Re: [osg-users] Converting TerraPage to IVE
It's puzzling why the initial page-in of the highest LOD is so slow. My apologies for long post (trying to be complete in description). As a test, I removed all the directory children nodes except for 1 cell. The original directory structure consisted of 2 levels (1st containing 26 children subdirectories, and each of those children containing 15 additional children subdirectories) ... for a total of 390 cells (26x15=390). My assumption was that removing the other nodes would cause the 1 remaining cell to load much more quickly, since the remaining cells wouldn't be available to load. Unfortunately, the 1st time to load the highest LOD for the 1 remaining cell still took over 30 seconds. It seems removing the other cells had no effect. I've noticed there are many buildings used that are OpenFlight format. They all reside at the top-level of the directory tree. Is it the compile time to load the buildings that's the problem ... rather than the terrain itself? If so, I wish I could tweak the TerraPage files to reference IVE versions of the buildings rather than FLT. Am I missing something here? Is it possible to edit the top-level TerraPage file and remove the references to all the other nodes and change to IVE buildings -- without terrain tools? For now, I only care about one cell. BTW, the render frame rate is at a steady 60Hz. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42902#42902 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Converting TerraPage to IVE
Hello, Is there a way (e.g. using osgconv or similar) to convert a TerraPage format database (.txp, txf, tpf) to OSG native format (.ive)? Note that the TerraPage database (in this case) has a multi-level directory tree structure containing many children. The file paging is horrendous with the raw TerraPage format. I'm wondering if the paging might be more efficient with an OSG native optimized format. Thanks, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42882#42882 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] OSG and SDL
If you just want to use SDL to read joystick inputs, you don't have to use SDL windows. You can use SDL for joystick inputs, and render OGS to windows managed by Qt, CEGUI, or whatever meets your needs. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Logitech Joystick Extreme 3D pro USB & OSG
I've used SDL (Simple Direcmedia Layer) alongside OSG with success (for the Joystick you mentioned as well as gamepads, etc.). SDL is lightweight and simple to use. http://www.libsdl.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scaling an Object -> Normals
Mail got formated oddly ... trying again. // Normalize normals to correct lighting from the scaling operation. object->getOrCreateStateSet()->setMode(GL_NORMALIZE,osg::StateAttribute::ON); On 6/11/10, Ben Cain wrote: > // Normalize normals to correct lighting from the scaling operation. > object->getOrCreateStateSet()->setMode(GL_NORMALIZE, > osg::StateAttribute::ON); > > On Fri, Jun 11, 2010 at 4:27 PM, Thomas Canipel > wrote: >> Hi, >> >> I would like to know how I can re-scale the normal of an object loaded >> after scale the object ? >> > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scaling an Object -> Normals
// Normalize normals to correct lighting from the scaling operation. object->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON); On Fri, Jun 11, 2010 at 4:27 PM, Thomas Canipel wrote: > Hi, > > I would like to know how I can re-scale the normal of an object loaded after > scale the object ? > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to perform a linesegmnt intersection technique?
Here's a utility I wrote ... hope it helps #include #include // ... bool intersect(osg::Node * node, osg::Vec3 pos1, osg::Vec3 pos2, osg::Vec3 & impactPos) { bool impact(false); impactPos = osg::Vec3(std::numeric_limits::signaling_NaN(), std::numeric_limits::signaling_NaN(), std::numeric_limits::signaling_NaN()); osgUtil::IntersectVisitor findIntersectionVisitor; osg::LineSegment * tgtLocSegment(new osg::LineSegment); tgtLocSegment->set(pos1, pos2); findIntersectionVisitor.addLineSegment(tgtLocSegment); node->accept(findIntersectionVisitor); osgUtil::Hit heightTestResults; if(findIntersectionVisitor.hits() == true) { osgUtil::IntersectVisitor::HitList& tgtLocHits = findIntersectionVisitor.getHitList(tgtLocSegment); if(!tgtLocHits.empty()) { impact = true; heightTestResults = tgtLocHits.front(); impactPos = heightTestResults.getWorldIntersectPoint(); std::cout << "intersection @ (" << impactPos.x() << ", " << impactPos.y() << ", " << impactPos.z() << ")" << std::endl; } } return impact; } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Use namespace...
I have found it much safer/easier (in the long run) to not collapse the namespaces. It's a lot of trouble to go back and correct the problem when you start integrating other toolkits. Just my 2 cents worth. > On 13 April 2010 17:12, mas oug wrote: > >> Hi, >> Just curious, I noticed that in a lot of the code, we use stuff like >> "osg::someFunctio()" and etc... >> Could we use a namespace "using namespace osg;" to avoid having to write >> "osg::" every single time? >> >> THANKS!! >> -Masoug >> ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer and multiple QGLWidgets
On 4/9/10, Jean-Sébastien Guay wrote: > Hi Ben, > >> I wish there was a osgQt library of sorts ... rather than having to >> tweak example code to get the OSG/Qt support. > > Funny you should mention it, there is now :-) > KUDOS!!! :) Whoo hoo! Btw, I have a great deal of Qt experience. I'll definitely do what I can to contribute back. I've actually been using Qt for quite a while too, but have struggled at times with the Qt/OSG and Qt/Delta3D integration. Cheers, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer and multiple QGLWidgets
Thanks J-S, I think I have it working now. Although, like you said, the adapter widget will force me to use single-threading mode. My real goal is to have one scene with shared textures, etc. (in shared context) used across multiple windows in a QWorkspace. I wish there was a osgQt library of sorts ... rather than having to tweak example code to get the OSG/Qt support. The Delta3D community provides some Qt/OSG help with their dtQt library. I think it grew out of the Delta3D STAGE development effort (having followed it's code somewhat). They mentioned submitting some of this back to OSG. Here's hoping. Cheers, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer and multiple QGLWidgets
Guys, much thanks for the inputs! I am getting very confused with shared context using Qt and OSG. I've done this many times over the years with straight OpenGL ... just too stupid tonight to figure out what I'm messing up. BTW, I've been using the OSGAdapterWidget ... trying to specify sharedContext with traits. Unfortunately, everything except the first view is outside of its parent Qt widget (that is in a QWorkspace) ... odd. It shows up on the main desktop with no window decorations. Probably not describing this well. Sorry, it's late. I've looked at all the OSG examples as well as some Delta3D examples, but I can't find one that is Qt based and sharing the graphics context and a single scene. Do you have a simple example? I'd give a weeks salary :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CompositeViewer and multiple QGLWidgets
Can osgViewer::CompositeViewer be used to manage views in different QGLWidgets? I'm trying to develop an application with a CAD-like interface ... showing multiple views of the same scene (e.g. MDI look-and-feel). In this case, the context is to be shared across all the views ... referencing just one scene. Each view should be able to have it's own camera manipulator, event handlers, etc. Any help much appreciated! Cheers, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and QT example
mgb_osg wrote: > Not sure if it's what you mean but you can easily create multiple OSGWidget > windows with the same osg scene data in each of them and have different views > into the same model in different windows. > There are issues thut must be addressed: multi-threading, thread-safety, Qt keyboard mapping, and context management. The Delta3D dtQt plug-in provides a wrapper for these issues. I was wondering if someone had a simple example using these (or similar). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26531#26531 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG and QT example
LEgregius wrote: > Hi, > Yes, it does fix the keyboard issues, at least most of them, and I have done > some minor testing with the threading and it seems to work. > Hey David, I'm not sure if this thread is still alive, but have you tested the case of rendering a single OSG scene-graph in multiple Qt windows (i.e. sharing the same graphics context)? If so, do you have a "Hello, World" example of this with the dtQt elements you referenced? Cheers, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26498#26498 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Publicly Available TerraPage Database
Ryan.H.Kawicki wrote: > We currently have a publicly available database. It is small and not very > complex, [...] If you like, I can also make this available to the OSG > community. In its uncompressed form, it is about 150 MB. Hi Ryan, I'd be very interested in a sample TerraPage database (simple or not). Can you provide URL? Any compressed format is good (e.g. RAR, ZIP, TAR, ...). Thanks, Ben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=26368#26368 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
Yep, now I can use the full camera resolution of 1024x768. I knew OpenGL 2.x could handle non-power of two textures ... didn't realize it was possible to circumvent the resize. Thanks much Jason. Kudos! On 3/3/10, Jason Daly wrote: > > Both Texture2D and TextureRectangle can work with non-power of two > textures, if your graphics hardware supports it. Every OpenGL > 2.0-compatible graphics card should handle this without a problem. > > The simplest thing to do is to call setResizeNonPowerOfTwoHint(false) on your > Texture2D object, and all should be well. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
Oh my goodness ... did something really stupid. I was taking the camera image which is a non-power-of-2 (1024x768). It had to be scaled down to 1024x512. Doh! It's working quite well now. On 3/2/10, J.P. Delport wrote: > Hi Ben, > > I rechecked our code and we are using setImage without problem for 5 > simult 1360x1024 cameras each at 20Hz. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
Thanks J.P. You say that I can call myim->dirty() or myim->setImage(), but wouldn't calling myim->setImage() cause a slow update? That's what I seem to be experiencing. I need to update based on the sensor around 30Hz. The imagery data (from sensor) is in system memory ... just trying to get a view that shows it without dropping so many frames. Thanks again, Ben On Fri, Feb 26, 2010 at 12:23 AM, J.P. Delport wrote: > Hi Ben, > > we also pump data from cameras into the GPU. To enable PBOs is simple: > > // make image > osg::ref_ptr myim = new osg::Image(); > // attach pbo > myim->setPixelBufferObject(new osg::PixelBufferObject(myim.get())); > > // point im to data, avoid copying (mod format here for your app) > myim->setImage(ImageFormat_[i].getWidth(), > > ImageFormat_[i].getHeight(), > 1, 1, GL_LUMINANCE, > GL_UNSIGNED_BYTE, > my_data_pointer, > > osg::Image::NO_DELETE); > > // assign to texture > mytexture->setImage(myim.get()); > > Now, when the data update, just call myim->dirty() and all should update. > You can also call setImage again. > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
Thanks Jason. I've used FBOs before for render-to-texture. I'll take a look at PBOs. On Thu, Feb 25, 2010 at 3:05 PM, Jason Daly wrote: > > You might try using PBOs (pixel buffer objects). I think the > osgscreencapture example shows them in action. > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rapidly updating texture data
Hello, Is there a way to repeatedly/efficiently update an OSG texture's data ... for example imagery data that is being updating in system memory (e.g. from a sensor capture device). I've tried updating an OSG texture using texture2D->setImage(data) ... but it is very slow. Again, the image data is already in memory. Thanks, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multi-colored osgSim::SphereSegment?
Hello, What's the best way to draw a sphere with the ability to color some of the surface's segments differently? What I'm trying to do ... I'd like to change the color of a given segment if it is intersected by a ray (leaving the rest of the sphere color the same). I've used the osgSim::SphereSegment, but I don't think it allows for explicitly coloring a specified segment. It looks like the entire Surface is added as one drawable. Would be easy to change how the way the Surface drawable is added ... creating a different drawable for every segment ... and enabling them to be indexed by azimuth/elevation angle (or range)? I could start from scratch, but I was hoping to leverage osgSim::SphereSegment in some way. Any suggestions will be greatly appreciated! Thanks, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgCal shader question
Hello, Do you know why a shader might not be affecting osgCal nodes? I apply a black-and-white shader to the scene root, but it isn't affecting the CAL3D characters. Everything else is fine. scene->getOrCreateStateSet()->setAttributeAndModes(prog.get(), osg::StateAttribute::ON); Does osgCal has its own shader? If so, it will override the one that I'm applying at the scene root. What are my options? Thanks, Ben ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is OSG tied to OpenGL?
Cory, Answering the last portion of your question ... OSG is UI toolkit agnostic. But, if your asking a general question of which toolkit is better supported on its own right ... then ... Just my 2 cents (take it for what it's worth), but for strictly C++ development I highly recommend Qt. I sometimes use other toolkits for very simple examples though. And I might use CEGUI for a simple hardware-accelerated UI. You can do your own comparison. I've done GUI programming in one form or another for over 15 years (e.g. Qt, MFC, X/Xt/Motif, Forms, CEGUI, Tcl/Tk, and others) and have found Qt much superior (for C++ anyways). Admittedly, I've not done much with wxWidgets other than a survey and simple examples. Again, just my 2 cents ;) Cheers, Ben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell Sent: Tuesday, January 13, 2009 9:12 AM To: OpenSceneGraph Users Subject: [osg-users] Is OSG tied to OpenGL? The subject line says it all- if other renderers (in my case DirectX) are available on a system, can they be used? A second question- are some of the UI toolkits better supported than others? I'm specifically thinking about comparing the wx stuff with Qt and MFC. -cr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Migrating to a forum?
I concur; email notification is commonly done. Really, really wish would migrate to forum. Just my 2 cents ;) From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae Marino Sent: Tuesday, November 04, 2008 8:24 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Migrating to a forum? Hi Jan, like you said just to forums instead.. every descent forum has thread notifications. So no need to track down forums, you will get an email when someone has answered or posted in your forum thread. Peter ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg to ive conversion...
I have also noticed named nodes disappearing with osgconv … especially if they are below LOD nodes. It has happened to me when converting from OSG to IVE as well as converting from FLT to IVE. The hierarchy apparently gets modified … losing named nodes. _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of alessandro terenzi Sent: Monday, January 21, 2008 1:00 PM To: osg-users Subject: [osg-users] osg to ive conversion... In my application I use a .osg file which contains simple objects. Using a text editor I give those object different names and descriptions. At runtime I look for some nodes which I previously gave names to, and perform some actions on them. Now I need to convert those .osg files to .ive and it looks like that my application cannot find those named nodes anymore... I used osgconv.exe to do the conversion from .osg to .ive. Am I doing something wrong or maybe osgconv.exe discards nodes names? Anyway, I wonder if, during the conversion, the topology of the scenegraph is changed in some way or not? Thank you very much :) Regards. Alessandro No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.8/1235 - Release Date: 1/21/2008 9:39 AM ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX and RTT?
Rob, What’s your personal email address? I can send the examples to you. Cheers, Ben _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Hansford Sent: Friday, December 21, 2007 11:10 AM To: OpenSceneGraph Users Subject: Re: [osg-users] osgFX and RTT? Ben, That sounds like exactly what I'm trying to do. I'd be interested in seeing how you set up the post effect class. Could you send me a link to the Delta3D thread? Rob. On Dec 19, 2007 11:00 PM, Ben Cain wrote: Rob, I've written some classes that implement RTT and post-filtering using OSG and GLSL shaders. Let me know if interested. I thought about putting in Wiki when I get time. You can take the output of one RTT stage and apply it as an input to the next stage … ganging them together … allowing as many filters as needed (e.g. for creating a night vision scene … RTT of main scene -> color amplification stage -> bright pass stage -> horizontal Gauss blurring -> vertical Gauss blurring -> composition with original RTT of main stage -> noise -> change of resolution). The technique is from an idea of one of the users on Delta3D forum. Cheers, Ben _ From: HYPERLINK "mailto:[EMAIL PROTECTED]" [EMAIL PROTECTED] [mailto:HYPERLINK "mailto:[EMAIL PROTECTED]" [EMAIL PROTECTED] On Behalf Of Robert Hansford Sent: Wednesday, December 19, 2007 3:26 PM To: HYPERLINK "mailto:osg-users@lists.openscenegraph.org"; [EMAIL PROTECTED] Subject: [osg-users] osgFX and RTT? Hi all, For one of the projects I'm working on I need to have several render passes which operate on the rendered scene as a texture. I was wondering if I could base the implementations on the osgFX::Effect class. I know the existing effects are all based around simply using different statesets, but would it be an inappropriate use of the Effect class to write Techniques which contain a render-to-texture camera and then operate on that texture? A few examples of the sort of thing I'm doing are as follows: 1) blurring the image using a Gaussian kernel. 2) computing the min and max pixel value in the image in order to "downgrade" HDR imagery to get the expected effects when an unusually bright object appears in the field of view. 3) adding noise to the image to simulate a poor quality camera. I am a little concerned that this may not be a proper use for the Effect class as this sort of process probably has to be done at the root of the scene graph, where as the existing effects can be applied to any subgraph. However, I do like the idea of implementing these processes as nodes in the graph that can be saved out to .osg files etc, but I can probably achieve this by writing my own class rather than extending Effect (though that would take me more time). I would greatly appreciate hearing people's thoughts on this matter. Thanks in advance, Rob. No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: 269.17.5/1190 - Release Date: 12/19/2007 7:37 PM ___ osg-users mailing list HYPERLINK "mailto:osg-users@lists.openscenegraph.org"[EMAIL PROTECTED] g HYPERLINK "http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org"; \nhttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.17.6/1192 - Release Date: 12/21/2007 1:17 PM No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.17.6/1192 - Release Date: 12/21/2007 1:17 PM ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgCal or osgCal2?
Thanks Jan, Do you know where I can get a Visual Studio project to build the latest version of osgCal2 obtained via Subversion ... version 0.3.0? Cheers, Ben -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger Sent: Wednesday, December 19, 2007 3:19 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgCal or osgCal2? osgCal2 works with current OSG Regards, Jan No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: 269.17.5/1190 - Release Date: 12/19/2007 7:37 PM ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgFX and RTT?
Rob, I’ve written some classes that implement RTT and post-filtering using OSG and GLSL shaders. Let me know if interested. I thought about putting in Wiki when I get time. You can take the output of one RTT stage and apply it as an input to the next stage … ganging them together … allowing as many filters as needed (e.g. for creating a night vision scene … RTT of main scene -> color amplification stage -> bright pass stage -> horizontal Gauss blurring -> vertical Gauss blurring -> composition with original RTT of main stage -> noise -> change of resolution). The technique is from an idea of one of the users on Delta3D forum. Cheers, Ben _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Hansford Sent: Wednesday, December 19, 2007 3:26 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] osgFX and RTT? Hi all, For one of the projects I'm working on I need to have several render passes which operate on the rendered scene as a texture. I was wondering if I could base the implementations on the osgFX::Effect class. I know the existing effects are all based around simply using different statesets, but would it be an inappropriate use of the Effect class to write Techniques which contain a render-to-texture camera and then operate on that texture? A few examples of the sort of thing I'm doing are as follows: 1) blurring the image using a Gaussian kernel. 2) computing the min and max pixel value in the image in order to "downgrade" HDR imagery to get the expected effects when an unusually bright object appears in the field of view. 3) adding noise to the image to simulate a poor quality camera. I am a little concerned that this may not be a proper use for the Effect class as this sort of process probably has to be done at the root of the scene graph, where as the existing effects can be applied to any subgraph. However, I do like the idea of implementing these processes as nodes in the graph that can be saved out to .osg files etc, but I can probably achieve this by writing my own class rather than extending Effect (though that would take me more time). I would greatly appreciate hearing people's thoughts on this matter. Thanks in advance, Rob. No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: 269.17.5/1190 - Release Date: 12/19/2007 7:37 PM ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgCal or osgCal2?
Hello, Are there compatibility issues with osgCal or osgCal2 when using OSG 2.X? Also, since osgCal2 is LGPL, is it “preferred” by OSG developers? If memory serves me correctly, osgCal is GPL. Thanks, Ben No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: 269.17.4/1189 - Release Date: 12/18/2007 9:40 PM ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CameraNode cull masks
Hello, Do cull masks work with osg::CameraNode? The interface is there ... so I'm thinking should work. I'm having trouble getting the culling to work for a CameraNode that's used with RTT. Is there anything inherently wrong with trying to do this? I'm assuming cull/node masking still applies with RTT. Without having to send too much code, I'm using RTT with post-filtering to emulate a sensor scene. The first stage is the one that actually traverses the root scene graph (one containing 3D geometry) ... the following stages just work off of the RTT image from the previous stage ... applying image shader functions. Anyways, it's the first stage that sets the cull mask. Any idea why not working? Note this particular application is using OSG 1.2. I'm thinking of bringing it up-to-date ... using latest, non-Producer version. Thanks in advance, Ben No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: 269.17.0/1180 - Release Date: 12/10/2007 2:51 PM ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] RTT CameraNode and cull mask
Hello, I'm having trouble getting culling to work for a CameraNode that's used with RTT. Is there anything inherently wrong with trying to do this? I'm assuming cull/node masks still apply with RTT. Without having to send too much code, I'm using RTT with post-filtering to emulate a sensor scene. The first stage is the one that actually traverses the root scene graph ... the following stages just work off of the RTT image from the previous stage ... applying image shader functions. Anyways, it's the first stage that sets the cullmask. Any idea why not working? // Some node to render ... osg::ref_ptr node = osgDB::readNodeFile(mMission->getEnvSpec().terrainFile); node ->setNodeMask(NODE_MASK_IR); scene->addChild(node .get()); //... // Render-to-texture stage { mNightvisionStage0 = boost::shared_ptr( new cRtt(root, scene, mMsl->getSensor()->getRes(), mMsl->getSensor()->getRes(), osg::Vec4(1.0, 1.0, 1.0, 1.0))); mNightvisionStage0->setName("SensorNightVision"); mNightvisionStage0->setCullMask(CULL_MASK_SENSOR_NIGHTVISION); mNightvisionStage0->setInheritanceMask(osg::CameraNode::ALL_VARIABLES & ~osg::CameraNode::CULL_MASK); } // Color amplification stage { std::vector> uniformVars1; uniformVars1.push_back(new osg::Uniform("tex", 0)); uniformVars1.push_back(new osg::Uniform("fAmp", 2.0f)); mNightvisionStage1 = boost::shared_ptr( new cRttPostfilterStage(root, mMsl->getSensor()->getRes(), mMsl->getSensor()->getRes(), mNightvisionStage0->getTexture(), osg::ref_ptr(), "amplifier", "./resources/models/amplifier.vert", "./resources/models/amplifier.frag", uniformVars1)); } // Color amplification stage // Bright pass stage // Horizontal smoothing stage // Vertical smoothing stage // Composition stage // ... Thanks, Ben No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.503 / Virus Database: 269.16.17/1177 - Release Date: 12/7/2007 1:11 PM ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org