[osg-users] osgManipulator dragger switch

2009-06-19 Thread Dieter Pfeffer
Hi

could s.o. give me a short hint how I could attach different draggers to one
node and switch between these draggers ?


Thanks

Dieter

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Re: [osg-users] osg+QT MODKEY How to

2009-03-09 Thread Dieter Pfeffer
Hi Legeo

I had a similar problem - using osg, qt4 and the AdapterWidget example.

In AdapterWidget::keypressEvent (...)
osgGA::GUIEventAdapter::KeySymbol) * (event->text().toAscii().data() returns
0 in the call
_gw->getEventQueue()->keyPress( (... ) )  for keys like:

Qt::Key_up ... Have a look at the Qt documentation Qt::Key.

I have managed it with:

int c = *event->text().toAscii().data();

if ( c == 0)

{

switch (event->key())

{

case Qt::Key_PageDown:

_gw->getEventQueue()->keyPress(
osgGA::GUIEventAdapter::KeySymbol::KEY_Page_Down );

break;

case Qt::Key_PageUp:

_gw->getEventQueue()->keyPress(
osgGA::GUIEventAdapter::KeySymbol::KEY_Page_Up );

break;

case Qt::Key_Up:

_gw->getEventQueue()->keyPress( osgGA::GUIEventAdapter::KEY_Up);

break;

}

}
else
_gw->getEventQueue()->keyPress( (osgGA::GUIEventAdapter::KeySymbol) *
(event->text().toAscii().data() ) );

There might be a better solution but it works.

Dieter




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  -Original Message-
  From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of legeochen
  Sent: Saturday, 07 March, 2009 09:14
  To: OpenSceneGraph Users
  Subject: [osg-users] osg+QT MODKEY How to


  Hi all,
 I'm trying to add a Modkey event handler to my application with osg and
qt4. But it seems that the getModKeyMask() fuction fails to work. Return
value of getModKeyMask() always is 0, even if I have a MODKEY pressed. And,
this is my code:
  if ( ea.getEventType() == osgGA::GUIEventAdapter::PUSH &&
   ea.getButtonMask() ==
osgGA::GUIEventAdapter::LEFT_MOUSE_BUTTON &&
   ea.getModKeyMask() == osgGA::GUIEventAdapter::MODKEY_SHIFT )
   {
  /*-
  do something here
  -*/
  }
  How can I handle it? Thanks in advance!

  cheers
  legeo



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Re: [osg-users] Troubles building osg_Freetype plugin

2009-03-03 Thread Dieter Pfeffer
Hello Jean-Sebastien

when I use your link

>"VisualStudio 7.1 -
>
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty
_win32binaries_vs71/"


I find the freetype219.lib, but I thought I need the never version of the
freetype (freetype235.lib?) libs.



Dieter




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-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of
Jean-Sebastien Guay
Sent: Monday, 02 March, 2009 18:11
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Troubles building osg_Freetype plugin


Hello Ernesto,

> I have downloaded the 3rdParty dependencies form here
(http://www.openscenegraph.org/downloads/dependencies/Windows/VisualStudio7/
3rdParty_Win32binaries_2005_05_10.zip).

That's the old 3rdparty package, which is not useful anymore because we
need a newer version of the Freetype lib in particular, which is why
you're getting that error.

The Dependencies page clearly states where to get the dependencies for
VS7.1 (2003):

http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies

"VisualStudio 7.1 -
https://osgtoy.svn.sourceforge.net/svnroot/osgtoy/3rdParty/branches/3rdParty
_win32binaries_vs71/"

(Note that I removed the Visual Studio 7 item in the list, it was
misleading since VS7 is not really supported and it linked to the old
dependencies zip from 2005 which will not work as you discovered. The
page should now be more accurate.)

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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Re: [osg-users] picking / trackball question - compositeviewer

2009-02-20 Thread Dieter Pfeffer

Robert

I have attached example source code to explain what I mean:

in the viewport area of the topview (upper right part of the window) I can't
use the trackball.

To switch off the topView, should I better use viewer.removeView(topView)
instead of topView->setNodeMask (0x0); ?


Dieter



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Dieter
Pfeffer
Sent: Friday, 20 February, 2009 13:08
To: OpenSceneGraph Users
Subject: Re: [osg-users] picking / trackball question - compositeviewer



Robert

thanks and sorry for the confusing questions (I have mixed two applications)

I try to explain my 2. question again :

I use the trackballmanipulator in one view and only picking in another view
(topview); but when I switch off the topview
(topView->getCamera()->setNodeMask (0x0);), I don't have trackball
functionality in the area of this view (upper right part of the window)


Dieter




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Robert
Osfield
Sent: Friday, 20 February, 2009 11:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] picking / trackball question - compositeviewer


Hi Dieter,

Your use mixing of the use of views and master and slaves is rather
confusing.  The osgViewer approach is to separate both the
implementation and concept of View and Cameras, this is done to keep
clear what class does what, and when to use to different
configuration.

A single View "has a" master Camera, and a list of zero or more slave
Camera.  There is no such thing as a master View, or slave View, only
master Camera and slave Camera within a single View.

A single View is controlled by single CameraManipulator which controls
the master Camera, the slave Camera's within this view are then sync'd
relative to the master Camera on each frame.

An osgViewer::Viewer "is a" View, so has one master, and the ability
to have zero or more slave Camera, and only has a single
CameraManipulator.  This keeps the Viewer class quite straight
forward, yet still have the capability of doing power walls etc.

An osgViewer::CompositeViewer "has a" list of View, each View has it's
own master Camera, it's own slaves, it own CameraManipulator.

At your end you need to decide what type of viewer configuration you
need.  If it's just a single conceptual view then use Viewer, even if
you require an advanced display configuration as the slave cameras can
handle this.  If you have multiple conceptual views (i.e. the view
that two different viewpoints on the scene or two different scenes)
then use CompositeViewer.

Robert.


On Fri, Feb 20, 2009 at 10:39 AM, Dieter Pfeffer
 wrote:
> Hi
>
> I have 2 questions concerning multiple views with compositeviewer
>
> 1. when I have three views (1 master and two slaves) - is it possible to
> have the Trackballmanipulator over all three views (now I have the
trackball
> only in the master view) ?
>
> 2. in another configuration I use  the trackballmanipulator in the master
> view and only picking in a slave view (see the attached image - picking in
> the top view); but when I switch off the slave view (topview), I don't
have
> trackball functionality in the area of this view (upper right part of the
> window)
>
>
> Thanks
>
> Dieter
>
>
>
> Unclassified Mail
>
>
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Re: [osg-users] picking / trackball question - compositeviewer

2009-02-20 Thread Dieter Pfeffer

Robert

thanks and sorry for the confusing questions (I have mixed two applications)

I try to explain my 2. question again :

I use the trackballmanipulator in one view and only picking in another view
(topview); but when I switch off the topview
(topView->getCamera()->setNodeMask (0x0);), I don't have trackball
functionality in the area of this view (upper right part of the window)


Dieter




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]on Behalf Of Robert
Osfield
Sent: Friday, 20 February, 2009 11:57
To: OpenSceneGraph Users
Subject: Re: [osg-users] picking / trackball question - compositeviewer


Hi Dieter,

Your use mixing of the use of views and master and slaves is rather
confusing.  The osgViewer approach is to separate both the
implementation and concept of View and Cameras, this is done to keep
clear what class does what, and when to use to different
configuration.

A single View "has a" master Camera, and a list of zero or more slave
Camera.  There is no such thing as a master View, or slave View, only
master Camera and slave Camera within a single View.

A single View is controlled by single CameraManipulator which controls
the master Camera, the slave Camera's within this view are then sync'd
relative to the master Camera on each frame.

An osgViewer::Viewer "is a" View, so has one master, and the ability
to have zero or more slave Camera, and only has a single
CameraManipulator.  This keeps the Viewer class quite straight
forward, yet still have the capability of doing power walls etc.

An osgViewer::CompositeViewer "has a" list of View, each View has it's
own master Camera, it's own slaves, it own CameraManipulator.

At your end you need to decide what type of viewer configuration you
need.  If it's just a single conceptual view then use Viewer, even if
you require an advanced display configuration as the slave cameras can
handle this.  If you have multiple conceptual views (i.e. the view
that two different viewpoints on the scene or two different scenes)
then use CompositeViewer.

Robert.


On Fri, Feb 20, 2009 at 10:39 AM, Dieter Pfeffer
 wrote:
> Hi
>
> I have 2 questions concerning multiple views with compositeviewer
>
> 1. when I have three views (1 master and two slaves) - is it possible to
> have the Trackballmanipulator over all three views (now I have the
trackball
> only in the master view) ?
>
> 2. in another configuration I use  the trackballmanipulator in the master
> view and only picking in a slave view (see the attached image - picking in
> the top view); but when I switch off the slave view (topview), I don't
have
> trackball functionality in the area of this view (upper right part of the
> window)
>
>
> Thanks
>
> Dieter
>
>
>
> Unclassified Mail
>
>
> --
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[osg-users] multi view stereo cameras

2008-12-16 Thread Dieter Pfeffer
Hi

I have a running OpenGL example to define several views for a 3d-display; I
would like to transfer it to my osg-application. Therefore I have managed
the views similar to setUpViewFor3DSphericalDisplay and
setUpViewForWoWVxDisplay.


However I can't figure out how to set the projectionOffset and viewOffset in
addSlave (I have read all mails concerning addSlave, but I haven't found a
solution).

The OpenGL code:

glMatrixMode (GL_PROJECTION)
glLoadIdentity()
glFrustum(...)
glTranslated()  // concerning the left and right cameras

Could s.o. give me a hint how to transfer this to the addSlave function or
where I can find more info about the projectionOffset and viewOffset


Thanks

Dieter


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Re: [osg-users] multi view stereo

2008-12-11 Thread Dieter Pfeffer

Thanks Robert

I will try this


Dieter



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Thursday, 11 December, 2008 11:37
To: OpenSceneGraph Users
Subject: Re: [osg-users] multi view stereo


Hi Dieter,

You shouldn't need any special draw code the OSG can do multiple
cameras already, you just need to set up a single View with multiple
slave Cameras, you can have as many as you want, 5 will be no problem.
 The code in osgViewer::View::setUpViewForSpephicalCode(..) would
setUpViewForWoWVxDisplay(..) would probably be good places to start
with learning how to configure all the cameras.

Robert.

On Thu, Dec 11, 2008 at 10:07 AM, Dieter Pfeffer
<[EMAIL PROTECTED]> wrote:
> Hi
>
> I would like to use a special opengl draw code to render for a multi view
> stereo display (5 views).
>
> How can I implement this code into my osg application ?
>
>
> Any hints ?
>
>
> Thanks
>
> Dieter
>
>
>
>
> Unclassified Mail
>
>
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[osg-users] multi view stereo

2008-12-11 Thread Dieter Pfeffer
Hi

I would like to use a special opengl draw code to render for a multi view
stereo display (5 views).

How can I implement this code into my osg application ?


Any hints ?


Thanks

Dieter




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Re: [osg-users] present3d + compositeViewer

2008-08-22 Thread Dieter Pfeffer

Hi Robert

thanks for the hints -

- to use it as a single view within a viewer - does this mean that I can
change in the present3d sources from viewer to view and use addView
(present3d_view) in my application?


Dieter


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Friday, 22 August, 2008 10:11
To: OpenSceneGraph Users
Subject: Re: [osg-users] present3d + compositeViewer


Hi Dieter,

Combining Present3D with other applications would require refactoring
of Present3D a bit as it isn't built as a shared library at all - just
a straight application.  Present3D is also under the GPL, so if you
wish to make a derivative work, such as what you describe, it will
also have to be GPL'd.

If your app is GPL'd and want to move to integrating with Present3D in
some way, then it might be possible to set Present3D to use a single
view within a Viewer.  Present3D is a bit of tangled mess in the main,
and awaits a rewrite that I'll be doing over the next year, so it
might be possible to move things in a direction that is more
interoperable.

Robert.

On Fri, Aug 22, 2008 at 8:13 AM, Dieter Pfeffer
<[EMAIL PROTECTED]> wrote:
> Hi
>
>
> I would like to combine my application (using osgcompositeviewer with
> multiple views) and present3d, so that I can switch between the two parts
by
> pressing a key.
>
> Any hints what the best way is to combine these ?
>
> Thanks
>
> Dieter
>
>
> Unclassified Mail
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>
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[osg-users] present3d + compositeViewer

2008-08-22 Thread Dieter Pfeffer
Hi


I would like to combine my application (using osgcompositeviewer with
multiple views) and present3d, so that I can switch between the two parts by
pressing a key.

Any hints what the best way is to combine these ?


Thanks

Dieter


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Re: [osg-users] transparency becomes dark

2008-08-01 Thread Dieter Pfeffer
Hi Ulrich

thanks - you are right - it was the wrong place


Dieter




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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Ulrich
Hertlein
Sent: Thursday, 31 July, 2008 01:34
To: OpenSceneGraph Users
Subject: Re: [osg-users] transparency becomes dark


Hi Dieter,

Dieter Pfeffer wrote:
> I supposed that it has s.th to do with the missing material paramters; my
> idea was to change the original material of the node, therefore I set:
>
> osg::StateSet *ss = loadedModel ->getOrCreateStateSet();
> osg::Material* blendMaterial =
(osg::Material*)(ss->getAttribute(osg::StateAttribute::MATERIAL));
>
> but the material is always NULL so I don't have the original material
 >
 > Is this the wrong function call ?

The function call is correct, you're probably looking in the wrong spot ;-)

I assume 'loadedModel' is the Node returned from 'readNodeFile'?
If this is the case than most likely this is only a Group node that contains
the
rest of the scene graph.  If you take a look at e.g. 'cow.osg' (or most of
the
examples) you'll see that the Material isn't actually attached to the top
node.

What you'll need to do is traverse the scene graph and find the Material
node(s)
you're looking for.  For example you could look for a Node with a certain
name
and fetch it's Material.  Also keep in mind that Materials are attached to
StateSets which may be attached to Nodes *or* Drawables (attached to
Geodes).

Cheers!
/ulrich
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Re: [osg-users] transparency becomes dark

2008-07-30 Thread Dieter Pfeffer


Thanks Ulrich and Dimi


I supposed that it has s.th to do with the missing material paramters; my
idea was to change the original material of the node, therefore I set:

osg::StateSet *ss = loadedModel ->getOrCreateStateSet();
osg::Material* blendMaterial =
(osg::Material*)(ss->getAttribute(osg::StateAttribute::MATERIAL));

but the material is always NULL so I don't have the original material


Is this the wrong function call ?


Dieter



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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Ulrich
Hertlein
Sent: Saturday, 26 July, 2008 08:08
To: OpenSceneGraph Users
Subject: Re: [osg-users] transparency becomes dark


Hi Dieter,

Dieter Pfeffer wrote:
> I am trying to set the object transparency from 1.0 -> 0.0 and vice versa;
> but when I start changing the alpha of the material the object becomes
> dark.
>
> I have changed the material parameters but without success; when I look
> in the loaded model (for example cow.osg) for material, the material is
> always null.
>
> I have modified the osgviewer example and attached it.
>
> Could s.o. give me a hint what I am doing wrong ?

You're creating a new Material that overrides the material of the node
you're
fading.  However, you're not setting the Material properties (ambient,
diffuse,
specular, emissive, shininess) and the default values for Material are
unlikely
to match that of the node you're trying to blend.  Hence when you override
the
original material it will switch from the original settings to the default
Material.

For an experiment, have a look at any .osg file and look at the material
properties.  Then set those values on the 'blendMaterial' node you're
creating
and it should look smooth.

You're probably better off modifying the original Material(s) of the node
hierarchy.  Or try another approach, like using blendcolor.

Cheers,
/ulrich

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[osg-users] transparency becomes dark

2008-07-24 Thread Dieter Pfeffer
Hi


I am trying to set the object transparency from 1.0 -> 0.0 and vice versa;
but when I start changing the alpha of the material the object becomes dark.

I have changed the material parameters but without success; when I look in
the loaded model (for example cow.osg) for material, the material is always
null.

I have modified the osgviewer example and attached it.

Could s.o. give me a hint what I am doing wrong ?


Thanks

Dieter



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not the intended recipient (or have received this e-mail in error) please 
notify the sender and delete this e-mail. Any unauthorized copying, disclosure
or distribution of the material in this e-mail is strictly forbidden.

Considering the inherent risks of the use of e-mail communication, 
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and registered at the Chamber of Commerce under number 06061578.

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This application is open source and may be redistributed and/or modified   
 * freely and without restriction, both in commericial and non commericial 
applications,
 * as long as this copyright notice is maintained.
 * 
 * This application 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.
*/

#include 
#include 
#include 

#include 
#include 

#include 
#include 

#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include  
#include 


int doAlpha;
float currentAlpha;
osg::ref_ptr loadedModel;

void  setAlpha()
{
if ( doAlpha == 1)
 currentAlpha +=.01;
if  ( doAlpha == 2)
 currentAlpha -=.01;
 
if (loadedModel.valid())
{
osg::StateSet *ss = loadedModel ->getOrCreateStateSet();
 
osg::Material* blendMaterial = 0;
 
blendMaterial = 
(osg::Material*)(ss->getAttribute(osg::StateAttribute::MATERIAL));

if(blendMaterial ==0)
{
blendMaterial = new osg::Material();
  
}
 
if (doAlpha == 1)
{
if (currentAlpha <1.0)
{
blendMaterial->setAlpha( 
osg::Material::FRONT_AND_BACK, currentAlpha);
 
}
else
{
blendMaterial->setAlpha( 
osg::Material::FRONT_AND_BACK, 1.0);
doAlpha = 0;
}
}
else if (doAlpha == 2)
{
if (currentAlpha  > .0)
{
blendMaterial->setAlpha( 
osg::Material::FRONT_AND_BACK, currentAlpha);
}
else
{
blendMaterial->setAlpha( 
osg::Material::FRONT_AND_BACK, 0.0);
doAlpha = 0;
}
}
osg::BlendFunc *bl = new osg::BlendFunc();
bl->setFunction(osg::BlendFunc::SRC_ALPHA, 
osg::BlendFunc::ONE_MINUS_SRC_ALPHA); 
 
ss->setAttributeAndModes(bl, osg::StateAttribute::ON 
|osg::StateAttribute::OVERRIDE);
 
ss->setMode(GL_BLEND, osg::StateAttribute::ON 
|osg::StateAttribute::OVERRIDE);
ss->setAttributeAndModes(blendMaterial ,osg::StateAttribute::ON 
|osg::StateAttribute::OVERRIDE);
ss->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

loadedModel->setStateSet( ss );  // not neccessary
 
if (currentAlpha >=1 )
{
 doAlpha = 0;

 ss->setMode(GL_BLEND, osg::StateAttribute::OFF);
 
ss->setAttributeAndModes(blendMaterial,osg::StateAttribute::OFF);
}
if (currentAlpha < 0)
 doAlpha = 1;
 
}
}
int main(int argc, char** argv)
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);


arguments.getApplicationUsage()->setApplicationName(arguments.getApplicationName());

arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+"
 is the standard OpenSceneGraph example which loads and visualises 3d models.");

arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+"
 [options] filename ...");
arguments.getApplicationUsage()->addCommand

Re: [osg-users] cloned node without texture

2008-07-14 Thread Dieter Pfeffer
Hi

it seems that for my purpose -
clone(osg::CopyOp::DEEP_COPY_NODES);

is the best one (geometry and texture)



DIeter




  -Original Message-
  From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Dieter
Pfeffer
  Sent: Monday, 14 July, 2008 17:24
  To: osg-users@lists.openscenegraph.org
  Subject: [osg-users] cloned node without texture


  Hi

  I am trying to attach a cloned node to the scene when I press a key
(source code below)- I can see the geometry but no texture. I have
implemented it in the osgViewer example.

  When I put this source directly into the viewer source, it works.

  I am using osg 2.3.6, Windows XP.


  Any hints ?

  Thanks

  Dieter


  extern osg::ref_ptr scene;

  extern osg::ref_ptr l_node ;

  bool myKeyboard::handle(const osgGA::GUIEventAdapter&
ea,osgGA::GUIActionAdapter& )

  {


  switch(ea.getEventType())

  {

  case(osgGA::GUIEventAdapter::KEYDOWN):

  {



   if (ea.getKey()=='y')

  {


  osg::ref_ptr new_node =
dynamic_cast(l_node->clone(osg::CopyOp::DEEP_COPY_ALL));

  osg::MatrixTransform* positioned = new osg::MatrixTransform;

  positioned->setMatrix( osg::Matrix::translate(osg::Vec3 (10.,0.,10.)));

   positioned->addChild(new_node.get());

  osg::PositionAttitudeTransform* objXform = new
osg::PositionAttitudeTransform;

  objXform->addChild(positioned);

  scene.get()->addChild (objXform);

  //osgUtil::Optimizer optimizer;

  //optimizer.optimize(scene.get());


  return true;

  }




  return false;

  }


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[osg-users] cloned node without texture

2008-07-14 Thread Dieter Pfeffer
Hi

I am trying to attach a cloned node to the scene when I press a key (source
code below)- I can see the geometry but no texture. I have implemented it in
the osgViewer example.

When I put this source directly into the viewer source, it works.

I am using osg 2.3.6, Windows XP.


Any hints ?

Thanks

Dieter


extern osg::ref_ptr scene;

extern osg::ref_ptr l_node ;

bool myKeyboard::handle(const osgGA::GUIEventAdapter&
ea,osgGA::GUIActionAdapter& )

{


switch(ea.getEventType())

{

case(osgGA::GUIEventAdapter::KEYDOWN):

{



 if (ea.getKey()=='y')

{


osg::ref_ptr new_node =
dynamic_cast(l_node->clone(osg::CopyOp::DEEP_COPY_ALL));

osg::MatrixTransform* positioned = new osg::MatrixTransform;

positioned->setMatrix( osg::Matrix::translate(osg::Vec3 (10.,0.,10.)));

 positioned->addChild(new_node.get());

osg::PositionAttitudeTransform* objXform = new
osg::PositionAttitudeTransform;

objXform->addChild(positioned);

scene.get()->addChild (objXform);

//osgUtil::Optimizer optimizer;

//optimizer.optimize(scene.get());


return true;

}




return false;

}


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[osg-users] multiple texture loading of identical objects

2008-07-10 Thread Dieter Pfeffer
Hi


when I start osgViewer with e.g. 29 identical objects(.flt) , the framerate
is about 30 fps, but starting with 30 identical objects the frame rate drops
down to 1 fps. This has s.th. to do with the texture , when I press 't' the
framerate increases to 30 fps.

Is it possible to load the texture only once and not every identical object
(similar to SGI pfuDownloadTexlist) ?


Windows XP, OSG 2.3.6


Thanks

Dieter








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Re: [osg-users] Quicktimeplugin livestreaming documentation/examples

2008-06-20 Thread Dieter Pfeffer

Hi Colin

it works with a low cost webcam but not with a more expensive one - so it
has s.th to do with the webcam


Thanks

Dieter



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Colin
Dunlop
Sent: Thursday, 19 June, 2008 17:53
To: OpenSceneGraph Users
Subject: Re: [osg-users] Quicktimeplugin livestreaming
documentation/examples


Hi Dieter,

did you actually change your webcam settings to default the webcam
to use 640 x 480 by default (prior to running 0:3.live)?

 > Did you see osgmovie with a higher resolution (live stream) on
 > windows ? Any other hints?

Yes my webcam will do 1024x768 and various downward resolutions ok.
This is using AbstractPlane wrapper and setting the camera resolution
up in advance via it's settings prior to running osgmovie as said.
My capture card does full 1080p via HDMI and this is also captured
successfully via osgmovie as well as various flavours of PAL via
composite in eg 576i. This card has a native QuickTime driver though
for Windows (rare) and is accessed without the DirectShow wrapper.

As far as any hints I have found that the AbstractPlane wrapper will
sometimes not offer ALL the resolutions of the DirectShow devices and
only a subset? The plug-in was intended for native QuickTime drivers
on OSX/Windows and the fact it works via the AbstractPlane wrapper is
just a bonus but is an indirection that the OSG or the plug-in has
any control over regarding problems.

Let me know if you have any success.

Cheers,

Colin.

Dieter Pfeffer wrote:
> Hi Colin
>
> thanks for your answer - but I have no success with a higher resolution.
>
> When I use the 0:3.live which matches a resolution of 640x480, I only see
a
> white rectangle though the width and height of the image is 640 x 480 (in
> debugger). No other locking application is running. I can use 320x240 or
> smaller resolutions like 160x120.
>
> When I start the application with 0:3.live (640x480) the webcam is turned
> off in osgDB::readImageFile(...) and I can't see the output of fps_counter
> in QuicktimeLiveImageStream.cpp and no error message -  with 320x240 I see
> the output of the fps_counter.
>
>
> Did you see osgmovie with a higher resolution (live stream) on windows ?
> Any other hints?
>
>
> Thanks
>
> Dieter
>
>
>
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Colin
> Dunlop
> Sent: Wednesday, 18 June, 2008 23:09
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Quicktimeplugin livestreaming
> documentation/examples
>
>
> Hi Dieter,
>
> you sometimes have to change the resolution of your webcam via it's
> own preference settings. Then you can use this new resolution via the
> corresponding x:y.live that matches the --devices output equal to your
> new resolution. Basically it's the same for the capture cards and you
> can't (via OSG right now) alter some of the card/webcam settings
> programatically. Hope this makes sense. Also make sure that you close
> any webcam apps/previews/setting priot to running osgmovie as you
> will likely get locked out as there seems to be some OS thing going
> on restricting one app to the hardware at any one time wrt the
> AbstractPlane DirectShow/QT wrapper.
>
> Cheers,
>
> Colin.
>
> Dieter Pfeffer wrote:
>> Hi
>>
>> I am using osgmovie like Colin has described to visualise a live stream
> from
>> a webcam (and it works very good) - but I can only see a resolution of
>> 320x240; is there a limitation to this resolution ? -  is there any way
to
>> realise a higher resolution ?
>>
>> Using Windows XP and OSG 2.3.6
>>
>>
>> Thanks
>>
>> Dieter
>>
>>
>>
>> Unclassified Mail
>>
>>
>>
>> -Original Message-
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] Behalf Of Colin
>> Dunlop
>> Sent: Tuesday, 08 April, 2008 17:07
>> To: OpenSceneGraph Users
>> Subject: Re: [osg-users] Quicktime plugin livestreaming
>> documentation/examples
>>
>>
>> Hi Adrian,
>>
>> I've not documented anything on the wiki yet but below is how
>> the result was achieved on Windows XP. See my previous post for
>> any more detail. The demo/example is really just a quad with
>> your live feed playing - so a I've just tweaked osgmovie here
>> to force load the plug-in from a ".live" association and then
>> interpret the file basename to get a device and input ID -
>> ugly but working...
>>
>> 0. If you have NO QuickTime driver for your device then install
>> <http://www.abstractplane.com/products/vdig.jsp>
>> 

Re: [osg-users] Quicktimeplugin livestreaming documentation/examples

2008-06-19 Thread Dieter Pfeffer
Hi Colin

thanks for your answer - but I have no success with a higher resolution.

When I use the 0:3.live which matches a resolution of 640x480, I only see a
white rectangle though the width and height of the image is 640 x 480 (in
debugger). No other locking application is running. I can use 320x240 or
smaller resolutions like 160x120.

When I start the application with 0:3.live (640x480) the webcam is turned
off in osgDB::readImageFile(...) and I can't see the output of fps_counter
in QuicktimeLiveImageStream.cpp and no error message -  with 320x240 I see
the output of the fps_counter.


Did you see osgmovie with a higher resolution (live stream) on windows ?
Any other hints?


Thanks

Dieter






-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Colin
Dunlop
Sent: Wednesday, 18 June, 2008 23:09
To: OpenSceneGraph Users
Subject: Re: [osg-users] Quicktimeplugin livestreaming
documentation/examples


Hi Dieter,

you sometimes have to change the resolution of your webcam via it's
own preference settings. Then you can use this new resolution via the
corresponding x:y.live that matches the --devices output equal to your
new resolution. Basically it's the same for the capture cards and you
can't (via OSG right now) alter some of the card/webcam settings
programatically. Hope this makes sense. Also make sure that you close
any webcam apps/previews/setting priot to running osgmovie as you
will likely get locked out as there seems to be some OS thing going
on restricting one app to the hardware at any one time wrt the
AbstractPlane DirectShow/QT wrapper.

Cheers,

Colin.

Dieter Pfeffer wrote:
> Hi
>
> I am using osgmovie like Colin has described to visualise a live stream
from
> a webcam (and it works very good) - but I can only see a resolution of
> 320x240; is there a limitation to this resolution ? -  is there any way to
> realise a higher resolution ?
>
> Using Windows XP and OSG 2.3.6
>
>
> Thanks
>
> Dieter
>
>
>
> Unclassified Mail
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Colin
> Dunlop
> Sent: Tuesday, 08 April, 2008 17:07
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] Quicktime plugin livestreaming
> documentation/examples
>
>
> Hi Adrian,
>
> I've not documented anything on the wiki yet but below is how
> the result was achieved on Windows XP. See my previous post for
> any more detail. The demo/example is really just a quad with
> your live feed playing - so a I've just tweaked osgmovie here
> to force load the plug-in from a ".live" association and then
> interpret the file basename to get a device and input ID -
> ugly but working...
>
> 0. If you have NO QuickTime driver for your device then install
> <http://www.abstractplane.com/products/vdig.jsp>
> Use the latest version and do the manual install from the zip.
> You will jave to live with the demo mode or fork out some $$$.
> If your capture device has a QuickTime driver then you do not
> need this VDIG for Windows thing eg BlackMagic Intensity Pro.
>
> 1. Modify the osgmovie.cpp and make sure that the .live
> extension is associated with the osgdb_qt plugin:
>
> osgDB::Registry::instance()->addFileExtensionAlias("live","qt");
>
> 2. run osgmovie --devices
>
>  If you have any live feed devices associated with a QuickTime
>  driver then this will spit out some command line options and
>  associations.
>  It will also spit out any pseudo Windows VDIG wrapped Direct
>  Show devices in the same way
>
> eg: ...
>   4:1.liveBlackmagic HDTV 720Intensity HDTV 720p 59.94
>  ...
>   1:4.liveHauppauge WinTV 418 Video Capture
>  (4&E384A6E&0&48F0)S-Video 3 UYVY @ 720x480
>
>  ...
>
> 3. run osgmovie and pass it a "pseudo" file name that will be
> translated by the plug-in to point at an input device eg
> $ osgmovie x:y.live
>
> This will force load the osgdb_qt plug-in, and then attempt to
> decode the x:y.live where x and y are the input and channel of
> your input - eg 5:0.live
>
> I plan to submit to Robert an osgvideo example which wraps some
> of this up a bit better.
>
> Cheers,
>
> Colin.
>
>
> Adrian Egli OpenSceneGraph (3D) wrote:
>> Hi
>> any demo / example ?
>>
>> regards
>> 2008/4/3, Mike Greene <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>:
>>
>> Colin,
>>
>>Success! Using the later version of VDIG that you referenced, I
was
>> able to get a live stream to work with osgmovie.
>>  

Re: [osg-users] Quicktime plugin livestreaming documentation/examples

2008-06-18 Thread Dieter Pfeffer
Hi

I am using osgmovie like Colin has described to visualise a live stream from
a webcam (and it works very good) - but I can only see a resolution of
320x240; is there a limitation to this resolution ? -  is there any way to
realise a higher resolution ?

Using Windows XP and OSG 2.3.6


Thanks

Dieter



Unclassified Mail



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Colin
Dunlop
Sent: Tuesday, 08 April, 2008 17:07
To: OpenSceneGraph Users
Subject: Re: [osg-users] Quicktime plugin livestreaming
documentation/examples


Hi Adrian,

I've not documented anything on the wiki yet but below is how
the result was achieved on Windows XP. See my previous post for
any more detail. The demo/example is really just a quad with
your live feed playing - so a I've just tweaked osgmovie here
to force load the plug-in from a ".live" association and then
interpret the file basename to get a device and input ID -
ugly but working...

0. If you have NO QuickTime driver for your device then install

Use the latest version and do the manual install from the zip.
You will jave to live with the demo mode or fork out some $$$.
If your capture device has a QuickTime driver then you do not
need this VDIG for Windows thing eg BlackMagic Intensity Pro.

1. Modify the osgmovie.cpp and make sure that the .live
extension is associated with the osgdb_qt plugin:

osgDB::Registry::instance()->addFileExtensionAlias("live","qt");

2. run osgmovie --devices

 If you have any live feed devices associated with a QuickTime
 driver then this will spit out some command line options and
 associations.
 It will also spit out any pseudo Windows VDIG wrapped Direct
 Show devices in the same way

eg: ...
  4:1.liveBlackmagic HDTV 720Intensity HDTV 720p 59.94
 ...
  1:4.liveHauppauge WinTV 418 Video Capture
 (4&E384A6E&0&48F0)S-Video 3 UYVY @ 720x480

 ...

3. run osgmovie and pass it a "pseudo" file name that will be
translated by the plug-in to point at an input device eg
$ osgmovie x:y.live

This will force load the osgdb_qt plug-in, and then attempt to
decode the x:y.live where x and y are the input and channel of
your input - eg 5:0.live

I plan to submit to Robert an osgvideo example which wraps some
of this up a bit better.

Cheers,

Colin.


Adrian Egli OpenSceneGraph (3D) wrote:
> Hi
> any demo / example ?
>
> regards
> 2008/4/3, Mike Greene <[EMAIL PROTECTED] >:
>
> Colin,
>
>Success! Using the later version of VDIG that you referenced, I was
> able to get a live stream to work with osgmovie.
> I'm using a KOCOM camera running video through a Canopus ADVC 110 A/D
> video convertor into a firewire cable.
> This is on Windows XP, OSG 2.3.5, Visual Studio 2005 debug, Quicktime
> SDK 7.3.
>
>
> Mike Greene
> ___
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> 
>
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
>
>
> --
> 
> Adrian Egli
>
>
> 
>
> ___
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[osg-users] osgmovie error message

2008-06-11 Thread Dieter Pfeffer
Hi


I get an application error ("The instruction at "..." referenced memory at
"...". The memory could not be read".) when I stop my application with esc.
When I run in debug mode, it breaks in QTUtils.cpp with the message
Unhandled exception .. Access violation reading location ...


My application has parts of osgmovie included and I can reproduce this
message in osgmovied (windows xp, osg2.3.6) when I comment in the function
myCreateTexturedQuadGeometry () the line
// pictureQuad->getOrCreateStateSet()->setTextureAttributeAndModes(0,
texture, osg::StateAttribute::ON);  for useTextureRectangle
It makes no sense to do this and I don't do it in my application, but I am
trying to find out the reason for the application error.



Any idea ?



Thanks

Dieter

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Re: [osg-users] osgmovie with mpgs or avis on windows

2008-06-10 Thread Dieter Pfeffer

Hi

osgmovie is running on my windows computer with .mov and .mpg - I am using
osg2.3.6 and quicktime71sdk;

so it should also work for you


Dieter


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Stephan
Maximilian Huber
Sent: Tuesday, 10 June, 2008 14:05
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgmovie with mpgs or avis on windows


David De Weerdt schrieb:
> yes, that works for .mov and .mp4, but not for .mpg and .avi
quicktime can't play movies of type avi or mpg. You can install these
codecs on OS X via Perian or other tools but IMHO not on Windows. The
best would be a directshow-plugin for windows, so all these video-types
can be played on windows.

You can can convert your media to mp4, that should work.

cheers,
Stephan
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Re: [osg-users] Adding input device Part 2

2008-04-22 Thread Dieter Pfeffer
Renan,

if you are working under windows, you can do in the main loop

DispatchLoop ()


with: (the difference to the examples is: use PeekMessage instead of
GetMessage)

int

DispatchLoopNT ()

{

int num; /* number of button pressed */

MSG msg; /* incoming message to be evaluated */

BOOL handled; /* is message handled yet */

SiSpwEvent Event; /* SpaceWare Event */

SiGetEventData EData; /* SpaceWare Event Data */

handled = SPW_FALSE; /* init handled */

/* start message loop */


{

if (PeekMessage (&msg, NULL, 0,0,PM_REMOVE))

{




Dieter



Unclassified Mail
 -Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Renan Mendes
Sent: Tuesday, 22 April, 2008 14:36
To: OSG Mailing List
Subject: [osg-users] Adding input device Part 2


  Hi,

   As some of you may remember, i was trying to add a new input device
to my OSG application. This device was the SpaceNavigator. I had access to
the code that gets the 3D coordinates from it any time it is activated. But,
when it is idle, that code makes my application stop and wait for any signal
from SN. I was inserting that loop in the event type FRAME. But, as you may
imagine, when I stopped moving with SN, my application entered that waiting
stage, and the regular cycles of traversal, culling and drawing were
blocked.
   Someone else suggested that I added this device in a new Event
Handler class. Is that right? How do I do that, exactly? Any examples?

Thanks,

   Renan M Z Mendes
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Re: [osg-users] setHeight in DriveManipulator

2008-04-21 Thread Dieter Pfeffer

Hi Robert,

but isn't it correct that the height only effects the calculation if s.th is
hit ?
(DriveManipulator.cpp: if (!hitList.empty())...)

when I set drive->setIntersectTraversalMask(0x0); (or is this wrong? - I
would like to remove the collsion test) - nothing happens when I use
setHeight();
if I remove this, it works like I expect

Thanks

Dieter



-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Monday, 21 April, 2008 10:44
To: OpenSceneGraph Users
Subject: Re: [osg-users] setHeight in DriveManipulator


Hi Dieter,

The setHeight should take an effect, the
DriveManipulator::calcMovement() contains the code that uses the
_height member variable.  The next frame event should trigger the
manipulator to update its position accordingly.

The DriveManipulator::setNode(osg::Node* node) method will currently
override the _height value, this will be called if you viewer changes
its scene graph.  Perhaps this is what is causing problems.

If so then try using putenv/setenv to set the
OSG_DRIVE_MANIPULATOR_HEIGHT env var to the value you want.

Robert.

On Fri, Apr 18, 2008 at 12:32 PM, Dieter Pfeffer
<[EMAIL PROTECTED]> wrote:
>
>
> Hi,
>
> how can I set the height  in DriveManipulator ?
>
> When I use setHeight, it has no effect, specially when I remove the
> intersectTraversal.
>
> When I look in the source code, I can't find how the height effects the
> calculation.
>
> Or do I miss something ?
>
>
> Thanks
>
> Dieter
>
>
> Unclassified Mail
>
> ___
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Re: [osg-users] setHeight in DriveManipulator

2008-04-21 Thread Dieter Pfeffer
Thanks Paul,


I have seen this in the source, but I would like to do this while the
application is running (with a key or gui)


Dieter

 -Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Paul Martz
Sent: Friday, 18 April, 2008 17:36
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] setHeight in DriveManipulator


  You can control this with an environment variable. The following is from
the OSG Reference Manual v2.2:

  3.2.16 OSG_DRIVE_MANIPULATOR_HEIGHT

  Specifies the view offset from ground level that the DriveManipulator
uses. The value is in world coordinate units.

  Valid values: Any floating-point number.

  Default value: 1.5

  Hope that helps,
 -Paul





From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dieter
Pfeffer
Sent: Friday, April 18, 2008 5:32 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] setHeight in DriveManipulator


Hi,

how can I set the height  in DriveManipulator ?

When I use setHeight, it has no effect, specially when I remove the
intersectTraversal.

When I look in the source code, I can't find how the height effects the
calculation.

Or do I miss something ?


Thanks

Dieter


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[osg-users] setHeight in DriveManipulator

2008-04-18 Thread Dieter Pfeffer
Hi,

how can I set the height  in DriveManipulator ?

When I use setHeight, it has no effect, specially when I remove the
intersectTraversal.

When I look in the source code, I can't find how the height effects the
calculation.

Or do I miss something ?


Thanks

Dieter


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Re: [osg-users] 3dconnexion for windows

2008-03-05 Thread Dieter Pfeffer

I have used the 3dconnexion cityfly example (function: SbMotionEvent) -

one try:
eye_to_world matrix as vMatrix

or:

MatrixToHpr (rot, eye_to_world) //(extracting the rotation from the matrix)


but this is not really osg; my idea was whether s.o. has implemented it in
osg and could give me a hint how to get the rotation and set the viewmatrix


Thanks Mike - I will have a look at osgVRPN


Dieter





-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Rémy
Deslignes
Sent: Wednesday, 05 March, 2008 10:40
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3dconnexion for windows


The point is that it is not obvious to me how you convert the rotation
information from the 3Dconnexion driver into an osg rotation...

Dieter Pfeffer a écrit :
> Hi
>
>
> I don' t use a MatrixManipulator but would like to set the camera
> viewmatrix:
>
>viewer.getCamera()->setViewMatrix (vMatrix * osg::Matrix::rotate
> (-(osg::PI_2),1,0,0));
>
> with
>
>   tMatrix =  rot * trans;
>   vMatrix = tMatrix.inverse (tMatrix);
>
>
> Dieter
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Rémy
> Deslignes
> Sent: Tuesday, 04 March, 2008 11:02
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] 3dconnexion for windows
>
>
> I guess that this is deeply related to the MatrixManipulator you are
> using .
> What MM are you using ?
> Please also note that there is a setting in the 3D connexion driver to
> set the translation as "dominant" .
>
> Rémy
>
> Dieter Pfeffer a écrit :
>
>> Hi
>>
>> has s.o. implemented the 3dconnexion input device and can give me a
>> hint (or source) how to match it to the viewmatrix in osg.
>>
>> I have no problems in translation but I can't figure out how to set
>> the corrrect rotation. If I use only heading it's correct but not
>> heading and pitch together.
>>
>>
>>
>> Thanks
>>
>> Dieter
>>
>>
>>
>> Unclassified Mail
>>
>> 
>>
>> ___
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>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>
>
> --
> Remy Deslignes
>
> Ingenieur Developement / Software Engineer
>
> Tel: +33 (0)1.53.90.11.19
>
> ===
>  Silicon Worlds S.A.
>  224, rue Saint Denis
>  75002 Paris  France
>  Tel: +33 (0)1.53.90.11.11
>  Fax: +33 (0)1.53.90.11.12
>  http://www.silicon-worlds.fr
> ===
>
>
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> Aucun virus connu a ce jour par nos services n'a ete detecte.
>
>
>
>


--
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Ingenieur Developement / Software Engineer

Tel: +33 (0)1.53.90.11.19

===
 Silicon Worlds S.A.
 224, rue Saint Denis
 75002 Paris  France
 Tel: +33 (0)1.53.90.11.11
 Fax: +33 (0)1.53.90.11.12
 http://www.silicon-worlds.fr
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Re: [osg-users] 3dconnexion for windows

2008-03-04 Thread Dieter Pfeffer
Hi


I don' t use a MatrixManipulator but would like to set the camera
viewmatrix:

   viewer.getCamera()->setViewMatrix (vMatrix * osg::Matrix::rotate
(-(osg::PI_2),1,0,0));

with

  tMatrix =  rot * trans;
  vMatrix = tMatrix.inverse (tMatrix);


Dieter


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Rémy
Deslignes
Sent: Tuesday, 04 March, 2008 11:02
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3dconnexion for windows


I guess that this is deeply related to the MatrixManipulator you are
using .
What MM are you using ?
Please also note that there is a setting in the 3D connexion driver to
set the translation as "dominant" .

Rémy

Dieter Pfeffer a écrit :
> Hi
>
> has s.o. implemented the 3dconnexion input device and can give me a
> hint (or source) how to match it to the viewmatrix in osg.
>
> I have no problems in translation but I can't figure out how to set
> the corrrect rotation. If I use only heading it's correct but not
> heading and pitch together.
>
>
>
> Thanks
>
> Dieter
>
>
>
> Unclassified Mail
>
> 
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>


--
Remy Deslignes

Ingenieur Developement / Software Engineer

Tel: +33 (0)1.53.90.11.19

===
 Silicon Worlds S.A.
 224, rue Saint Denis
 75002 Paris  France
 Tel: +33 (0)1.53.90.11.11
 Fax: +33 (0)1.53.90.11.12
 http://www.silicon-worlds.fr
===


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[osg-users] 3dconnexion for windows

2008-03-04 Thread Dieter Pfeffer
Hi

has s.o. implemented the 3dconnexion input device and can give me a hint (or
source) how to match it to the viewmatrix in osg.

I have no problems in translation but I can't figure out how to set the
corrrect rotation. If I use only heading it's correct but not heading and
pitch together.



Thanks

Dieter



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Re: [osg-users] crash in osgParticle

2007-11-19 Thread Dieter Pfeffer
Thanks Robert,

I will try this - but it took s.t. several days before the application
crashes


Dieter


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Monday, 19 November, 2007 13:47
To: OpenSceneGraph Users
Subject: Re: [osg-users] crash in osgParticle


Hi Deiter,

There is too little info to know what might be up, so further
exploring will need to be done.

First up I'd try changing the threading model to single thread:

  export OSG_THREADING=SingleThreaded

Then see if there is a crash.

Robert.

On Nov 19, 2007 12:07 PM, Dieter Pfeffer
<[EMAIL PROTECTED]> wrote:
>
>
> Hi
>
>
> my application crashes in osgParticle, but I can't reproduce it.
>
> I am using 0sg 2.1.6 under linux; I have attached a screendump from the
> debugger
>
> Can s.o. give me a hint how I can find the problem or can s.o. see in the
> screendump something wrong
>
>
>
>
> Thanks
>
> Dieter
>
>
>
>
>
> Unclassified Mail
>
>
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Re: [osg-users] osgParticleEffect attached to a node

2007-10-01 Thread Dieter Pfeffer
Robert


I received the mail now - but was sent some weeks ago - so no response from
me

Dieter

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Wednesday, 15 August, 2007 20:07
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgParticleEffect attached to a node


Hi Dieter,

Unfortunately the info below doesn't really give me much more of an
ideal of where the problems has stemmed from.  Could you try a debug
build and see if you can catch the location of the problem.

As a general note about particle effects which are being transformed,
what you will need to do place the particle system itself at the root
of your scene graph, rather nested in the scene graph, as you should
be emitting particles into the air rather than local to the particle
source.  The osgparticleeffects example provides an example of this.

Robert.

On 8/15/07, Dieter Pfeffer <[EMAIL PROTECTED]> wrote:
> Hi Robert
>
> that is what I can see in the stack - but I suppose it is my fault,
because
> I have made a similar hierarchie (less complex but with the same
structure)
> in the osgparticleeffects example and it works:
>
>
> kernel32.dll!77e7aafc()
> msvcr71d.dll!_nh_malloc_dbg(unsigned int nSize=1, int nhFlag=3,
int
> nBlockUse=14609864, const char * szFileName=0x00deef44, int nLine=787401)
> Line 267 + 0x7  C
>
> msvcr71d.dll!_CxxThrowException(void *
pExceptionObject=0x00deede4, const
> _s__ThrowInfo * pThrowInfo=0x104f6150)  + 0x39  C++
>
> msvcp71d.dll!std::_Nomemory()  Line 10  C++
> osgParticled.dll!011f545f()
>
>
> The application stops in the debugger:
>
> in dbgheap.c
>/* do the allocation
>  */
> pvBlk = _heap_alloc_dbg(nSize, nBlockUse, szFileName, nLine);
>
>
> #ifdef _MT
> }
> __finally {
> /* unlock the heap
>  */
>  >>>>   _munlock(_HEAP_LOCK);
> }
> #endif  /* _MT */
>
>
>
> I am using osg 2.0
>
>
>
> Dieter
>
>
> Unclassified Mail
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Robert
> Osfield
> Sent: Wednesday, 15 August, 2007 16:55
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] osgParticleEffect attached to a node
>
>
> Hi Dieter,
>
> Things should certainly not hang so this is a bug.  Could you break
> the app and find out where its hanging.
>
> Robert.
>
> On 8/15/07, Dieter Pfeffer <[EMAIL PROTECTED]> wrote:
> >
> >
> >
> > Hi
> >
> >
> > I would like to use the SmokeTrailEffect similar to the example, but not
> > attached to a picked node but to a selected object.
> >
> > This is my hierarchie::
> >
> > osg::Group -> osg::Switch -> osg::PositionAttitudeTransform -> osg::Node
> > (from osgDB::readNodeFile (name))
> >
> > When I attach the effectsGroup (form the example) to the first group, I
> can
> > see the effect but no trail effect; when I attach it to the
> > PositionAttitudeTransform or the Node - my application hangs.
> > The object is moving by: osg::PositionAttitudeTransform ->setPosition /
> > setAttitude
> >
> >
> > What do I wrong ?
> >
> >
> > Thanks
> > Dieter
> >
> >
> >
> >
> >
> > Unclassified Mail
> >
> >
> > ___
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> >
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> >
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Re: [osg-users] RTT in a multichannel app

2007-09-26 Thread Dieter Pfeffer

Robert,

I meant the view offset of the offset slaves (left: -40; right 40)

The RTT camera is in the scene graph itself - but I have one scene for the
three cameras;

I thought I need three RTT cameras, one for every channel; but when I set
the ReferenceFrame to RELATIVE_RF, I suppose I have the view matrix of the
center camera for all three RTT cameras

or do I misunderstand something ?


Thanks

Dieter


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Wednesday, 26 September, 2007 18:05
To: OpenSceneGraph Users
Subject: Re: [osg-users] RTT in a multichannel app


On 9/26/07, Dieter Pfeffer <[EMAIL PROTECTED]> wrote:
>  how can I set my rtt camera view matrix so that I have the same view
> offset ?

The same view offset as what?  The master camera?  One of the already
offset slaves?

For a RTT slave to have the same view matrix as the master simply use
an identity matrix.

If your RTT Camera is in the scene graph itself then just set its view
matrix to identity and then set the ReferenceFrame to RELATIVE_RF.

Robert.
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[osg-users] Plugin find - linux

2007-08-23 Thread Dieter Pfeffer
Hi


I have with osg2.1.6 a similar problem (like the plugin find behaviour
discussion) with the plugin path:

I get the message: could not find plugin to read objects from file xxx.flt;
but the viewer has no problem to find xxx.ive or xxx.osg files; so I suppose
the directory structure and path is correct.

The OpenFlight lib is in the plugin directory.



Thanks


Dieter




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Re: [osg-users] differences between osgViewer and osgCompositeViewer

2007-08-23 Thread Dieter Pfeffer

Thanks Robert

it's working now




Dieter




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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Thursday, 23 August, 2007 12:45
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] differences between osgViewer and
osgCompositeViewer


On 8/23/07, Dieter Pfeffer <[EMAIL PROTECTED]> wrote:
> osg 2.0

Time to update the latest then as this most likely will fix the problem :-)

Robert.
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Re: [osg-users] differences between osgViewer and osgCompositeViewer

2007-08-23 Thread Dieter Pfeffer


osg 2.0






Unclassified Mail




-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Thursday, 23 August, 2007 12:04
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] differences between osgViewer and
osgCompositeViewer


Hi Deiter,

Which version of the OSG are you using?  There was an issue with
updating of framestamps in CompositeViewer that was recently fixed.

Robert.

On 8/23/07, Dieter Pfeffer <[EMAIL PROTECTED]> wrote:
>
>
> Hi
>
>
> when I load an object with a generated internal sequence, I can see this
> sequence automatically in the osgviewer example but not in the
> osgcompositeviewer example.
>
>
> I have a similar point when I set an AnimationPathCallback in a
> CompositeViewer application, I have modified the osgparticleeffects
example
> and use
>
> osgViewer::CompositeViewer, but then the model is not animated.
>
>
>
> Is it possible to activate in my application which uses
> osgViewer::CompositeViewer (multi views and multi scenes) the sequence
> automatically ?
>
>
>
>
>
> Thanks
>
> Dieter
>
>
>
>
>
>
> Unclassified Mail
>
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[osg-users] differences between osgViewer and osgCompositeViewer

2007-08-23 Thread Dieter Pfeffer
Hi


when I load an object with a generated internal sequence, I can see this
sequence automatically in the osgviewer example but not in the
osgcompositeviewer example.


I have a similar point when I set an AnimationPathCallback in a
CompositeViewer application, I have modified the osgparticleeffects example
and use
osgViewer::CompositeViewer, but then the model is not animated.



Is it possible to activate in my application which uses
osgViewer::CompositeViewer (multi views and multi scenes) the sequence
automatically ?





Thanks

Dieter







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Re: [osg-users] osgParticleEffect attached to a node

2007-08-15 Thread Dieter Pfeffer
Hi Robert

that is what I can see in the stack - but I suppose it is my fault, because
I have made a similar hierarchie (less complex but with the same structure)
in the osgparticleeffects example and it works:


kernel32.dll!77e7aafc()
msvcr71d.dll!_nh_malloc_dbg(unsigned int nSize=1, int nhFlag=3, int
nBlockUse=14609864, const char * szFileName=0x00deef44, int nLine=787401)
Line 267 + 0x7  C

msvcr71d.dll!_CxxThrowException(void * pExceptionObject=0x00deede4, 
const
_s__ThrowInfo * pThrowInfo=0x104f6150)  + 0x39  C++

msvcp71d.dll!std::_Nomemory()  Line 10  C++
osgParticled.dll!011f545f()


The application stops in the debugger:

in dbgheap.c
   /* do the allocation
 */
pvBlk = _heap_alloc_dbg(nSize, nBlockUse, szFileName, nLine);


#ifdef _MT
}
__finally {
/* unlock the heap
 */
 >>>>   _munlock(_HEAP_LOCK);
}
#endif  /* _MT */



I am using osg 2.0



Dieter


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-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Wednesday, 15 August, 2007 16:55
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgParticleEffect attached to a node


Hi Dieter,

Things should certainly not hang so this is a bug.  Could you break
the app and find out where its hanging.

Robert.

On 8/15/07, Dieter Pfeffer <[EMAIL PROTECTED]> wrote:
>
>
>
> Hi
>
>
> I would like to use the SmokeTrailEffect similar to the example, but not
> attached to a picked node but to a selected object.
>
> This is my hierarchie::
>
> osg::Group -> osg::Switch -> osg::PositionAttitudeTransform -> osg::Node
> (from osgDB::readNodeFile (name))
>
> When I attach the effectsGroup (form the example) to the first group, I
can
> see the effect but no trail effect; when I attach it to the
> PositionAttitudeTransform or the Node - my application hangs.
> The object is moving by: osg::PositionAttitudeTransform ->setPosition /
> setAttitude
>
>
> What do I wrong ?
>
>
> Thanks
> Dieter
>
>
>
>
>
> Unclassified Mail
>
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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[osg-users] osgParticleEffect attached to a node

2007-08-15 Thread Dieter Pfeffer
Hi


I would like to use the SmokeTrailEffect similar to the example, but not
attached to a picked node but to a selected object.

This is my hierarchie::

osg::Group -> osg::Switch -> osg::PositionAttitudeTransform -> osg::Node
(from osgDB::readNodeFile (name))

When I attach the effectsGroup (form the example) to the first group, I can
see the effect but no trail effect; when I attach it to the
PositionAttitudeTransform or the Node - my application hangs.
The object is moving by: osg::PositionAttitudeTransform ->setPosition /
setAttitude


What do I wrong ?


Thanks
Dieter





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