
>
>
>
> Sorry use
>
>
>
> svn checkout *http*://osgocean.googlecode.com/svn/tags/osgOcean-1.0/
> osgocean-read-only<http://osgocean.googlecode.com/svn/tags/osgOcean-1.0/%0Aosgocean-read-only>
>
>
>
> or grab a copy of the tortoise client to download it.
>
>
>
> Regards,
>
>
>
> Kim.
>
>
>
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
> *Sent:* 18 June 2009 11:45
>
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
>
>
>
> Hi Kim,
>
> Thanks you so much. But prompted screen wants username and password from
> me?
>
> Regards.
>
> 2009/6/18 Kim C Bale 
>
> Hi Umit,
>
>
>
> I’ve just applied a patch that should solve the samplerRect issue for you,
> I think I was being too hasty to blame your graphics drivers.
>
>
>
> Update your code from:
>
>
>
> *https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/*
>
>
>
>
>
>
>
> Regards,
>
>
>
> Kim.
>
>
>
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
> *Sent:* 18 June 2009 07:35
>
>
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
>
>
>
> Hi Kim and JS;
>
> Thanks for suggestion. I have tried again and as you said I really need new
> version GPU. This is only solution which will resolve kind of these
> problems.
>
> Regards.
>
> 2009/6/17 Kim C Bale 
>
> Martins, J-S,
>
>
> >Here you go.  If you zoom in to 400% or so you can see 3 pixels
> near the horizon that are really dark.  They flicker during the
> simulation, sometimes individual pixels, other times it looks like
> larger groups.
>
> Yep it's a bug in the library. Looks like a polygon break to me, possibly a
> corner piece. I must have been trying to ignore it as it's a nightmare to
> debug that bit of code. I'll log it, but it could take a while to find that
> blighter.
>
>
> >If you disable godrays, silt and dof (basically disable all underwater
> effects) then go underwater, you'll see a black like at the horizon. it
> looks like fog is not being applied for a line of pixels at the horizon.
>
> I think this is a fogging issue, the wave tops are probably going over the
> fog line and exposing unfogged geometry. Shouldn't be too bad that one.
>
> Cheers all.
>
>
> Kim.
>
>
>
> 
>
> From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
> Innus
>
> Sent: Wed 17/06/2009 19:35
>
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
>
>
>
> Kim,
>
>  Here you go.  If you zoom in to 400% or so you can see 3 pixels
> near the horizon that are really dark.  They flicker during the
> simulation, sometimes individual pixels, other times it looks like
> larger groups.
>
>Sorry if this comes through twice, looks like the first one was too
> big
> for the list.
>
> Martins
>
>
> Kim C Bale wrote:
> > Hi Martins,
> >
> >> It now works at any resolution in 32 bit color, but with some
> > "shimmering" black pixels where the sky meets the ocean.  Kind of like
> > you get if you had a bad DVI cable going to your monitor.
> >
> > Could you post a screen shot of that? Does sound a like it could be a bug
> in the rendering rather than a driver issue.
> >
> >> At 16 bit color, I can get it to work if I toggle off "glare".  I still
> > get the FBO setup errors, but it seems to look ok, and the out of memory
> > errors are gone.
> >
> > I've jumped to conclusion on that one. I just tested that on mine and get
> the same
> >
> > RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
> >
> > errors as yourself. I'll look into it.
> >
> > Cheers chap,
> >
> > Kim.
> >
> >
> >
> > 
> >
> > From: osg-users-boun...@l

Re: [osg-users] Help - StereoMode

2009-06-18 Thread Ümit Uzun
Hello asdf;

Firstly if you want to be member of OSG-Mail group you should address
yourself by reasonable name and surname please. We need this requirements to
be more personnel in the group.

Regards.

2009/6/18 asdf asdf 

> Hello,
> I'm working with a 3D model in openSceneGraph and I'm having difficulties
> configuring the Stereo Mode (Interlace).
>  At first the vision of the scene is ok, but when I move through the scene
> it starts distorting and even if I go back to the orginal point the Stereo
> View stills distorted.  The distortion consists in: When we move forward (we
> use Traslation movements) the two eye views start overlapping each other.*
>
> I attach The corresponding code of activating Stereo Mode:
>
> osg::DisplaySettings::instance()->setStereoMode(osg:
> :DisplaySettings::StereoMode::HORIZONTAL_INTERLACE);
> osg::DisplaySettings::instance()->setStereo(true);
>
> *About moving though the scene i  use the TrackballManipulator
> Excuse me for my english and Thank you ,
>
> CorPetit09
>
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>


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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Ümit Uzun
Hi Kim,

I have same problem with samplerRect before when I wanted to try osgMovie
example as you suggested to Robert. And I tried to use sampler2d instead of
and was solved.
And as this problem, osgWidget's Widget class texture operation was only
supported with TextureRectange and I have implemented Texture2D to show my
movie on it by myself.

I think my GPU's main one problem is TextureRectangle implementation.

Regards.

2009/6/18 Ümit Uzun 

> Hi Kim,
>
> Thanks you so much. But prompted screen wants username and password from
> me?
>
> Regards.
>
> 2009/6/18 Kim C Bale 
>
>   Hi Umit,
>>
>>
>>
>> I’ve just applied a patch that should solve the samplerRect issue for you,
>> I think I was being too hasty to blame your graphics drivers.
>>
>>
>>
>> Update your code from:
>>
>>
>>
>> *https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/*
>>
>>
>>
>>
>>
>>
>>
>> Regards,
>>
>>
>>
>> Kim.
>>
>>
>>
>> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
>> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
>> *Sent:* 18 June 2009 07:35
>>
>> *To:* OpenSceneGraph Users
>> *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
>>
>>
>>
>> Hi Kim and JS;
>>
>> Thanks for suggestion. I have tried again and as you said I really need
>> new version GPU. This is only solution which will resolve kind of these
>> problems.
>>
>> Regards.
>>
>> 2009/6/17 Kim C Bale 
>>
>> Martins, J-S,
>>
>>
>> >Here you go.  If you zoom in to 400% or so you can see 3 pixels
>> near the horizon that are really dark.  They flicker during the
>> simulation, sometimes individual pixels, other times it looks like
>> larger groups.
>>
>> Yep it's a bug in the library. Looks like a polygon break to me, possibly
>> a corner piece. I must have been trying to ignore it as it's a nightmare to
>> debug that bit of code. I'll log it, but it could take a while to find that
>> blighter.
>>
>>
>> >If you disable godrays, silt and dof (basically disable all underwater
>> effects) then go underwater, you'll see a black like at the horizon. it
>> looks like fog is not being applied for a line of pixels at the horizon.
>>
>> I think this is a fogging issue, the wave tops are probably going over the
>> fog line and exposing unfogged geometry. Shouldn't be too bad that one.
>>
>> Cheers all.
>>
>>
>> Kim.
>>
>>
>>
>> 
>>
>> From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
>> Innus
>>
>> Sent: Wed 17/06/2009 19:35
>>
>> To: OpenSceneGraph Users
>> Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
>>
>>
>>
>> Kim,
>>
>>  Here you go.  If you zoom in to 400% or so you can see 3 pixels
>> near the horizon that are really dark.  They flicker during the
>> simulation, sometimes individual pixels, other times it looks like
>> larger groups.
>>
>>Sorry if this comes through twice, looks like the first one was too
>> big
>> for the list.
>>
>> Martins
>>
>>
>> Kim C Bale wrote:
>> > Hi Martins,
>> >
>> >> It now works at any resolution in 32 bit color, but with some
>> > "shimmering" black pixels where the sky meets the ocean.  Kind of like
>> > you get if you had a bad DVI cable going to your monitor.
>> >
>> > Could you post a screen shot of that? Does sound a like it could be a
>> bug in the rendering rather than a driver issue.
>> >
>> >> At 16 bit color, I can get it to work if I toggle off "glare".  I still
>> > get the FBO setup errors, but it seems to look ok, and the out of memory
>> > errors are gone.
>> >
>> > I've jumped to conclusion on that one. I just tested that on mine and
>> get the same
>> >
>> > RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
>> >
>> > errors as yourself. I'll look into it.
>> >
>> > Cheers chap,
>> >
>> > Kim.
>> >
>> >
>> >
>> > 
>> >
>> > From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
>> Innus
>> > Sent: Wed 17/06/2009 17:56
>> > To: OpenSceneGraph Users
>> > Sub

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-18 Thread Ümit Uzun
Hi Kim,

Thanks you so much. But prompted screen wants username and password from me?

Regards.

2009/6/18 Kim C Bale 

>  Hi Umit,
>
>
>
> I’ve just applied a patch that should solve the samplerRect issue for you,
> I think I was being too hasty to blame your graphics drivers.
>
>
>
> Update your code from:
>
>
>
> *https://osgocean.googlecode.com/svn/tags/osgOcean-1.0/*
>
>
>
>
>
>
>
> Regards,
>
>
>
> Kim.
>
>
>
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
> *Sent:* 18 June 2009 07:35
>
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
>
>
>
> Hi Kim and JS;
>
> Thanks for suggestion. I have tried again and as you said I really need new
> version GPU. This is only solution which will resolve kind of these
> problems.
>
> Regards.
>
> 2009/6/17 Kim C Bale 
>
> Martins, J-S,
>
>
> >Here you go.  If you zoom in to 400% or so you can see 3 pixels
> near the horizon that are really dark.  They flicker during the
> simulation, sometimes individual pixels, other times it looks like
> larger groups.
>
> Yep it's a bug in the library. Looks like a polygon break to me, possibly a
> corner piece. I must have been trying to ignore it as it's a nightmare to
> debug that bit of code. I'll log it, but it could take a while to find that
> blighter.
>
>
> >If you disable godrays, silt and dof (basically disable all underwater
> effects) then go underwater, you'll see a black like at the horizon. it
> looks like fog is not being applied for a line of pixels at the horizon.
>
> I think this is a fogging issue, the wave tops are probably going over the
> fog line and exposing unfogged geometry. Shouldn't be too bad that one.
>
> Cheers all.
>
>
> Kim.
>
>
>
> 
>
> From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
> Innus
>
> Sent: Wed 17/06/2009 19:35
>
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
>
>
>
> Kim,
>
>  Here you go.  If you zoom in to 400% or so you can see 3 pixels
> near the horizon that are really dark.  They flicker during the
> simulation, sometimes individual pixels, other times it looks like
> larger groups.
>
>Sorry if this comes through twice, looks like the first one was too
> big
> for the list.
>
> Martins
>
>
> Kim C Bale wrote:
> > Hi Martins,
> >
> >> It now works at any resolution in 32 bit color, but with some
> > "shimmering" black pixels where the sky meets the ocean.  Kind of like
> > you get if you had a bad DVI cable going to your monitor.
> >
> > Could you post a screen shot of that? Does sound a like it could be a bug
> in the rendering rather than a driver issue.
> >
> >> At 16 bit color, I can get it to work if I toggle off "glare".  I still
> > get the FBO setup errors, but it seems to look ok, and the out of memory
> > errors are gone.
> >
> > I've jumped to conclusion on that one. I just tested that on mine and get
> the same
> >
> > RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
> >
> > errors as yourself. I'll look into it.
> >
> > Cheers chap,
> >
> > Kim.
> >
> >
> >
> > 
> >
> > From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
> Innus
> > Sent: Wed 17/06/2009 17:56
> > To: OpenSceneGraph Users
> > Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
> >
> >
> >
> > Kim,
> > OK, I upgraded the driver to the latest version (185.85) and have
> made
> > some progress.
> >
> > It now works at any resolution in 32 bit color, but with some
> > "shimmering" black pixels where the sky meets the ocean.  Kind of like
> > you get if you had a bad DVI cable going to your monitor.
> >
> > At 16 bit color, I can get it to work if I toggle off "glare".  I
> still
> > get the FBO setup errors, but it seems to look ok, and the out of memory
> > errors are gone.
> >
> > So I guess I'll chalk it up to drivers, I'll keep checking for
> newer
> > ones. Thanks for the suggestions.
> >
> > Martins
> >
> > Kim C Bale wrote:
> >> Hi Martins,
> >>
> >> Sorry, little hasty with the send button there.
> >>
> >> Thi

Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread Ümit Uzun
Hi Micheal;

Thanks for your polite offer to helping me:)

I have looked Bullet and Nvidia PhysX.
I can't choose PhysX because I want to run my PhysX engine ATI. I think it's
not support. Or do you think it can be modified to send the physics
calculation to CPU instead of GPU on PhysX.
I had tried to grasp the Bullet but it seems much complicated then ODE, so I
choosed ODE.

Yes as you said, I have to handle collision detection and create contact
with physics dynamics if I choose another collision library instead of own
one. So this is big problem, so the real solution seems to use main library
of ODE.

If you have any suggestion, I appreciate with glad :)
Regards and Thanks.

2009/6/18 Michael Bosse' 

> One more thing, if you do your collision detection in OSG, you will
> need to handle the physical response yourself. The physics engine is
> already set up to handle that correctly. For starters, i'd just stick
> with physics.
>
>
> On Thu, Jun 18, 2009 at 2:54 AM, Sergey Kurdakov
> wrote:
> > Hi Ümit,
> >
> > you may take a look at delta3d ode integration, they add their stuff
> > which is particular to delta3d , still it is possible to extract
> > useful ideas.
> >
> > Regards
> > Sergey Kurdakov
> > http:
> >
> > On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote:
> >> Hi All,
> >>
> >> I am planing to create simple off road jeep-racing and I have looked at
> the
> >> libraries to create dynamics and choose ODE. But I can't decide use
> ODE's
> >> collision detection mechanism instead of osgUtil's polytopeintersector,
> >> planeintersector or linesegmentintersector classes.
> >> So if you were me, which collision detection system would choose?
> >> PostScript : I am noob on ODE, this experince will be the first
> introdution
> >> for me.
> >>
> >> Any suggestion appreciated with glad.
> >> Regards.
> >>
> >> --
> >> Ümit Uzun
> >>
> >> ___
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> >> osg-users@lists.openscenegraph.org
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >>
> >>
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> >
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Re: [osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-18 Thread Ümit Uzun
Hi Sergey;

I have known about Delta3D. It uses ODE too, but I am in contradiction about
using pure OSG and ODE or using Delta3D game engine. To use Delta3D I have
to spend some to get the structure and wrappers all other library. But with
using pure OSG and ODE I can adopt so quickly. Anyway I thanks for your
suggestion, and I will try to understand Delta3D's integration way.

Regards.

2009/6/18 Sergey Kurdakov 

> Hi Ümit,
>
> you may take a look at delta3d ode integration, they add their stuff
> which is particular to delta3d , still it is possible to extract
> useful ideas.
>
> Regards
> Sergey Kurdakov
> http:
>
> On Thu, Jun 18, 2009 at 10:35 AM, Ümit Uzun wrote:
> > Hi All,
> >
> > I am planing to create simple off road jeep-racing and I have looked at
> the
> > libraries to create dynamics and choose ODE. But I can't decide use ODE's
> > collision detection mechanism instead of osgUtil's polytopeintersector,
> > planeintersector or linesegmentintersector classes.
> > So if you were me, which collision detection system would choose?
> > PostScript : I am noob on ODE, this experince will be the first
> introdution
> > for me.
> >
> > Any suggestion appreciated with glad.
> > Regards.
> >
> > --
> > Ümit Uzun
> >
> > ___
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> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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[osg-users] Any suggestion about OSG-ODE integration and collision detection.

2009-06-17 Thread Ümit Uzun
Hi All,

I am planing to create simple off road jeep-racing and I have looked at the
libraries to create dynamics and choose ODE. But I can't decide use ODE's
collision detection mechanism instead of osgUtil's polytopeintersector,
planeintersector or linesegmentintersector classes.
So if you were me, which collision detection system would choose?
PostScript : I am noob on ODE, this experince will be the first introdution
for me.

Any suggestion appreciated with glad.
Regards.

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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Ümit Uzun
gt; >>
> >> 
> >>
> >> From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins
> Innus
> >> Sent: Wed 17/06/2009 15:16
> >> To: OpenSceneGraph Users
> >> Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
> >>
> >>
> >>
> >> Hi,
> >> I'm having trouble getting this to run.
> >>
> >> Machine Specs:
> >>
> >> Windows XP
> >> Visual Studio 2003
> >> NVIDIA Quadro FX 1600M
> >> OSG 2.8.1
> >>
> >> Compiled osgOcean with FFTSS and it builds fine.
> >>
> >> With my display set to 1920x1200 at 16 bit color I get the following:
> >>
> >> E:\Windows\OSG\2.8.1\install\bin>oceanExample.exe
> >> Building scene...
> >>. Loading cubemaps: 0.212617s
> >>. Generating ocean surface: 2.43048e-005s
> >>. Creating ocean scene: 0.000286629s
> >>. Loading islands: 0.0594939s
> >>. Setting up lighting: 2.26286e-005s
> >> complete.
> >> Time Taken: 0.274954s
> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
> >>
> >> and just a blank screen shows up.
> >>
> >>
> >>
> >> If I change to 32 bit color at the same resolution, I get a couple
> >> frames that show up properly, then the window goes blank with the
> >> following printed to the console:
> >>
> >> Building scene...
> >>. Loading cubemaps: 0.213689s
> >>. Generating ocean surface: 1.89968e-005s
> >>. Creating ocean scene: 0.000278248s
> >>. Loading islands: 0.0593453s
> >>. Setting up lighting: 1.73206e-005s
> >> complete.
> >> Time Taken: 0.276148s
> >> RenderStage::runCameraSetUp(), FBO setup failed, FBO status= 0x8cdd
> >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
> >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
> >> RenderStage::drawInner(,) FBO status= 0x8cd5
> >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
> >> Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
> >> RenderStage::drawInner(,) FBO status= 0x8cd5
> >>
> >>
> >>
> >>
> >> It works fine if I run at 1024x768.
> >>
> >> Is this likely a driver problem, or is there something I can tweak in
> >> the FBO setup?  I'm not familiar with their use at all.
> >>
> >> Thanks
> >>
> >> Martins
> >>
>
>
>
>
> *
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Re: [osg-users] osg & OpenGL ES

2009-06-17 Thread Ümit Uzun
Hi Hesanyuan;

As I know there is no OSG distribution which support's OpenGL-ES yet.

Regards.

2009/6/18 hsany330 

>
>
> Hi ,
> I want to write a game for my phone with OSG.But i didn't find OSG lib
> which based on OpenGL ES.Who know something of this,please tell me.Thanks.
>
> hesanyuan
>
>
> --
> 200万种商品,最低价格,疯狂诱惑你<http://count.mail.163.com/redirect/footer.htm?f=http://gouwu.youdao.com>
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Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Ümit Uzun
t; infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "streak_shader_fragment_shader" FAILED
FRAGMENT Shader "streak_shader_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:4: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

FRAGMENT glCompileShader "glare_composite_fragment_shader" FAILED
FRAGMENT Shader "glare_composite_fragment_shader" infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:2: 'samplerRect' : syntax error parse error
ERROR: 1 compilation errors.  No code generated.

glLinkProgram "" FAILED
Program "" infolog:
Fragment shader(s) were not successfully compiled before glLinkProgram() was
cal
led.  Link failed.

I think these all related about driver because of my driver 2.5 years old
and it's last updated driver support only opengl 2.1 and GLSL 1.20. I think
I can't run osgOcean in my company computer. I have to use another newer
one. Any suggestions?

Regards.

2009/6/17 Kim C Bale 

>  Hi Umit,
>
>
>
> >Firsty congratulations for these awesome works.
>
>
>
> Thank you, still plenty to fix though it seems J
>
>
>
> >CMake Error: The following variables are used in this project, but they
> are set to NOTFOUND.
>
> >Please set them or make sure they are set and tested correctly in the
> CMake files:
>
> >FFTSS_INCLUDE_DIR
>
>
>
> When you run CMake it should let you set these manually if they’re not
> found automatically.
>
>
>
> You will need to explicitly specify the path to the include directory and
> also the fftss.lib file (this is what I do when I run CMake)
>
>
>
> When you run the example application the fftss.dll will need to be in the
> same directory as the exe or by adding the directory it’s in to your PATH
> environment variable (if you’re in windows)
>
>
>
> >OPENTHREADS_LIBRARY_DEBUG
>
> >linked by target "osgOcean" in directory
> C:/Projects/Ocean/osgOcean-Source/src/osgOcean
>
>
> I think if you just point it to the release mode version of OpenThreads it
> will let you build the project. But be careful, if you try and build a debug
> version of the application/library it’s highly likely you’ll get errors.
>
>
>
> If that doesn’t solve it get back to me.
>
>
>
> Regards,
>
>
>
> Kim.
>
>
>
>
>
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Ümit Uzun
> *Sent:* 17 June 2009 11:48
> *To:* OpenSceneGraph Users
>
> *Subject:* Re: [osg-users] osgOcean 1.0 (LGPL) Released
>
>
>
> Hi Kim,
>
> Firsty congratulations for these awesome works.
> When I try to create solution file in cmake on VisualStudio2008 I get the
> errors;
> CMake Error: The following variables are used in this project, but they are
> set to NOTFOUND.
>
> Please set them or make sure they are set and tested correctly in the CMake
> files:
>
> FFTSS_INCLUDE_DIR
>
> used as include directory in directory
> C:/Projects/Ocean/osgOcean-Source/src/osgOcean
>
> FFTSS_LIBRARY
>
> linked by target "osgOcean" in directory
> C:/Projects/Ocean/osgOcean-Source/src/osgOcean
>
> OPENTHREADS_LIBRARY_DEBUG
>
> linked by target "osgOcean" in directory
> C:/Projects/Ocean/osgOcean-Source/src/osgOcean
>
>
>
> I have compiled the FFTSS library and locate it in same folder with
> osgOcean-Source folder. Should I declare spec

Re: [osg-users] osgOcean 1.0 (LGPL) Released

2009-06-17 Thread Ümit Uzun
Hi Kim,

Firsty congratulations for these awesome works.
When I try to create solution file in cmake on VisualStudio2008 I get the
errors;
CMake Error: The following variables are used in this project, but they are
set to NOTFOUND.

Please set them or make sure they are set and tested correctly in the CMake
files:

FFTSS_INCLUDE_DIR

used as include directory in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean

FFTSS_LIBRARY

linked by target "osgOcean" in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean

OPENTHREADS_LIBRARY_DEBUG

linked by target "osgOcean" in directory
C:/Projects/Ocean/osgOcean-Source/src/osgOcean


I have compiled the FFTSS library and locate it in same folder with
osgOcean-Source folder. Should I declare specific Environment Variable to
help cmake for finding right fftss include directory and library?

And Do we have to OpenThreads library in debug mode? I have a OSG
distiribution in only release mode.

Regards.

2009/6/16 Kim C Bale 

> Hi Martin,
>
> This problem arises with two particular effects, the glare and the
> underwater dof which require special treatment of the alpha component in
> the framebuffer.
>
> You can disable those using:
>
> enableUnderwaterDOF(false)
> enableGlare(false)
>
> Then you need to disable the default scene shader with this:
>
> setUseDefaultSceneShader(false)
>
> In the OceanScene class.
>
> If you remove the default shader you'll also lose the underwater light
> scattering and fogging calculations on models below the surface.
>
> Trying to offer lots of out-of-the-box shader effects whilst also
> accommodating the fixed pipeline is a tricky problem and this area needs
> a little work, but that should work for you.
>
>
> Regards,
>
> Kim.
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
> Scheffler
> Sent: 16 June 2009 15:18
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
>
> Hi,
>
> I compiled osgOcean and everything works fine here. I ran into trouble
> when integrating it with my existing application. When I used the last
> version of osgOcean, I could just put the ocean somewhere in the scene
> graph and it did not interact with my other stuff. Now osgOcean blocks
> my view onto the other objects in the scene. When I add the objects as
> children to the OceanScene, the objects are shown, but the ocean shaders
> are applied to the objects. This add some sparkling effects to my
> animations, which looks nice but is not really what I want.
>
> So how can I add my objects to the scene without interference?
>
> Thank you!
>
> Cheers,
> Martin
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14038#14038
>
>
>
>
>
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Re: [osg-users] [3rdparty] OSG Composer released

2009-06-17 Thread Ümit Uzun
Thanks SimLab. I love creating 3D text easily :D

Regards.

2009/6/17 Jan Ciger 

> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Ashraf Sultan wrote:
> > SimLab releases OSG Composer
> >...
> > OSG Composer Lite, is our gift to the great OSG community, we hope
> > you like it. http://www.simlab-soft.com/Products.html
> >
>
> Gee, this looks good, but no Linux version? Even though there is a Mac
> one? I am sure there would be customers for Linux version too, this type
> of work is done mostly on Windows and Linux these days.
>
> Regards,
>
> Jan
>
> -BEGIN PGP SIGNATURE-
> Version: GnuPG v1.4.9 (GNU/Linux)
> Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
>
> iD8DBQFKOKSpn11XseNj94gRAvPvAKDBWRnZJMdz87Ln7DBt+msQRD5DPgCfVCFk
> Yf+6nO6JqN6KcYFpDoQY+jc=
> =tc9Z
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Re: [osg-users] [build] Can't build libraries under windows

2009-06-14 Thread Ümit Uzun
Hi Stefan,

Could you be more specific about what you are talking about? I think none of
OSG-User can understand your problem. So if you want a solution, firstly try
to tell more understandable way.

Regards.

2009/6/15 stefan nortd 

> Nice, I was just looking into using code::blocks. Unfortunately the
> rapidshar link is not working anymore. Any chance you can post the files
> again?
>
> Have they made it to the wiki?
>
> /stefanix
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=13972#13972
>
>
>
>
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[osg-users] Some Fixes

2009-06-12 Thread Ümit Uzun
Hi Robert,

There is some fixes this is not critic, only for appearance ;

osgpointsprites : there is needless inclusions
#include 
#include 
#include 

osgautocapture: "Rendring time = " should be "Rendering time = "

Regards.

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Re: [osg-users] Bug report

2009-06-11 Thread Ümit Uzun
Hi Robert,

Sometimes people may be need rainy snow as you can see from same problem
this thread
http://groups.google.com/group/osg-users/browse_thread/thread/79a8ad1aac24c013/c0cd14cf64986de0?lnk=gst&q=selman+osgParticle#c0cd14cf64986de0

I think we should fix Tom's reported bug.

Regards.

2009/6/11 Robert Osfield 

> Hi Tom,
>
> On Thu, Jun 11, 2009 at 2:28 PM, Jolley, Thomas
> P wrote:
> > The last line in the block sets the previousTime to the currentTime.  I
> > think this is what causes the delta to be 0.0 on the other
> > PrecipitationEffect instances for most uses.  The location of ???'s
> > comment that pointed out the bug was misleading.
>
> Ah... yes this will mean that there is real problem when two or more
> precipitation effects are active at the same time - as the wind will
> only affect the first PrecitpitationEffect.
>
> I'm curious how often this issue would effect end users apps, as
> typically one would have just one precipitation effect on at one time
> as the effect is global effect, and it generally doesn't rain and snow
> at the same time...
>
> Robert.
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Re: [osg-users] Load PlugIn Library in OsgDB::Registry

2009-06-09 Thread Ümit Uzun
Hi Croperli;

Look at the http://www.skew-matrix.com/bb/viewtopic.php?f=8&t=3

Troubleshooting the Build

Did osgdb_curl.dll fail to link?

OSG creates several libraries during a build. One of the libraries,
osgdb_curl.dll, has a special dependency on Windows. During the OSG build,
if this library fails to link, and the link error indicates that wldap32.lib
can’t be found, you’ll need to manually configure Visual Studio’s library
search path and possibly install the missing library. Note that the compile
works fine, or fails, depending on the compiler you are using. Currently,
this is only an issue for some editions of VS8. All VS9 installations appear
to include this library.

Adding wldap32.dll is more art than science. If the file is already
installed on your system, you can find it by doing a file search in
C:\Program Files. Then, you simply add the directory to the library search
path as described below.

If you don’t have wldap32.dll already installed, download and install MS
Windows SDK for MS Server
2008<http://msdn.microsoft.com/en-us/windows/bb980924.aspx>(do a web
search to find it). After this is installed, enter the VS IDE
options. In Projects and Solutions > VC++ Directories, select Library files
from the Show Directories For menu, then add this directory to the list:
C:\Program Files\Microsoft SDKs\Windows\v6.1\Lib

Regards.

2009/6/9 

>
> Hello All,
>
>
>
> Is there something wrong in OsgDB::Registry::LoadLibrary(std::string
> libname)
>
> when i load the .curl plugin  in debug , it is shown that the .curl plugin
> con't be found.However,it works well  in release mode.
>
> when i open osgDb_curld.dll in depends_22, msvcr80d.dll con't be found.The
> ThirdParty depencies in svn dotn't have osgDb_curld.dll file in its child
> folder "Bin",I move
>
> msvcm80d.dll
> msvcp80d.dll
> msvcr80d.dll
> Microsoft..manifeVC80.DebugCRTst
>
> files to thirdPary/Bin ,however it doesn't work!
>
> my osg version is osg 2.6,ide  Vs2005!
>
>
>
>  Take Care Please!
>
> --
>
>  寻找童趣 好游戏让你停不下来 <http://goto.mail.sohu.com/goto.php?code=ecard_jiaozhu>
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Re: [osg-users] ArgumentParser issues on Windows?

2009-06-08 Thread Ümit Uzun
Hi Butler;

It is well known problem :) I think your OSG system only compiled in release
mode and you are trying to build this example in debug mode, so program
throw bad_alloc exception. Try to build your example same build type as your
OSG system. If it is released mode you build your example in released mode
or vice versa.

Regards.

2009/6/9 Butler, Lee Mr CIV USA USAMC 

> The following code works on Linux/Mac but not Windows.  Is there
> something I should realize about ArgumentParser and ApplicationUsage?
> Maybe it's some Windows/VS2008 thing I've missed?
>
> -
> #include 
> #include 
>
> int main(int argc, char * argv[])
> {
>std::string name("Fred");
>osg::ArgumentParser arguments(&argc, argv);
>osg::ApplicationUsage *au;
>
>au = arguments.getApplicationUsage();
>
>// the next two lines cause runtime errors on Window
>au->setApplicationName(name);
>std::string cmdLineName = arguments.getApplicationName();
>return 0;
> }
> -
>
> The au->setApplicationName(name) line gives the error:
>
> Unhandled exception at 0x76bc42eb foo.exe MicrosoftC++ exception:
> std::bad_alloc at memory location 0x0018f37c..
>
> commenting that line out results in the next line producing:
>
> arguments.getApplicationName() causes "Unhandled Exception at
> 0xHexAddress in foo.exe 0xC005: Access violation reading location
> 0xccc0."
>
> This is setup as a Windows Console App in VS2008.
>
> I can set a breakpoint on the first line and see that argv[0] and argc
> are set reasonably.
>
> Stepping forward I note that the constructor for ApplicationUsage
> doesn't initialize _applicationName.  Visual Studio debugger notes  Ptr> on au->_applicationName before the call to:
>
>au->setApplicationName(name)
>
> Odd since _applicationName is declared:
>
>std::string _applicationName;
>
> Lee
>
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Re: [osg-users] Texture coords

2009-06-08 Thread Ümit Uzun
Hi Joseba;

You should try to use GLSL to accomplish dynamic texture coordinate changing
in pretty straightforward way.

Regards.

2009/6/8 Joseba Rodriguez 

> Hi,
>
> Im trying to do some texture animations in different objects (billboards).
> For this purpose im using Geometry::setTexCoordArray(unsigned int
> unit,Array*) in a Update callback.
> I found out that using this function is quite expensive, making my app slow
> down from 120 fps to 40 fps with 2000 billboards (quads).
> Is there any other cheaper way to dinamically change the texture coords?
>
> Thank you!
>
> Cheers,
> Joseba
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=13668#13668
>
>
>
>
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Re: [osg-users] vertex shader help: compare position against plane

2009-05-27 Thread Ümit Uzun
Hi Paul;

Watch the video. It can tell you much of dot and cross product :)

http://video.google.com/videosearch?q=cross+product&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&um=1&ie=UTF-8&ei=LE4dSreZCpLt_AbS4OGxDQ&sa=X&oi=video_result_group&resnum=4&ct=title#

Regards.

2009/5/27 Paul Griffiths 

>
> Kim C Bale wrote:
> > I presume this line:
> >
> > n = (pos1 -pos0) ^ (pos2 - pos1);
> >
> > is a cross product of two vectors. i.e. the normal, also known as the
> > vector perpendicular to the two vectors that define the plane.
> >
> > In which case you would want to use the glsl function cross(vec3,vec3)
> > as on the reference sheet I sent previously.
> >
> > You should have a read about the geometry math being used here. Blindy
> > copying code without understanding it is a good way to shoot yourself in
> > the foot later on.
> >
> >
> > Kim.
> >
> >
> > -Original Message-
> > From:
> > [mailto:] On Behalf Of Paul
> > Griffiths
> > Sent: 27 May 2009 13:40
> > To:
> > Subject: Re:  vertex shader help: compare position against
> > plane
> >
> > ok, i got the world position with:
> >
> >
> > Code:
> > mat4 ToWorldMatrix= osg_ViewMatrixInverse* gl_ModelViewMatrix;
> > vec3 worldPos = ToWorldMatrix * gl_Vertex;
> >
> >
> >
> >
> > now i need to check which side of the plane the worldPos is.
> > I googled and found some code for this but its not for glsl, ive came up
> > with this but i get errors.
> >
> > the code is:
> >
> >
> > Code:
> > vec3 n;
> > float d;
> >
> > n = (pos1 -pos0) ^ (pos2 - pos1);
> > d = -n * pos0;
> >
> > inside = 1.0;
> >
> > if (dot(n, gl_Position) + w)
> > {
> > inside = 0.0;
> > }
> >
> >
> >
> >
> > the errors i get are:
> >
> >
> > Code:
> > VERTEX glCompileShader "" FAILED
> > VERTEX Shader "" infolog:
> > 0(46) : error C1021: operands to "^" must be integral
> >
> > glLinkProgram "eroded" FAILED
> > Program "eroded" infolog:
> > Vertex info
> > ---
> > 0(46) : error C1021: operands to "^" must be integral
> >
> > Warning: detected OpenGL error 'invalid operation' after
> > RenderBin::draw(,)
> >
> >
> >
> >
> > so i tried
> >
> >
> > Code:
> > vec3 n;
> >   float w;
> >
> >   int p0 = (pos1 -pos0);
> >   int p1 = (pos2 - pos1);
> >   n =  p0 ^ p1;
> >   w = -n * pos0;
> >   inside = 1.0;
> >
> >   if (dot(n, worldPos) + w)
> >   {
> >   inside = 0.0;
> >   }
> >
> >
> >
> > but it alway returns inside = 0.0;
> >
> > any ideas?
> >
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=13031#13031
> >
> >
> >
> >
> >
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> > g
> >
> *****
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> >
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> >  --
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>
>
> Thanks kim. am new to this 3d math stuff.
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=13051#13051
>
>
>
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Re: [osg-users] Coloring problems with basic geometry

2009-05-26 Thread Ümit Uzun
Hi Lelin,

More recent tutorial to study. (
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials#YetAnotherSetofBeginnerTutorials
)

Regards.

2009/5/26 Lelin ZHANG 

> Hi, Robert,
>
> Thanks for your reply. I am using the online scene graph tutorial at the
> following link:
>
>
> http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/BasicGeometry/BasicGeometry.cpp
>
> There are codes for adding texture to the pyramid. Even I have commented
> all texture related codes, leaving only simple vertex and color information,
> the colors are not showing up.
>
> By the way, do you know if there is any tutorials that might be much more
> up to date? Thanks very much.
>
> Lelin
>
>
> robertosfield wrote:
> > Hi Lelin,
> >
> > I don't know why your model turns out grey, there is just too small a
> > code fragment to know why.
> >
> > A general note, the uses of vertex indices is now deprecated, and will
> > eventually be dropped, so this tutorual is very out of date.  Could
> > you provide the url of the tutorial so we can look at getting the
> > reference to vertex indices removed to avoid further confusion.
> >
> > Robert.
> >
> > On Tue, May 26, 2009 at 1:34 AM, Lelin ZHANG <> wrote:
> >
> > > Hi,
> > >
> > > I am running the example code for 'basic geometry' of the tutorials. It
> seems that whatever I tried, the colors of the geometry do not show up.
> Everything just turns to be grey. It is frustrating that even I do not make
> any changes of the example codes at all, the colors still do not work. Could
> anyone give me a hint of the problem on this?
> > >
> > > Here are the codes for coloring:
> > >
> > >  osg::Vec4Array* colors = new osg::Vec4Array;
> > >  colors->push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) ); //index 0 red
> > >  colors->push_back(osg::Vec4(0.0f, 1.0f, 0.0f, 1.0f) ); //index 1 green
> > >  colors->push_back(osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f) ); //index 2 blue
> > >  colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f) ); //index 3 white
> > >
> > > osg::TemplateIndexArray
> > >   *colorIndexArray;
> > >   colorIndexArray =
> > > new osg::TemplateIndexArray osg::Array::UIntArrayType,4,4>;
> > > colorIndexArray->push_back(0);
> > > colorIndexArray->push_back(1);
> > > colorIndexArray->push_back(2);
> > > colorIndexArray->push_back(3);
> > > colorIndexArray->push_back(0);
> > >
> > > pyramidGeometry->setColorArray(colors);
> > > pyramidGeometry->setColorIndices(colorIndexArray);
> > > pyramidGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
> > > ...
> > >
> > > Thank you!
> > >
> > > Cheers,
> > > Lelin
> > >
> > > --
> > > Read this topic online here:
> > > http://forum.openscenegraph.org/viewtopic.php?p=12933#12933
> > >
> > >
> > >
> > >
> > >
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>
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>
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Re: [osg-users] Setting camera target object

2009-05-26 Thread Ümit Uzun
Hi Sergey;

NodeTracker can be good starting point for you. Search and try to implement.
You can look at osgsimulation example. It use this tecnique for tracking
aircraft.

Regards.

2009/5/26 Sergey Bocharov 

> Hi, Robert.
>
> I searched for, but has not found.
>
> Sergey.
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=12949#12949
>
>
>
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Re: [osg-users] Bad OSG geometry

2009-05-21 Thread Ümit Uzun
Hi Andrew;

osgviewer, take the scene graph and start to accumulate all nodes bounding
boxes, by this all accumulated boundingboxes it configure it's viewing area
to show you all nodes which are in the screen. So as a result there is some
nodes which are not visible on the screen, but viewer take these nodes
bounding box on accumulated boundingbox.
This is my humble opinion :)

Regards.

2009/5/22 Andrew Cunningham 

> Hi,
> There seems to be something wrong with this geometry I have created that
> seems to cause OSG some problems. It should be 4 squares centered around the
> origin in a cross like pattern. When I load it into a standard viewer the
> viewer seems to have problems centering it.
> Anyone OSG gurus who can look at this?
> ...
>
> Thank you!
>
> Cheers,
> Andrew
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=12719#12719
>
>
>
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Re: [osg-users] osg2cpp sample needs a tweak?

2009-05-21 Thread Ümit Uzun
Hi Robert;

Yes I know we need endline sign on every line break. Actually we put endline
sign by
fout<

> Hi Umit,
>
> The \n is used to make sure that the warnings you get back from the
> OpenGL driver map to distrinct line numbers, without this all the
> lines would be treated as a whole program ecoded in a single line.
>
> Robert.
>
> On Thu, May 21, 2009 at 3:49 PM, Ümit Uzun  wrote:
> > Hi Robert;
> >
> > I have realized that when using --shader option in osg2cpp it parses
> shader
> > file in cpp but it add unneccessary endline sign(\n) every line's end.
> > I think every shaderSource.substr(startOfLine,endOfLine-startOfLine)
> command
> > should be
> >
> shaderSource.substr(startOfLine,endOfLine-startOfLine-1)
> >
> > Regards.
> >
> > --
> > Ümit Uzun
> >
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shadows.vert
Description: Binary data
char shadows_vert[] = "//hogbox standardised shadowmappig functions
\n"
  "
\n"
  "
\n"
  "varying vec4 ShadowCood;
\n"
  "
\n"
  "void GenShadowCoords(in vec4 ecPosition)
\n"
  "{
\n"
  "ShadowCood.s = dot( ecPosition, gl_EyePlaneS[0] );
\n"
  "ShadowCood.t = dot( ecPosition, gl_EyePlaneT[0] );
\n"
  "ShadowCood.p = dot( ecPosition, gl_EyePlaneR[0] );
\n"
  "ShadowCood.q = dot( ecPosition, gl_EyePlaneQ[0] );
\n"
  "}
\n"
  "
\n"
  "\n";
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[osg-users] osg2cpp sample needs a tweak?

2009-05-21 Thread Ümit Uzun
Hi Robert;

I have realized that when using --shader option in osg2cpp it parses shader
file in cpp but it add unneccessary endline sign(\n) every line's end.
I think every shaderSource.substr(startOfLine,endOfLine-startOfLine) command
should be
   shaderSource.substr(startOfLine,endOfLine-startOfLine-1)

Regards.

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Re: [osg-users] EdDidIt a material creation and editing tool for OpenSeneGraph

2009-05-21 Thread Ümit Uzun
Hi Thomas;

Very good project :) Congratulations.
I have subscribed osg-mail group for more that 1 year and haven't heard old
release about HogBox. Have you created very soon?

Thanks for sharing :)
Regards.

2009/5/21 Serge Lages 

> Hi Thomas,
>
> I've just tested and it's very cool ! Thanks ! Should it be possible to
> have a description of the advanced materials you've created and the example
> data to use to make them work ?
>
> Best regards,
>
> On Thu, May 21, 2009 at 10:45 AM, Thomas Hogarth <
> thomas.hoga...@googlemail.com> wrote:
>
>> Hi everyone
>>
>> A quick post to tell you about my release of EdDidIt v0.5. EdDidIt is a
>> Material editing application for OpenSceneGraph. Users are able to load
>> models, edit and create materials, define thier own custom GLSL based
>> materials and finally export the model back out to the native OpenSceneGraph
>> format.
>>
>> EdDidIt is avaliable for both Windows XP/Vista and OSX 10.4. All source
>> code has also been made avaliable, as my contribution to the ever growing
>> OpenSceneGraph comunity.
>>
>> Check out my website http://www.hogbox.co.uk";>www.hogbox.co.uk
>> for more information and to download EdDidIt.
>>
>> Check out a video > href="http://www.youtube.com/watch?v=Lh1XQYIcVD0";>here
>> here
>>
>> This version is built against OSG 2.6.1 although I have built it against
>> 2.8.
>>
>> Cheers hope you enjoy
>> Thomas Hogarth
>>
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>
>
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> http://www.tharsis-software.com
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