Re: [osg-users] Background image

2009-07-03 Thread Jason Coposky
turn off depth testing something like this:

camera_-setViewport( 0, 0, image_-s(), image_-t() );
camera_-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );

// *** this is also pretty key ** 
camera_-setRenderOrder( osg::Camera::PRE_RENDER, 1 );

camera_-attach( osg::Camera::COLOR_BUFFER, texture_.get() );

camera_-setClearMask( GL_COLOR_BUFFER_BIT ); // do not want to clear bg image
camera_-setReferenceFrame( osg::Transform::ABSOLUTE_RF );
camera_-setViewMatrix( osg::Matrix::identity() );

// *** make sure depth is off ***
camera_-getOrCreateStateSet()-setMode( GL_DEPTH_TEST, 
osg::StateAttribute::OFF );





From: Carlos Sanches ces...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, July 3, 2009 2:22:27 PM
Subject: Re: [osg-users] Background image

no, I m using hud   but my 3d objects are behind the hud.
I want  my 3d objets in front of hud .



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Re: [osg-users] Multi-touch in the OSGViewer and camera manipulators

2009-06-25 Thread Jason Coposky



ive been working on this for a little while.  we build our own MT devices 
in house
for the most part but have used overlays from NextWindow.  we just got a 
46 one 
for about $600ish.  im not sure what their smaller sizes run.
  
as far as MT interaction, ive modified the TrackballManipulator to act on 
gesture 
events which are shipped over a socket.  this works great for single sets 
of 
geometry.  we have a large wall and several large tables, which afford 
multiple users
so ive pushed the gesture interaction down into a MatrixManipulator 
derivative so
individual heads up display type rectangles and other geometry can all be 
active.  this
will give you the ability to do the canonical media sorting application, 
etc.

you can check out our very out of date blog at 
http://vis.renci.org/multitouch which will
have some shots of the vpb globe and whatnot.

~jason coposky


- Original Message 
From: Christian Buchner christian.buch...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Thursday, June 25, 2009 4:45:28 PM
Subject: [osg-users] Multi-touch in the OSGViewer and camera manipulators

Hi,

My boss was running my 3D engineering app on a 32 inch touch screen
(no multi-touch yet, I suppose) and he liked how he was able to rotate
the camera with a fingertip.

That gave me an idea - are there any affordable Multi-touch LCD
screens (standalone) and how difficult would it be to add Multitouch
capabilities to OSG? In particular I was wondering what it would take
to support Multi-Touch capabilities in the various Camera manipulators
-  and how to get the special input events from various operating
systems (Mac, Windows, Linux).

In particular zooming with two fingers would be extremely cool (the
pinch gesture) , and grabbing an object with two fingers, rotating it
(or the camera around it) in the 3D view according to how the two
fingers move.

Christian
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[osg-users] issues with geometry and 2.4.0 multi-threaded

2008-05-27 Thread Jason Coposky

i have just freshly build 2.4.0 from source acquired from the
zip file on the downloads page for VC8 on WinXP.  i have ran
the osgviewer app using both a custom obj file and the cow.osga
from the new osg data archive.  it seems that in all instances of
multithreaded applications the loaded geometry becomes disorganized
into a horrible mess.  if set the threading model to single threaded 
for the viewer, all is well.  i can only imagine im missing something
rather obvious

thanks

~jason coposky



  
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[osg-users] slave cameras and transparent bin

2008-03-02 Thread Jason Coposky

quick question:

i have two adjacent slave cameras with a 45 degree heading view 
offset from single point of projection.

if i have overlapping geometry with partially transparent textures 
they will render correctly in one camera but incorrectly in the other
in that the background is no longer properly blended through the
transparent portions of the geometry.

im testing this with two gaussian blobs which fall off to 100% transparent
which are overlapped.  

my guess is that the z sort is done once for the master camera and not
for the view offset of the slave cameras.  is there some simple way
to remedy this or will i have to create multiple viewers and manually
set the view offset every frame in a predraw callback?

much thanks

~jason coposky




  

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