Re: [osg-users] Visual Studio 2010 3rd Party
Hi, I've got the same problem. Did you finally find a solution to this ? Thank you! Cheers, Benoît -- Benoît Bayol benoit.ba...@gmail.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30137#30137 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Point in Polygon problem
Hi, Reply to myself : Using osgUtil::DelaunayConstraint and after using the contains() method. Thank you! Cheers, Benoît -- Benoît Bayol benoit.ba...@gmail.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30118#30118 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Point in Polygon problem
Hi, I want to know if there is a standard algorithm included in osg for the point in polygon problem ? (ie finding if M belongs to P). Thank you! Cheers, Benoît -- Benoît Bayol benoit.ba...@gmail.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30068#30068 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ShadowedScene, Camera and Callback
Hi, I want to make a screenshot of a osgShadow::ShadowScene. I have created an osg::Camera this way : Code: camera-setClearColor(osg::Vec4(0.8f,0.8f,0.8f,1.0f)); camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setProjectionMatrixAsPerspective(90,1.0,x,2*x); camera-setViewMatrixAsLookAt(_position, _lookAt, osg::Vec3f(0.0f,0.0f,1.0f) ); camera-setViewport(0,0, xres, yres); camera-setRenderOrder(osg::Camera::POST_RENDER); camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); camera-attach(osg::Camera::COLOR_BUFFER, myImage); camera-setFinalDrawCallback(new WriteCallback(filename, camera, myImage)); camera-addChild(_originalModel); [\code] If I make viewer.realize(); viewer.frame(); I will not see my 3D model. If I do viewer.frame() once more I will see my 3D model but no shadow on it. I know the problem is coming from the camera because if i create a viewer and run it with the same _originalModel before entering my screenshot procedure there is no problem. Someone could explain me the logic behind it ? I mean do I have to make a trick for having shadow on my screenshot. I have read about 2 cameras on another topic but not sure about. Thank you all :) Cheers, Benoît -- Benoît Bayol benoit.ba...@gmail.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19891#19891 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Outputing a movie
Hey all, I have to create a software for video animation. We wants to see the growthing of landscapes. For the moment I output a .jpg of my scene for first frame and I redo it for x frames then I convert all my jpgs to .gif/.mpg thanks to ImageMagick. I want to know if there is a plugin capable of retaining osg::Images and write them to a video format ? Or anyone knows a good/easy c++ library for that ? Thanks all :) Benoît -- Benoît Bayol benoit.ba...@gmail.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=19565#19565 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Macintosh: best build practices
Hi, If you plan to install OSG as a system library with XCode don't forget to do : Code: sudo xcodebuild -target install -configuration Release XCode cannot proceed to install directly. Thank you! Cheers, Benoît -- Benoît Bayol benoit.ba...@gmail.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14737#14737 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Impostor, Billboard Cloud, saving Texture to File
Hey OSG Community :) I am coding an algorithm based on billboard clouds described in this article http://www.cs.auckland.ac.nz/~novins/Publications/Huang04.pdf but I have some problems for managing the creation of texture files. I have read to osghud, osgprerender and osgsim::impostor code. I am able to create my own impostor thanks to a camera in Ortho2D mode and FBO to a texture 2D renderered on a quad. Code: //Initialisation of camera with alpha osg::Camera* camera = new osg::Camera; camera-setClearColor(osg::Vec4(1.0f,0.0f,0.0f,0.0f)); camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); const osg::BoundingSphere bs = myModel-getBound(); //Creating texture osg::Texture2D * texture = new osg::Texture2D; float textureWidth = 1024; float textureHeight = 1024; texture-setTextureSize(textureWidth, textureHeight); texture-setInternalFormat(GL_RGBA); texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); //Creating quad geometry osg::Geometry * polyGeom = CreateQuadGeometry(myModel); //Linking texture with geometry osg::StateSet* stateset = polyGeom-getOrCreateStateSet(); stateset-setTextureAttributeAndModes(0, texture ,osg::StateAttribute::ON); //Creating the geode and adding my quad osg::Geode* geode = new osg::Geode(); geode-addDrawable(polyGeom); //Adding group with my geode and camera osg::Group * parent = new osg::Group; parent-addChild(geode); parent-addChild(camera); //Configuring Ortho projection and FBO for camera camera-setProjectionMatrixAsOrtho2D(-bs.radius(),bs.radius(),-bs.radius(),bs.radius()); camera-setReferenceFrame(osg::Transform::ABSOLUTE_RF); camera-setViewMatrixAsLookAt(bs.center()-osg::Vec3(0.0f,1.0f,0.0f)*bs.radius(),bs.center(),osg::Vec3(0.0f,0.0f,1.0f)); camera-setViewport(0,0,textureWidth,textureHeight); camera-setRenderOrder(osg::Camera::PRE_RENDER); camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); //Adding the model to RTT camera-addChild(myModel); camera-attach(osg::Camera::COLOR_BUFFER, texture); //Adding a callback for export TextureSavingCallback * myTSC = new TextureSavingCallback(myfile.png, camera); camera-setFinalDrawCallback(myTSC); Now I want to save my model (quad+texture) into an obj file. So basically I said to myself : - Create an Image during a Callback - Allocate it with Image::allocateImage - Save the texture into with Image::readImageFromCurrentTexture - Save Image thanks to osgDB Code: if (viewport _image.valid()) { _image-allocateImage(int(viewport-width()), int(viewport-height()), 1, GL_RGBA, GL_FLOAT); //Here image-readPixels works fine since I have something in my image after _image-readImageFromCurrentTexture(0,false,GL_FLOAT); osgDB::writeImageFile(*_image, _filename); And after reload the texture and apply it to the quad for saving into OBJ with OSGDB. As you will guess it doesn't work and I only have the allocating output into my image. Do you have any idea of how I can handle this ? Thank you! Cheers, Benoît -- Benoît Bayol benoit.ba...@gmail.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=14203#14203 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Writing to an image file
Hi, I have the same problem than Amanda. I am creating a class SimpleBillboard which load a Model, create an ortho projection of it and a Quad and try to put the texture projeted onto that quad. I think that Amanda try to output the texture loaded into an image file. The problem is that after the allocation of the image, we write our image but there is no information in the buffer at this point. Because the loop has not started may be. So the question should be : How I can force OSG to render the texture into the buffer and then put it into the image. And not waiting for the loop. Is callback could be usefull here ? Thank you! Cheers, Benoît -- Benoît Bayol benoit.ba...@gmail.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=13988#13988 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Creating a Tree with recursive algo + osg:Geometry
Hi all :) I am actually building an application which builds tree or any kind of plants. So for a tree we have the trunk and branches which are composed by little elements that we called metamers. Each metamers are linked with others. My first shot with OSG was to create a recursive algorithm that created a geode with a geometry at each metamers with the good osg::MatrixTransform for calculating position. But it was too slow at rendering because of culling, indeed I had about 3000 geodes with a geometry into each of them. So I have decided to build the whole plant as a geometry and add it to a simple geode. So now only one geode and one geometry. My question is how I can sum the geometry easily ? osg::ref_ptrosg::Geometry Metamer::Build(Base myBase) { osg::ref_ptrosg::Geometry myInternode = this-in.Build(myBase); this-geometry-setVertexArray(myInternode-getVertexArray()); this-geometry-addPrimitiveSet(myInternode-getPrimitiveSet(0)); myBase.applyDeviationAngle(60); if (this-GetLateralMetamer(0) != NULL) { osg::ref_ptrosg::Geometry lateralMetamer = this- GetLateralMetamer(0)-Build(myBase); //HERE IS THERE ANYWAY TO ADD OSG::GEOMETRY TOGETHER ? this-geometry-setVertexArray(lateralMetamer-getVertexArray()); this-geometry-addPrimitiveSet(lateralMetamer- getPrimitiveSet(0)); } return this-geometry; } Thank you for helping :)___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org