[osg-users] Fade effect using the osg::BlendFunc()
Hey all! I need a simple fade effect, is it possible to use osg::BlendFunc for this? osg::ref_ptr wakeBlend = new osg::BlendFunc(); wakeBlend->setFunction(osg::BlendFunc::DST_COLOR, osg::BlendFunc::ZERO); I whould like to increase the alpha value each frame, is there any way to define the alpha or transparacy using this osg::BlendFunc?, its actually only a model i load, which i want to fade (its a common bitmap) in and out over 2 seconds. -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multitexturing using shader
Hi ! I am developing a shader and need to have acess to the optional textures which is affected by the coordinates in tgl_TexCoord[1]. How do i do this, how do i send the second texture from the ive file (the shadow map) into the shader, or how do i reach it in the shader if its passed in automatic? should i set something in the stateset of the specific node i run the shader on? Tnx for advices. // shaders without unreleveant code. // vertex void main() { gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1; } // fragment void main() { vec4 color = texture2D(tex, gl_TexCoord[0].st); vec4 map = texture2D(tex1, gl_TexCoord[1].st); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multitexturing using shader
Thank you very much for this awsome help dude ! Everything works as intended now ! :) Mr. Johan Johnsson Software Engineer / Computer Game Programmer AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no. -Opprinnelig melding- Fra: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] På vegne av J.P. Delport Sendt: 10. april 2008 14:09 Til: OpenSceneGraph Users Emne: Re: [osg-users] Multitexturing using shader Hi, you can supply uniforms to the shaders to point to your bounded textures, e.g. (this is from the osgmultiplerendertargets example in svn) in the shader: uniform sampler2DRect textureID0; uniform sampler2DRect textureID1; uniform sampler2DRect textureID2; uniform sampler2DRect textureID3; void main(void) { gl_FragData[0] = vec4(texture2DRect( textureID0, gl_TexCoord[0].st).rgb,1) + vec4(texture2DRect( textureID1, gl_TexCoord[0].st ).rgb, 1) + vec4(texture2DRect( textureID2, gl_TexCoord[0].st ).rgb, 1) + -0.5*vec4(texture2DRect( textureID3, gl_TexCoord[0].st ).rgb, 1); } in the code: stateset->addUniform(new osg::Uniform("textureID0", 0)); stateset->addUniform(new osg::Uniform("textureID1", 1)); stateset->addUniform(new osg::Uniform("textureID2", 2)); stateset->addUniform(new osg::Uniform("textureID3", 3)); hope it helps. jp Johan Johnsson wrote: > Hi ! > > > > I am developing a shader and need to have acess to the optional textures > which is affected by the coordinates in tgl_TexCoord[1]. > > How do i do this, how do i send the second texture from the ive file > (the shadow map) into the shader, or how do i reach it in the shader if > its passed in automatic? should i set something in the stateset of the > specific node i run the shader on? > > > > Tnx for advices. > > > > > > // shaders without unreleveant code. > > // vertex > > void main() > > { > > gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; > > gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1; > > } > > > > // fragment > > void main() > > { > > vec4 color = texture2D(tex, gl_TexCoord[0].st); > > vec4 map = texture2D(tex1, gl_TexCoord[1].st); > > } > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Line curve
Which is the easiest way to draw line curves i osgviewer. Im developing a function that draw a function from startPos to endPos (vec3) both. With a math function. Any hints? .. about functions available? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Disable light
Is there any quick way to disable light when you build a simple cube by vertices. Tnx for answer ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Disable light
Thanks you very much for this answer ! Believe it or not , it really helped alot. :D Robert Osfield skrev: > On 7/26/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: > >> Is there any quick way to disable light when you build a simple cube by >> vertices. >> > > geometry->getOrCreateStateSet()->setMode(GL_LIGHTING, > osg::StateAttribute::OFF); > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Basic Geometry
Hey ! How do i reach the basic geometry like spheres, box and cylinders? I just want to connect a base geometry to a geode and print it on the screen without messing with vertices and indices. I tried to do like this basicly: osg::Box box = new osg::Box( osg::vec3(0,0,0), 1.0f ); osg::ShapeDrawable* unitCubeDrawable = new osg::ShapeDrawable(unitCube); - it didnt work out since ShapeDrawable don't seem to exist anymore. Greatful for your help folks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how to set frustum on camera slaves
Hey ! I work on a project where i need to setup a few slaves to the mastercamera, and i suffer a slight problem during this operations. The viewport and the different offsets is no problem, however the frustum is not get the values that i send in as parameters to setProjectionMatrixAsFrustum(). It seems to get the frustum + the offset from the mastercamera. How do i define the frustum i want my slaves to use, irrespective of the mastercamera. // Johan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Dual Screes ?
Hey ! Is there any function to use for setup osgviewer::views in different screens, -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] don't show statistics on screen? (compositeViewer)
I am using CompositeViewer to represent my views. Now i see that the show stats functionality is made for osgViewer::Viewer. , well i am certinly in deep need for the statistics to continue my current work. I have a class that inherate from the osgViewer::Compositeveiwer and i overload the statshandler , meaning i have a statshandler of my own with a trigger on the 's'. is there any clever solution to this problem? the solution i may think can work is to cast it like this , osgViewer::View* viewer = dynamic_cast(&aa); and then get the stat with getStats()->collectStats() for all views i have. is this a possible solution to my problem, or is there any funcionality for this that i may have not seen. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] don't show statistics on screen? (compositeViewer)
I changed the inheritance from compositeviewer to osgViewer::view instead. although i have some small issues with the statistics rendering. it dont seem to print out the framrate, neither the moving stats bar. i attach a small pic of it. On Mon, 27 Aug 2007 11:51:50 +0200, Robert Osfield <[EMAIL PROTECTED]> wrote: Hi Johan, Currently CompositeViewer doesn't support on screen stats. Support needs to be added to both the CompositeViewer class and the StatsHandler for this, something I nor others have had a chance to do yet. With the SVN version of the OSG more of the groundwork has been done virtue of the new Renderer class that has much of the stats embedded in it, and CompositeViewer now uses this. So if you want to dive in and add stats this is the place to start. Robert. On 8/27/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: I am using CompositeViewer to represent my views. Now i see that the show stats functionality is made for osgViewer::Viewer. , well i am certinly in deep need for the statistics to continue my current work. I have a class that inherate from the osgViewer::Compositeveiwer and i overload the statshandler , meaning i have a statshandler of my own with a trigger on the 's'. is there any clever solution to this problem? the solution i may think can work is to cast it like this , osgViewer::View* viewer = dynamic_cast(&aa); and then get the stat with getStats()->collectStats() for all views i have. is this a possible solution to my problem, or is there any funcionality for this that i may have not seen. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/<>___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] don't show statistics on screen? (compositeViewer)
I dont use compositeviewer or osgviewer::view , i use osgviewer::viewer as im supposed. look at the picture attached and you see the problem, - it renders out information but not complete. On Thu, 30 Aug 2007 10:55:05 +0200, Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi Johan, > > On 8/30/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> I changed the inheritance from compositeviewer to osgViewer::view >> instead. >> although i have some small issues with the statistics rendering. it dont >> seem to print out the framrate, neither the moving stats bar. >> i attach a small pic of it. > > StatsHandler is tied to osgViewer::Viewer, it won't work without > osgViewer::Viewer. > > For StatsHandler to work with CompositeViewer both CompositeViewer and > StatsHandler will have to be modified. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] don't show statistics on screen? (compositeViewer)
Yes OsgViewer seem to work okey, i havent seen any problems except this so far, it's actually very irritating since the information is there, but it just dont render. is the text that shows the framrate and the bars, in a different renderbin pherhaps. or is it in the same as the text "Framrate" itself? On Thu, 30 Aug 2007 11:38:28 +0200, Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi Johan, > > I just don't know what might be up. Does osgviewer work OK? What you > are doing with your subclassing? > > Robert. > > On 8/30/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> I dont use compositeviewer or osgviewer::view , i use osgviewer::viewer >> as >> im supposed. >> look at the picture attached and you see the problem, - it renders out >> information but not complete. >> >> On Thu, 30 Aug 2007 10:55:05 +0200, Robert Osfield >> <[EMAIL PROTECTED]> wrote: >> >> > Hi Johan, >> > >> > On 8/30/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> >> I changed the inheritance from compositeviewer to osgViewer::view >> >> instead. >> >> although i have some small issues with the statistics rendering. it >> dont >> >> seem to print out the framrate, neither the moving stats bar. >> >> i attach a small pic of it. >> > >> > StatsHandler is tied to osgViewer::Viewer, it won't work without >> > osgViewer::Viewer. >> > >> > For StatsHandler to work with CompositeViewer both CompositeViewer and >> > StatsHandler will have to be modified. >> > >> > Robert. >> > ___ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> -- >> Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] mirrorize a slave with a offset from the master camera
Hello ! I want to mirrorize a specific slave counted from the mastercameras view. At the moment i use a offset matrix addSlave(camera.get(),osg::Matrixd(),offsetMatrix); that rotate it 180 degrees in Z-axis, well thats good now i look "straight back". but i dont have the mirror view i want. , any suggestions to get this work properly ? And Robert i still have some issues with the statistics rendering, so my wondering to you before i dig even deeper is the text "framerate" and the actual framerate value , are they on the same renderdepth? I check this out i must render something upon it, that hides the bars and the framerate value. But its so strange that the framerate text and all the other different colorized texts below are beeing rendered in a correct way.. But just dont the FR value or the represented bars below. :S Anyways and anyhow tnx for the wonderful Improved build configuration under Visual Studio release. // greetings Johan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] mirrorize a slave with a offset from the master camera
On Tue, 11 Sep 2007 10:40:31 +0200, Robert Osfield <[EMAIL PROTECTED]> wrote: > On 9/11/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> Hello ! >> >> I want to mirrorize a specific slave counted from the mastercameras >> view. >> At the moment i use a offset matrix >> addSlave(camera.get(),osg::Matrixd(),offsetMatrix); that rotate it 180 >> degrees in Z-axis, well thats good now i look "straight back". but i >> dont >> have the mirror view i want. , any suggestions to get this work >> properly ? > > You just need to scale the y axis by -1, then flip the front face to > prevent the wrong faces from being culled. addSlave(camera.get(),osg::Matrixd::scale(1,-1,1),offsetMatrix); it's get upside down :S > >> And Robert i still have some issues with the statistics rendering, so my >> wondering to you before i dig even deeper is the text "framerate" and >> the >> actual framerate value , are they on the same renderdepth? I check this >> out i must render something upon it, that hides the bars and the >> framerate >> value. But its so strange that the framerate text and all the other >> different colorized texts below are beeing rendered in a correct way.. >> But just dont the FR value or the represented bars below. :S > > I'm afraid I can't make any sense of this paragraph. ok , i start to dig :P > >> Anyways and anyhow tnx for the wonderful Improved build configuration >> under Visual Studio release. > > Thanks go to Luigi for all the hard work ;-) > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] mirrorize a slave with a offset from the master camera
On Tue, 11 Sep 2007 11:10:09 +0200, Robert Osfield <[EMAIL PROTECTED]> wrote: > On 9/11/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> > You just need to scale the y axis by -1, then flip the front face to >> > prevent the wrong faces from being culled. >> addSlave(camera.get(),osg::Matrixd::scale(1,-1,1),offsetMatrix); >> it's get upside down :S > > Opps... try the x axis... Magical :D, it worked , altho the culling isnt that easy as it may seem ? getCamera()->getStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF); now it works, .. but i dont just want my mirror camera to be affected.. it now affect all cameras (all slaves) well i tried : getSlave(0)._camera->getOrCreateStateSet()->setMode(GL_CULL_FACE, osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF); nothing happend ?.. i set the "viewer->getCamera()->setCullMask(0x);" > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] getFPS functionality ?
Since the statistic problem can´t get solved and i have no time to do so, i wonder if there is any simple function that returns the current fps, or i just have to write it myself? -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] window restored to center of screen
as i press f in fullscreenmode the windowmode arrives, the window appears in the center of the screen. is there anyway to control this position ? -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] fatal error LNK1120: 3 unresolved externals
get 3 linker errros after a migration from osg.1 to osg.2, any clue of where the problem can be ? visual error LNK2001: unresolved external symbol "public: virtual void __thiscall osgText::Text::drawImplementation(class osg::State &)const " ([EMAIL PROTECTED]@osgText@@[EMAIL PROTECTED]@@@Z) visual error LNK2001: unresolved external symbol "public: virtual void __thiscall osg::Drawable::compileGLObjects(class osg::State &)const " ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@@Z) visual error LNK2001: unresolved external symbol "public: virtual void __thiscall osg::Geometry::drawImplementation(class osg::State &)const " ([EMAIL PROTECTED]@osg@@[EMAIL PROTECTED]@@Z) -- Using Opera's revolutionary e-mail client: http://www.opera.com/mail/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Window resize
When the process runs in windowed mode, it is not possible to modify the size of the window. It should be possible to resize the window by standard MS Windows conventions. why does this occur and how can i fix this irritating problem? has it something to do with the traits struct? -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Window resize
On Mon, 15 Oct 2007 11:40:53 +0200, Adrian Egli <[EMAIL PROTECTED]> wrote: think you got me wrong , i dont want to change the dimensions that the window initializes to, i want to make the window to be resizeable during the exekvation, because now the dimension is locked, i cant rezise it. > Look into the source code, who it's done there. > > 2007/10/15, Adrian Egli <[EMAIL PROTECTED]>: >> >> UNIX/OSX/LINUX >> export OSG_WINDOW=50 50 200 50 >> >> Windows >> set OSG_WINDOW=100 100 512 512 >> >> 2007/10/15, Johan Johnsson <[EMAIL PROTECTED] >: >> > >> > When the process runs in windowed mode, it is not possible to modify >> the >> > size of the window. >> > It should be possible to resize the window by standard MS Windows >> > conventions. >> > >> > why does this occur and how can i fix this irritating problem? >> > has it something to do with the traits struct? >> > >> > -- >> > Mr. Johan Johnsson >> > AutoSim AS, Strandveien 106, 9006 Tromsø >> > Visit us at http://www.autosim.no >> > ___ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >> >> >> >> -- >> >> Adrian Egli > > > > -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Window resize
Platform: Mindows OS // Fill the traits structure and get the GraphicsContext for the MAIN window osg::ref_ptr traits = new osg::GraphicsContext::Traits; traits->screenNum = 0; traits->doubleBuffer = true; traits->sharedContext = 0; traits->windowDecoration = true; traits->width = vd->process.scrnRes.x; traits->height = vd->process.scrnRes.y; traits->x = 0; traits->y = windowHeight - vd->process.scrnRes.y; traits->vsync = true; I must have locked it somehow, i dont know where though :/ On Mon, 15 Oct 2007 13:30:21 +0200, David Callu <[EMAIL PROTECTED]> wrote: > Hi Johan, HI Adrian > > Can you give more info on your platform? > > Can you develop why now the dimension is locked? > Which method did you use ? > > David > > 2007/10/15, Johan Johnsson < [EMAIL PROTECTED]>: >> >> On Mon, 15 Oct 2007 11:40:53 +0200, Adrian Egli < [EMAIL PROTECTED]> >> wrote: >> >> think you got me wrong , i dont want to change the dimensions that the >> window initializes to, >> i want to make the window to be resizeable during the exekvation, >> because >> now the dimension is locked, i cant rezise it. >> >> >> >> > Look into the source code, who it's done there. >> > >> > 2007/10/15, Adrian Egli <[EMAIL PROTECTED] >: >> >> >> >> UNIX/OSX/LINUX >> >> export OSG_WINDOW=50 50 200 50 >> >> >> >> Windows >> >> set OSG_WINDOW=100 100 512 512 >> >> >> >> 2007/10/15, Johan Johnsson < [EMAIL PROTECTED] >: >> >> > >> >> > When the process runs in windowed mode, it is not possible to >> modify >> >> the >> >> > size of the window. >> >> > It should be possible to resize the window by standard MS Windows >> >> > conventions. >> >> > >> >> > why does this occur and how can i fix this irritating problem? >> >> > has it something to do with the traits struct? >> >> > >> >> > -- >> >> > Mr. Johan Johnsson >> >> > AutoSim AS, Strandveien 106, 9006 Tromsø >> >> > Visit us at http://www.autosim.no >> >> > ___ >> >> > osg-users mailing list >> >> > osg-users@lists.openscenegraph.org >> >> > >> >> > >> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > >> >> >> >> >> >> >> >> -- >> >> >> >> Adrian Egli >> > >> > >> > >> > >> >> >> >> -- >> Mr. Johan Johnsson >> AutoSim AS, Strandveien 106, 9006 Tromsø >> Visit us at http://www.autosim.no >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frustum specialists look here.
double left = ((ch.frustum.left) * ch.frustum.nearClipping / abs( ch.frustum.distance)); double right = ((ch.frustum.right) * ch.frustum.nearClipping / abs( ch.frustum.distance)); double top= ((ch.frustum.top)* ch.frustum.nearClipping / abs( ch.frustum.distance)); double bottom = ((ch.frustum.bottom) * ch.frustum.nearClipping / abs( ch.frustum.distance)); camera->setGraphicsContext(gc.get()); camera->setProjectionMatrixAsFrustum(left, right, bottom, top, ch.frustum.nearClipping,ch.frustum.farClipping); // offset comes further down. On Thu, 18 Oct 2007 09:39:53 +0200, Adrian Egli <[EMAIL PROTECTED]> wrote: > Hi Johan, > > quite hard to estimate what's going wrong, how do calc the projection > matrix, near far clipp, viewmatrix, and so on. > > /adegli > > 2007/10/18, Johan Johnsson <[EMAIL PROTECTED]>: >> >> Hei ! >> >> I dont know if its actually possible to tell exactly where the >> difference >> is when comparing two viewfrustums. >> We did get another frustum after the migration from osg1x to osg2x. >> I attach 2 pictures showing them. (they get exactly the same values, >> from >> a config file) >> >> -- >> Mr. Johan Johnsson >> AutoSim AS, Strandveien 106, 9006 Tromsø >> Visit us at http://www.autosim.no >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> > > -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Frustum specialists look here.
Hei ! I dont know if its actually possible to tell exactly where the difference is when comparing two viewfrustums. We did get another frustum after the migration from osg1x to osg2x. I attach 2 pictures showing them. (they get exactly the same values, from a config file) -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no<><>___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frustum specialists look here.
osgviewer On Thu, 18 Oct 2007 09:47:38 +0200, Adrian Egli <[EMAIL PROTECTED]> wrote: > is the appliction based on the osgViewer? or producer ? > > sorry i still not understand what are the differents, same code used for > both version (i guess) > > 2007/10/18, Johan Johnsson <[EMAIL PROTECTED]>: >> >> double left = ((ch.frustum.left) * ch.frustum.nearClipping >> / >> abs( ch.frustum.distance)); >> double right = ((ch.frustum.right) * ch.frustum.nearClipping >> / >> abs( ch.frustum.distance)); >> double top= ((ch.frustum.top)* ch.frustum.nearClipping >> / >> abs( ch.frustum.distance)); >> double bottom = ((ch.frustum.bottom) * ch.frustum.nearClipping >> / >> abs( ch.frustum.distance)); >> >> camera->setGraphicsContext(gc.get()); >> camera->setProjectionMatrixAsFrustum(left, right, bottom, top, >> ch.frustum.nearClipping,ch.frustum.farClipping); >> >> // offset comes further down. >> >> >> >> On Thu, 18 Oct 2007 09:39:53 +0200, Adrian Egli <[EMAIL PROTECTED]> >> wrote: >> >> > Hi Johan, >> > >> > quite hard to estimate what's going wrong, how do calc the projection >> > matrix, near far clipp, viewmatrix, and so on. >> > >> > /adegli >> > >> > 2007/10/18, Johan Johnsson <[EMAIL PROTECTED]>: >> >> >> >> Hei ! >> >> >> >> I dont know if its actually possible to tell exactly where the >> >> difference >> >> is when comparing two viewfrustums. >> >> We did get another frustum after the migration from osg1x to osg2x. >> >> I attach 2 pictures showing them. (they get exactly the same values, >> >> from >> >> a config file) >> >> >> >> -- >> >> Mr. Johan Johnsson >> >> AutoSim AS, Strandveien 106, 9006 Tromsø >> >> Visit us at http://www.autosim.no >> >> ___ >> >> osg-users mailing list >> >> osg-users@lists.openscenegraph.org >> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> >> >> >> > >> > >> >> >> >> -- >> Mr. Johan Johnsson >> AutoSim AS, Strandveien 106, 9006 Tromsø >> Visit us at http://www.autosim.no >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > > > -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frustum specialists look here.
i did like this at OSG version 1x (this gets a correct frustum) Producer::Camera* camera = new Producer::Camera(); // Set frustum camera->setLensFrustum(left, right, bottom, top, ch.frustum.nearClipping, ch.frustum.farClipping); // Set projection rectangle camera->setProjectionRectangle( static_cast(ch.projectionRect.left), static_cast(ch.projectionRect.right), static_cast(ch.projectionRect.bottom), static_cast(ch.projectionRect.top)); camera->setBlockOnVsync(true); // Try to use vertical sync. camera->setShareLens(false); // Use unique lenses. camera->setShareView(true); // All cameras share the same camera view. camera->setLensAutoAspect(false); // Can't be used bacause of mirror channels. This hos its done in OSG 2.x // Set frustum camera->setProjectionMatrixAsFrustum(left, right, bottom, top, ch.frustum.nearClipping, ch.frustum.farClipping); // Set Viewports - if first cam set as master cam camera->setViewport(new osg::Viewport( (pr.left * width), (pr.bottom * height), (pr.right - pr.left) * width, (pr.top - pr.bottom) * height)); On Thu, 18 Oct 2007 11:09:40 +0200, Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi Johan, > > It's really hard to know what is up for the little snippets of info > provided. In theory osgViewer's Camera setup should be just a pass > through - it'll set what you provided. The only time that osgViewer > will change the projection matrix is when the window is resized. > > Could you modify one of the OSG examples to reproduce this problem and > then post this so others can have a look at it. > > Robert. > > On 10/18/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> osgviewer >> >> On Thu, 18 Oct 2007 09:47:38 +0200, Adrian Egli <[EMAIL PROTECTED]> >> wrote: >> >> > is the appliction based on the osgViewer? or producer ? >> > >> > sorry i still not understand what are the differents, same code used >> for >> > both version (i guess) >> > >> > 2007/10/18, Johan Johnsson <[EMAIL PROTECTED]>: >> >> >> >> double left = ((ch.frustum.left) * >> ch.frustum.nearClipping >> >> / >> >> abs( ch.frustum.distance)); >> >> double right = ((ch.frustum.right) * >> ch.frustum.nearClipping >> >> / >> >> abs( ch.frustum.distance)); >> >> double top= ((ch.frustum.top)* >> ch.frustum.nearClipping >> >> / >> >> abs( ch.frustum.distance)); >> >> double bottom = ((ch.frustum.bottom) * >> ch.frustum.nearClipping >> >> / >> >> abs( ch.frustum.distance)); >> >> >> >> camera->setGraphicsContext(gc.get()); >> >> camera->setProjectionMatrixAsFrustum(left, right, bottom, >> top, >> >> ch.frustum.nearClipping, >> ch.frustum.farClipping); >> >> >> >> // offset comes further down. >> >> >> >> >> >> >> >> On Thu, 18 Oct 2007 09:39:53 +0200, Adrian Egli <[EMAIL PROTECTED]> >> >> wrote: >> >> >> >> > Hi Johan, >> >> > >> >> > quite hard to estimate what's going wrong, how do calc the >> projection >> >> > matrix, near far clipp, viewmatrix, and so on. >> >> > >> >> > /adegli >> >> > >> >> > 2007/10/18, Johan Johnsson <[EMAIL PROTECTED]>: >> >> >> >> >> >> Hei ! >> >> >> >> >> >> I dont know if its actually possible to tell exactly where the >> >> >> difference >> >> >> is when comparing two viewfrustums. >> >> >> We did get another frustum after the migration from osg1x to >> osg2x. >> >> >> I attach 2 pictures showing them. (they get exactly the same >> values, >> >> >> from >> >> >> a config file) >> >> >> >> >> >> -- >> >> >> Mr. Johan Johnsson >> >> >> AutoSim AS, Strandveien 106, 9006 Tromsø >> >> >> Visit us at http://www.autosim.no >> >> >> ___ >> >> >> osg-users mailing list >> >> >> osg-users@lists.openscenegraph.org >> >> >> >> >> >> http://lists.ope
Re: [osg-users] Frustum specialists look here.
unfortually, have i no time to laborate with the osg examples atm. I have found out that its ONLY on the slaves the frustum gets wierd. the master camera always shows the correct frustum. camera->setProjectionResizePolicy(osg::Camera::FIXED); above has nothing to do with it. On Fri, 19 Oct 2007 11:11:17 +0200, Robert Osfield <[EMAIL PROTECTED]> wrote: > HI Johan, > > What is the high level viewer set up? Is this the master camera you > are setting? Do you have slaves? > > Could the resize of the window be a factor here, I note that you are > turning off the LensAutoAspect in Producer, not doing the equivilant > on the OSG side i.e. > > camera->setProjectionResizePolicy(osg::Camera::FIXED); > > Robert. > > > On 10/19/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> i did like this at OSG version 1x (this gets a correct frustum) >> >> >> Producer::Camera* camera = new Producer::Camera(); >> >> // Set frustum >> camera->setLensFrustum(left, right, bottom, top, >> ch.frustum.nearClipping, >> ch.frustum.farClipping); >> >> >> // Set projection rectangle >> camera->setProjectionRectangle( >> static_cast(ch.projectionRect.left), >> static_cast(ch.projectionRect.right), >> static_cast(ch.projectionRect.bottom), >> static_cast(ch.projectionRect.top)); >> >> camera->setBlockOnVsync(true); // Try to use vertical sync. >> camera->setShareLens(false); // Use unique lenses. >> camera->setShareView(true); // All cameras share the same camera view. >> camera->setLensAutoAspect(false); // Can't be used bacause of mirror >> channels. >> >> >> >> This hos its done in OSG 2.x >> >> // Set frustum >> camera->setProjectionMatrixAsFrustum(left, right, bottom, top, >> ch.frustum.nearClipping, ch.frustum.farClipping); >> >> // Set Viewports - if first cam set as master cam >> camera->setViewport(new osg::Viewport( >> (pr.left * width), >> (pr.bottom * height), >> (pr.right - pr.left) * width, >> (pr.top - pr.bottom) * height)); >> >> >> >> On Thu, 18 Oct 2007 11:09:40 +0200, Robert Osfield >> <[EMAIL PROTECTED]> wrote: >> >> > Hi Johan, >> > >> > It's really hard to know what is up for the little snippets of info >> > provided. In theory osgViewer's Camera setup should be just a pass >> > through - it'll set what you provided. The only time that osgViewer >> > will change the projection matrix is when the window is resized. >> > >> > Could you modify one of the OSG examples to reproduce this problem and >> > then post this so others can have a look at it. >> > >> > Robert. >> > >> > On 10/18/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> >> osgviewer >> >> >> >> On Thu, 18 Oct 2007 09:47:38 +0200, Adrian Egli <[EMAIL PROTECTED]> >> >> wrote: >> >> >> >> > is the appliction based on the osgViewer? or producer ? >> >> > >> >> > sorry i still not understand what are the differents, same code >> used >> >> for >> >> > both version (i guess) >> >> > >> >> > 2007/10/18, Johan Johnsson <[EMAIL PROTECTED]>: >> >> >> >> >> >> double left = ((ch.frustum.left) * >> >> ch.frustum.nearClipping >> >> >> / >> >> >> abs( ch.frustum.distance)); >> >> >> double right = ((ch.frustum.right) * >> >> ch.frustum.nearClipping >> >> >> / >> >> >> abs( ch.frustum.distance)); >> >> >> double top= ((ch.frustum.top)* >> >> ch.frustum.nearClipping >> >> >> / >> >> >> abs( ch.frustum.distance)); >> >> >> double bottom = ((ch.frustum.bottom) * >> >> ch.frustum.nearClipping >> >> >> / >> >> >> abs( ch.frustum.distance)); >> >> >> >> >> >> camera->setGraphicsContext(gc.get()); >> >> >> camera->setProjectionMatrixAsFrustum(left, right, bottom, >> >> top, >> >> >> ch.frustum.nearClipping, >> >> ch.frustum.farClipping); >> >> >> >> >> >> // offset come
Re: [osg-users] Frustum specialists look here.
If this can help : i get the same problem if i dont set the camera->setShareLens(false); on my old project,.. can i set a flag in OSG v2.0 that corresponds to camera->setShareLens(false) in OSG v1.0? :D On Mon, 22 Oct 2007 11:14:44 +0200, Robert Osfield <[EMAIL PROTECTED]> wrote: > On 10/22/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> unfortually, have i no time to laborate with the osg examples atm. >> I have found out that its ONLY on the slaves the frustum gets wierd. >> the master camera always shows the correct frustum. >> >> camera->setProjectionResizePolicy(osg::Camera::FIXED); >> >> above has nothing to do with it. > > I'm afraid there isn't much I can do at my end to help without being > able to see the problem first hand there is just too many unknowns > about what you might be doing at your end. > > osgViewer/osg::Camera's support for master and slaves should provide > you with all the functionality you need and the fact you aren't > getting the right result is most likely down to a misunderstanding of > how the master and slave cameras are set up. It could be a bug of > course, but without have code to review there is nothing I can do. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frustum specialists look here.
ahh didnt help, something more is missing i come up with a new hint tho. if i comment out this or have it going the resault is all the same ? isnt it here i set the frusutm ? beacuse left right bottom top near far is based upon my frustum settings in my file like this: double left = ((fromfile.frustum.left) * fromfile.frustum.nearClipping / abs( fromfile.frustum.distance)); double right = ((fromfile.frustum.right) * fromfile.frustum.nearClipping / abs( fromfile.frustum.distance)); double top= ((fromfile.frustum.top)* fromfile.frustum.nearClipping / abs( fromfile.frustum.distance)); double bottom = ((fromfile.frustum.bottom) * fromfile.frustum.nearClipping / abs( fromfile.frustum.distance)); //camera->setProjectionMatrixAsFrustum(left, right, bottom, top, fromfile.frustum.nearClipping, fromfile.frustum.farClipping); Is there any other way to set the frustum ?, then to use setProjectionMatrixAsFrustum. what do you guys suggest in this case. and ty again all for your wonderful help, and time. ! On Mon, 22 Oct 2007 15:50:42 +0200, Robert Osfield <[EMAIL PROTECTED]> wrote: > On 10/22/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> If this can help : i get the same problem if i dont set the >> camera->setShareLens(false); >> on my old project,.. >> >> can i set a flag in OSG v2.0 that corresponds to >> camera->setShareLens(false) in OSG v1.0? :D > > Yes just set the slave Camera so that its ReferencegFrame is > ABSOLUTE_RF - this disconnects both the projection and view matrices > though so the slave is totally independent. > > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Frustum specialists look here.
On Tue, 23 Oct 2007 09:21:47 +0200, Johan Johnsson <[EMAIL PROTECTED]> wrote: > ahh didnt help, something more is missing i come up with a new hint tho. > > if i comment out this or have it going the resault is all the same: //camera->setProjectionMatrixAsFrustum(left, right, bottom, top, > isnt it here i set the frusutm ? > beacuse left right bottom top near far is based upon my frustum settings > in my file like this: > > double left = ((fromfile.frustum.left) * > fromfile.frustum.nearClipping / abs( fromfile.frustum.distance)); > double right = ((fromfile.frustum.right) * > fromfile.frustum.nearClipping / abs( fromfile.frustum.distance)); > double top= ((fromfile.frustum.top)* > fromfile.frustum.nearClipping / abs( fromfile.frustum.distance)); > double bottom = ((fromfile.frustum.bottom) * > fromfile.frustum.nearClipping / abs( fromfile.frustum.distance)); > > //camera->setProjectionMatrixAsFrustum(left, right, bottom, top, > fromfile.frustum.nearClipping, fromfile.frustum.farClipping); > > Is there any other way to set the frustum ?, then to use > setProjectionMatrixAsFrustum. > what do you guys suggest in this case. > > and ty again all for your wonderful help, and time. ! > > > On Mon, 22 Oct 2007 15:50:42 +0200, Robert Osfield > <[EMAIL PROTECTED]> wrote: > >> On 10/22/07, Johan Johnsson <[EMAIL PROTECTED]> wrote: >>> If this can help : i get the same problem if i dont set the >>> camera->setShareLens(false); >>> on my old project,.. >>> >>> can i set a flag in OSG v2.0 that corresponds to >>> camera->setShareLens(false) in OSG v1.0? :D >> >> Yes just set the slave Camera so that its ReferencegFrame is >> ABSOLUTE_RF - this disconnects both the projection and view matrices >> though so the slave is totally independent. >> >> >> Robert. >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] getScene()->getUpdateVisitor()
after a quick recompile and migration to OSGv2.2 i have this compile error, where do i set this variable now? getScene()->getUpdateVisitor()->setUserData(m_clockState.get()); error C2039: 'getUpdateVisitor' : is not a member of 'osgViewer::Scene' error C2227: left of '->setUserData' must point to class/struct/union Tnx for a quick answer. -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Struct / class containing current FPS
Hey! I need ot know if there is any struct or class containing information about the current fps for the application, im in desperat need for this. (my statistics on screen doesnt work), so i need to get the FPS out manually somehow. Whould be wonderful if there is a class somewhere or anything bounded to the osgViewer::viewer that contains this. If so.. name of the class? Tnx for answer. -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] utf-8?
Can the scenegraph represent utf-8 on the screen? -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] utf-8?
tnx very much -the problem was the font. On Wed, 21 Nov 2007 13:24:47 +0100, Thibault Genessay <[EMAIL PROTECTED]> wrote: > Hi Johan, > > Did you check that the font file itself does include the glyphs that > you try to display ? > Also, try to pass your input data as a wide character string, i.e. > L"لْعَرَبيّة" > > I have a similar problem in the past and solved it using wchar_t > strings in my source files, and using a different font that actually > had the glyphs. > > Hope this helps > > Thibault > > > On Nov 21, 2007 1:15 PM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> I may be doing this wrong, because its just showing some wierd letters: >> >> osgText::Text* text1 = new osgText::Text; >> osgText::String* string = new osgText::String("لْعَرَبيّة", >> osgText::String::ENCODING_UTF8); >> std::string test = string->createUTF8EncodedString(); >> >> >> >> On Wed, 21 Nov 2007 10:50:39 +0100, Robert Osfield >> <[EMAIL PROTECTED]> wrote: >> >> > On Nov 21, 2007 9:04 AM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> >> Can the scenegraph represent utf-8 on the screen? >> > >> > You mean does osgText support UTF-8 encoding of strings? The answer >> > is yes, have a look at osgText::String for details. >> > >> > Robert. >> > ___ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> -- >> Mr. Johan Johnsson >> AutoSim AS, Strandveien 106, 9006 Tromsø >> Visit us at http://www.autosim.no >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] utf-8?
I may be doing this wrong, because its just showing some wierd letters: osgText::Text* text1 = new osgText::Text; osgText::String* string = new osgText::String("لْعَرَبيّة", osgText::String::ENCODING_UTF8); std::string test = string->createUTF8EncodedString(); On Wed, 21 Nov 2007 10:50:39 +0100, Robert Osfield <[EMAIL PROTECTED]> wrote: > On Nov 21, 2007 9:04 AM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> Can the scenegraph represent utf-8 on the screen? > > You mean does osgText support UTF-8 encoding of strings? The answer > is yes, have a look at osgText::String for details. > > Robert. > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] utf-8?
I think the problem is in visual studio to be honest, i know i can save the cpp as encoded types maybe i save it to wrong unicode type? On Fri, 23 Nov 2007 12:54:41 +0100, Alberto Luaces <[EMAIL PROTECTED]> wrote: > El Friday 23 November 2007 12:29:06 Johan Johnsson escribió: >> > 1. What is the size in bytes of the arial.ttf file you are >> > using? >> >> 359 kb > > Then I think you are using the correct one, that is included with the > Windows > installation. Would it help to set the OSGNOTIFYLEVEL environment > variable to > DEBUG and inspect the output of the program? > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] utf-8?
Tnxc alot the problem was solved using second parameters in: text1->setText(test, osgText::String::ENCODING_UTF8); with -> osgText::String::ENCODING_UTF8 = worked without = not worked. On Fri, 23 Nov 2007 13:35:20 +0100, Thibault Genessay <[EMAIL PROTECTED]> wrote: > You might try to have a look at the Character Set setting of your > project (under Configuration Properties / General). If your previous > project file was using the Unicode character set, while your new one > the multi-byte character set, you might have a difference. I've never > had a rea in-depth understanding of this setting, but I kinda suppose > it must be set to unicode for unicode-aware apps. > > You should also try the different combinations of the second parameter > to osgText::Text::setText() and the actual encoding of the file on the > disk. In my case, I've let this parameter to its default value and > also saved the file using the default encoding (unicode codepage 1200 > which I suspect is UCS-2 with a microsoft-specific codepage). > > If you did not read it yet, I really recommend the page > http://www.joelonsoftware.com/articles/Unicode.html. I have read it > about 10 times and now I'm beginning to understand how this unicode > thing works :) It might help you pinpoint the exact source of your > problem. > > Good luck > > Thibault > > On Nov 23, 2007 1:18 PM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> I think the problem is in visual studio to be honest, i know i can save >> the cpp as encoded types maybe i save it to wrong unicode type? >> >> >> On Fri, 23 Nov 2007 12:54:41 +0100, Alberto Luaces <[EMAIL PROTECTED]> >> wrote: >> >> > El Friday 23 November 2007 12:29:06 Johan Johnsson escribió: >> >> > 1. What is the size in bytes of the arial.ttf file you are >> >> > using? >> >> >> >> 359 kb >> > >> > Then I think you are using the correct one, that is included with the >> > Windows >> > installation. Would it help to set the OSGNOTIFYLEVEL environment >> > variable to >> > DEBUG and inspect the output of the program? >> > ___ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> -- >> Mr. Johan Johnsson >> AutoSim AS, Strandveien 106, 9006 Tromsø >> Visit us at http://www.autosim.no >> _______ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] utf-8?
On Fri, 23 Nov 2007 11:59:44 +0100, Alberto Luaces <[EMAIL PROTECTED]> wrote: > El Friday 23 November 2007 11:20:31 Johan Johnsson escribió: >> yes i have copied them from the characther map in arial > > Out of curiosity: > > 1. What is the size in bytes of the arial.ttf file you are > using? 359 kb > 2. Could it be that you have several copies around and your program is > loading the one which hasn't got those characters? I have only one Arial file. ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] utf-8?
yes i have copied them from the characther map in arial On Fri, 23 Nov 2007 11:10:28 +0100, Mario Valle <[EMAIL PROTECTED]> wrote: > Does Arial.ttf have those arabic characters? > Try change font file. > Ciao! > mario > > > Johan Johnsson wrote: >> damnit it worked , but then i incidentaly removed the project, now i >> cant >> get it to work: >> >> osgText::Text* text1 = new osgText::Text; >> osgText::String* string = new osgText::String("لْعَرَبيّة", >> osgText::String::ENCODING_UTF8); >> std::string test = string->createUTF8EncodedString(); >> >> text1->setFont("fonts/arial.ttf"); >> text1->setCharacterSize(characterSize); >> text1->setPosition(pos); >> text1->setAxisAlignment(osgText::Text::XY_PLANE); >> text1->setText(test); >> geode->addDrawable(text1); >> >> >> just wierd letters, (i use visual studio 2003 if that is to any help, i >> know i can save the code files in different encoding methods, atm i save >> them as Unicode(big-endian). >> >> >> On Wed, 21 Nov 2007 13:28:58 +0100, Johan Johnsson <[EMAIL PROTECTED]> >> wrote: >> >>> tnx very much -the problem was the font. >>> >>> On Wed, 21 Nov 2007 13:24:47 +0100, Thibault Genessay >>> <[EMAIL PROTECTED]> >>> wrote: >>> >>>> Hi Johan, >>>> >>>> Did you check that the font file itself does include the glyphs that >>>> you try to display ? >>>> Also, try to pass your input data as a wide character string, i.e. >>>> L"لْعَرَبيّة" >>>> >>>> I have a similar problem in the past and solved it using wchar_t >>>> strings in my source files, and using a different font that actually >>>> had the glyphs. >>>> >>>> Hope this helps >>>> >>>> Thibault >>>> >>>> >>>> On Nov 21, 2007 1:15 PM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >>>>> I may be doing this wrong, because its just showing some wierd >>>>> letters: >>>>> >>>>> osgText::Text* text1 = new osgText::Text; >>>>> osgText::String* string = new osgText::String("لْعَرَبيّة", >>>>> osgText::String::ENCODING_UTF8); >>>>> std::string test = string->createUTF8EncodedString(); >>>>> >>>>> >>>>> >>>>> On Wed, 21 Nov 2007 10:50:39 +0100, Robert Osfield >>>>> <[EMAIL PROTECTED]> wrote: >>>>> >>>>>> On Nov 21, 2007 9:04 AM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >>>>>>> Can the scenegraph represent utf-8 on the screen? >>>>>> You mean does osgText support UTF-8 encoding of strings? The answer >>>>>> is yes, have a look at osgText::String for details. >>>>>> >>>>>> Robert. >>>>>> ___ >>>>>> osg-users mailing list >>>>>> osg-users@lists.openscenegraph.org >>>>>> >>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>> >>>>> >>>>> >>>>> -- >>>>> Mr. Johan Johnsson >>>>> AutoSim AS, Strandveien 106, 9006 Tromsø >>>>> Visit us at http://www.autosim.no >>>>> ___ >>>>> osg-users mailing list >>>>> osg-users@lists.openscenegraph.org >>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>>> >>>> ___ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >> >> >> > -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] utf-8?
damnit it worked , but then i incidentaly removed the project, now i cant get it to work: osgText::Text* text1 = new osgText::Text; osgText::String* string = new osgText::String("لْعَرَبيّة", osgText::String::ENCODING_UTF8); std::string test = string->createUTF8EncodedString(); text1->setFont("fonts/arial.ttf"); text1->setCharacterSize(characterSize); text1->setPosition(pos); text1->setAxisAlignment(osgText::Text::XY_PLANE); text1->setText(test); geode->addDrawable(text1); just wierd letters, (i use visual studio 2003 if that is to any help, i know i can save the code files in different encoding methods, atm i save them as Unicode(big-endian). On Wed, 21 Nov 2007 13:28:58 +0100, Johan Johnsson <[EMAIL PROTECTED]> wrote: > tnx very much -the problem was the font. > > On Wed, 21 Nov 2007 13:24:47 +0100, Thibault Genessay > <[EMAIL PROTECTED]> > wrote: > >> Hi Johan, >> >> Did you check that the font file itself does include the glyphs that >> you try to display ? >> Also, try to pass your input data as a wide character string, i.e. >> L"لْعَرَبيّة" >> >> I have a similar problem in the past and solved it using wchar_t >> strings in my source files, and using a different font that actually >> had the glyphs. >> >> Hope this helps >> >> Thibault >> >> >> On Nov 21, 2007 1:15 PM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >>> I may be doing this wrong, because its just showing some wierd letters: >>> >>> osgText::Text* text1 = new osgText::Text; >>> osgText::String* string = new osgText::String("لْعَرَبيّة", >>> osgText::String::ENCODING_UTF8); >>> std::string test = string->createUTF8EncodedString(); >>> >>> >>> >>> On Wed, 21 Nov 2007 10:50:39 +0100, Robert Osfield >>> <[EMAIL PROTECTED]> wrote: >>> >>> > On Nov 21, 2007 9:04 AM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >>> >> Can the scenegraph represent utf-8 on the screen? >>> > >>> > You mean does osgText support UTF-8 encoding of strings? The answer >>> > is yes, have a look at osgText::String for details. >>> > >>> > Robert. >>> > ___ >>> > osg-users mailing list >>> > osg-users@lists.openscenegraph.org >>> > >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >>> >>> -- >>> Mr. Johan Johnsson >>> AutoSim AS, Strandveien 106, 9006 Tromsø >>> Visit us at http://www.autosim.no >>> ___ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] utf-8?
Yes they do and it is the same characters i represented on the display before i deleted the project. On Fri, 23 Nov 2007 11:09:52 +0100, Robert Osfield <[EMAIL PROTECTED]> wrote: > Does the font handle the characters you are interested in? > > On Nov 23, 2007 10:00 AM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> >> damnit it worked , but then i incidentaly removed the project, now i >> cant >> get it to work: >> >> osgText::Text* text1 = new osgText::Text; >> osgText::String* string = new osgText::String("لْعَرَبيّة", >> osgText::String::ENCODING_UTF8); >> std::string test = string->createUTF8EncodedString(); >> >> text1->setFont("fonts/arial.ttf"); >> text1->setCharacterSize(characterSize); >> text1->setPosition(pos); >> text1->setAxisAlignment(osgText::Text::XY_PLANE); >> text1->setText(test); >> geode->addDrawable(text1); >> >> >> just wierd letters, (i use visual studio 2003 if that is to any help, i >> know i can save the code files in different encoding methods, atm i save >> them as Unicode(big-endian). >> >> >> On Wed, 21 Nov 2007 13:28:58 +0100, Johan Johnsson <[EMAIL PROTECTED]> >> >> wrote: >> >> > tnx very much -the problem was the font. >> > >> > On Wed, 21 Nov 2007 13:24:47 +0100, Thibault Genessay >> > <[EMAIL PROTECTED]> >> > wrote: >> > >> >> Hi Johan, >> >> >> >> Did you check that the font file itself does include the glyphs that >> >> you try to display ? >> >> Also, try to pass your input data as a wide character string, i.e. >> >> L"لْعَرَبيّة" >> >> >> >> I have a similar problem in the past and solved it using wchar_t >> >> strings in my source files, and using a different font that actually >> >> had the glyphs. >> >> >> >> Hope this helps >> >> >> >> Thibault >> >> >> >> >> >> On Nov 21, 2007 1:15 PM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> >>> I may be doing this wrong, because its just showing some wierd >> letters: >> >>> >> >>> osgText::Text* text1 = new osgText::Text; >> >>> osgText::String* string = new osgText::String("لْعَرَبيّة", >> >>> osgText::String::ENCODING_UTF8); >> >>> std::string test = string->createUTF8EncodedString(); >> >>> >> >>> >> >>> >> >>> On Wed, 21 Nov 2007 10:50:39 +0100, Robert Osfield >> >>> <[EMAIL PROTECTED]> wrote: >> >>> >> >>> > On Nov 21, 2007 9:04 AM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> >>> >> Can the scenegraph represent utf-8 on the screen? >> >>> > >> >>> > You mean does osgText support UTF-8 encoding of strings? The >> answer >> >>> > is yes, have a look at osgText::String for details. >> >>> > >> >>> > Robert. >> >>> > ___ >> >>> > osg-users mailing list >> >>> > osg-users@lists.openscenegraph.org >> >>> > >> >>> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >>> >> >>> >> >>> >> >>> -- >> >>> Mr. Johan Johnsson >> >>> AutoSim AS, Strandveien 106, 9006 Tromsø >> >>> Visit us at http://www.autosim.no >> >>> ___ >> >>> osg-users mailing list >> >>> osg-users@lists.openscenegraph.org >> >>> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >>> >> >> ___ >> >> osg-users mailing list >> >> osg-users@lists.openscenegraph.org >> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > >> > >> > >> >> >> >> -- >> Mr. Johan Johnsson >> AutoSim AS, Strandveien 106, 9006 Tromsø >> Visit us at http://www.autosim.no >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Occluding techniques
Hi ! i wonder over something in my occluding technique: does openGL have anything that is faster than glReadPixels(win.x(), win.y(), 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT_8_8_8_8_REV, &bufferZ); to get the depth from each pixel?, if not what i suggested to do ? Ive been thinking of making a shader out of it , but im not sure yet. -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Occluding techniques
I use below code to see if the vertex is occluded or not by objects infront of it. This is apart of the lighting check to see if the lightalgoritm needs to be runned on the pixel. case GLREADPIXELS: { osg::Vec3 win; // Space For Returned Projected Coords GLfloat bufferZ = 0.0f;// Here We Will Store The Read Z From The Buffer osgViewer::Viewer::Cameras cameras; m_viewer->getCameras(cameras); osg::ref_ptr sv = new osgUtil::SceneView(); for(osgViewer::Viewer::Cameras::iterator it = cameras.begin(); it != cameras.end(); ++it) { sv->setCamera(*it); sv->projectObjectIntoWindow(absolutePos, win); glReadPixels(win.x(), win.y(), 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT_8_8_8_8_REV, &bufferZ); //std::cout << bufferZ << "\t" << win.x() << "\t" << win.y() << "\t" << win.z() << std::endl; if(bufferZ < win.z()) { return true; } else { return false; } } } break; } On Tue, 27 Nov 2007 13:48:47 +0100, Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi Johan, > > It would be worth stepping back a bit and explaining from a high level > what you are trying to do in terms of doing occlusion testing, as > there are many ways to do occlusion testing, one can't really answer > what would be the best technique without knowing more about the > problem you are wanting to solve. > > On Nov 27, 2007 12:27 PM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> Hi ! >> >> i wonder over something in my occluding technique: does openGL have >> anything that is faster than >> glReadPixels(win.x(), win.y(), 1, 1, GL_DEPTH_COMPONENT, >> GL_UNSIGNED_INT_8_8_8_8_REV, &bufferZ); to get the depth from each >> pixel?, >> if not what i suggested to do ? Ive been thinking of making a shader out >> of it , but im not sure yet. >> >> -- >> Mr. Johan Johnsson >> AutoSim AS, Strandveien 106, 9006 Tromsø >> Visit us at http://www.autosim.no >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Occluding techniques
Is there any article about this or do OpenGL support this render to texture feature maybe? On Tue, 27 Nov 2007 14:05:02 +0100, Robert Osfield <[EMAIL PROTECTED]> wrote: > Hi Johan, > > Doing a per vertex operation on the CPU that requires a round trip to > the graphics hardware is doomed to being very very slow indeed. > > If you have complex lighting calculations then try a technique like > deferred lighting/shading - render the scene to a depth texture then > in a second pass use this depth texture to compute normals and > required lighting. The advantage of this approach is that you one > compute the lighting for the pixels actually on screen, rather than > for every fragment. > > Robert. > > On Nov 27, 2007 12:54 PM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> I use below code to see if the vertex is occluded or not by objects >> infront of it. This is apart of the lighting check to see if the >> lightalgoritm needs to be runned on the pixel. >> >> >> case GLREADPIXELS: >> { >> osg::Vec3 win; // Space For Returned >> Projected >> Coords >> GLfloat bufferZ = 0.0f;// Here We Will Store The >> Read >> Z From The Buffer >> >> >> osgViewer::Viewer::Cameras cameras; >> m_viewer->getCameras(cameras); >> >> osg::ref_ptr sv = new >> osgUtil::SceneView(); >> >> for(osgViewer::Viewer::Cameras::iterator it = >> cameras.begin(); it != cameras.end(); ++it) >> { >> sv->setCamera(*it); >> sv->projectObjectIntoWindow(absolutePos, win); >> >> glReadPixels(win.x(), win.y(), 1, 1, >> GL_DEPTH_COMPONENT, GL_UNSIGNED_INT_8_8_8_8_REV, &bufferZ); >> //std::cout << bufferZ << "\t" << win.x() << "\t" >> << >> win.y() << "\t" << win.z() << std::endl; >> >> if(bufferZ < win.z()) >> { >> return true; >> } >> else >> { >> return false; >> } >> } >> } >> break; >> >> } >> >> >> >> >> >> >> On Tue, 27 Nov 2007 13:48:47 +0100, Robert Osfield >> <[EMAIL PROTECTED]> wrote: >> >> > Hi Johan, >> > >> > It would be worth stepping back a bit and explaining from a high level >> > what you are trying to do in terms of doing occlusion testing, as >> > there are many ways to do occlusion testing, one can't really answer >> > what would be the best technique without knowing more about the >> > problem you are wanting to solve. >> > >> > On Nov 27, 2007 12:27 PM, Johan Johnsson <[EMAIL PROTECTED]> wrote: >> >> Hi ! >> >> >> >> i wonder over something in my occluding technique: does openGL have >> >> anything that is faster than >> >> glReadPixels(win.x(), win.y(), 1, 1, GL_DEPTH_COMPONENT, >> >> GL_UNSIGNED_INT_8_8_8_8_REV, &bufferZ); to get the depth from each >> >> pixel?, >> >> if not what i suggested to do ? Ive been thinking of making a shader >> out >> >> of it , but im not sure yet. >> >> >> >> -- >> >> Mr. Johan Johnsson >> >> AutoSim AS, Strandveien 106, 9006 Tromsø >> >> Visit us at http://www.autosim.no >> >> ___ >> >> osg-users mailing list >> >> osg-users@lists.openscenegraph.org >> >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> > ___ >> > osg-users mailing list >> > osg-users@lists.openscenegraph.org >> > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> >> -- >> >> Mr. Johan Johnsson >> AutoSim AS, Strandveien 106, 9006 Tromsø >> Visit us at http://www.autosim.no >> ___ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 2 sided textures?
Does OSG supports 2 sided textures? for example if i use a single plane and put a texture (with 2 sided texture box ON), will the back part of the single plane appear? , this shouldnt have anything to do with backfacfe culling. -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg multithreading doc.
Hey ! I wonder if there is any documentation regarding the threadingmodes osg uses, is there any design tips how my application synchronizes with the osg threads in the best way? is there something i need to know about the threads while coding?, i need to know as much as possible. So all documentation regarding this topic whould helpfulll to me. -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] EventTraversal
What is a EventTraversal? resp EventHandler?, do EventHandler have any thread requirements? Can I assume that the EventTraversal is only called on a single thread, and always at the same thread? -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] EventTraversal
On Fri, 07 Dec 2007 10:20:57 +0100, Johan Johnsson <[EMAIL PROTECTED]> wrote: > What is a EventTraversal? resp EventHandler?, do EventHandler have any > thread requirements? > Can I assume that the EventTraversal is only called on a single thread, > and always at the same thread? and one more thing, Is Viewer::frame always called on the same thread? -- Mr. Johan Johnsson AutoSim AS, Strandveien 106, 9006 Tromsø Visit us at http://www.autosim.no ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org