Re: [osg-users] Camera Default Light

2012-09-12 Thread Laith Dhawahir
Hi Robert,

Thanks alot, yes what you said is 100% correct :) thanks for your time 

Thank you!

Cheers,
Laith

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[osg-users] Camera Default Light

2012-09-12 Thread Laith Dhawahir
Hi,

How can I change or set the camera default light ?


Thank you!

Cheers,
Laith

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[osg-users] Is Section Plane Supported for iOS ( IPhone / IPad )

2012-09-02 Thread Laith Dhawahir
Hi,

I'm trying to use Section Plane on iOS but it does not work, is it enabled for 
ios ? if it is supported I would like to know how to use it for ios !!

Cheers,
Laith

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[osg-users] change GraphicsWindowIOS

2012-08-15 Thread Laith Dhawahir
Hi,
 is it possible that I change inside without compiling OpenSceneGraph again, 
actually what am looking for us to make changes inside GraphicsWindowIOS to 
support transparent background or there is a better way for doing that ?

Thank you!

Cheers,
Laith

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[osg-users] Transparent background for iOS and Android !!!

2012-08-14 Thread Laith Dhawahir
Hello All,

I face an issues in making the background color transparent for the 3d area ( 
view port ), I have saw many posts here related to the subject but nothing work 
really and not exactly what I want.

what am looking for is, making the 3d area background transparent and sure this 
for iOS and Android ports, am not talking about the Desktop ports.

If anyone help, I will be thankful !

Thank you!

Cheers,
Laith

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Re: [osg-users] Texture not shown correctly

2011-03-08 Thread Laith Dhawahir
Hi,

me too :"( if you know how to fix it tell me

Thank you!

Cheers,
Laith

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[osg-users] Textures for Iphone not work at all :S..?? Need Help

2011-03-08 Thread Laith Dhawahir
Hi,

I tried to make textures work on iphone for many times and different ways, but 
no one of them worked.. !!

please can anyone give me a small example to how make it work. i really need 
help :( 

Thank you!

Cheers,
Laith

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[osg-users] Need Help ! How to get Camera Position inside shaders

2011-01-12 Thread Laith Dhawahir
Heey Guys,
I hope you will fine,
anyway, i have question about how i can get the camera position inside shader 
from open scene graph do i must pass it, or open scene graph already do that.

Thank you!

Cheers,
Laith

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[osg-users] Really Need Help !! Multi view on IPhone/IPad

2011-01-09 Thread Laith Dhawahir
Hi guys,
I'm software Engineer, and we are working to port our product to IPhone and 
IPad..

and i'm stuck on how to make multi view viewer on Iphone/Ipad can anyone help 
me..

another question : what does osg::DisplaySettings do and why when i to change 
in settings of this class nothing change :S.. do anyone have any idea
... 

Thank you!

Cheers,
Laith

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[osg-users] [osgPlugins] Really Need Help :'( !! About Static Linking With Plugins

2010-12-29 Thread Laith Dhawahir
Hi Alll,
I'm bulding open scene graph on ipad, and i want ti know how to static linking 
with obj plugin because iphone/ipad not allow dynmaic lnking.

please guys i need help. :)
... 

Thank you!

Cheers,
Laith

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[osg-users] Question To OpenSceneGraph Development Team.

2010-12-23 Thread Laith Dhawahir
Hey,
First Thing I Would To Thank You For Your Great Job In OSG Library,

Anyway, I Notices That ShaderGen.h Does Not Support OpenGLES 2.0 For Now,
Is It Possible To Know It Will Be Supported.

Btw, Merry Christmas guys :)

... 

Thank you!

Cheers,
Laith[/list]

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Re: [osg-users] Need Help ! Open Scene Graph For IPhone Shaders Issues

2010-12-23 Thread Laith Dhawahir
Heey,
Thanks all for trying to help me, i solved the problem. and i succesfully run 
the following code 

Code:

#import "iphoneViewerAppDelegate.h"

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

#define kAccelerometerFrequency30.0 // Hz
#define kFilteringFactor0.1


#define SHADER_COMPAT \
"#ifndef GL_ES\n" \
"#if (__VERSION__ <= 110)\n" \
"#define lowp\n" \
"#define mediump\n" \
"#define highp\n" \
"#endif\n" \
"#endif\n"

static const char* vertSource = {
SHADER_COMPAT
"// colors a fragment based on its position\n"
"varying mediump vec4 color;\n"
"void main(void) {\n"
"color = gl_Vertex;\n"
"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n"
};

static const char* fragSource = {
SHADER_COMPAT
"varying mediump vec4 color;\n"
"void main(void) {\n"
"gl_FragColor = clamp( color, 0.0, 1.0 );\n"
"}\n"
};


@implementation iphoneViewerAppDelegate
@synthesize _window;
//
//Called once app has finished launching, create the viewer then realize. Can't 
call viewer->run as will 
//block the final inialization of the windowing system
//
- (void)applicationDidFinishLaunching:(UIApplication *)application {

//get the screen size
CGRect lFrame = [[UIScreen mainScreen] bounds];
unsigned int w = lFrame.size.width;
unsigned int h = lFrame.size.height;

// create the main window at screen size
self._window = [[UIWindow alloc] initWithFrame: lFrame]; 

//show window
[_window makeKeyAndVisible];

//create our graphics context directly so we can pass our own window 
osg::ref_ptr traits = new 
osg::GraphicsContext::Traits;

// Init the Windata Variable that holds the handle for the Window to 
display OSG in.
osg::ref_ptr windata = new 
osgViewer::GraphicsWindowIOS::WindowData(_window);

// Setup the traits parameters
traits->x = 0;
traits->y = 0;
traits->width = w;
traits->height = h;
traits->depth = 16; //keep memory down, default is currently 24
traits->red = 33;
traits->blue = 66;
traits->green = 99;
traits->windowDecoration = true;//false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
traits->setInheritedWindowPixelFormat = true;
traits->windowName = "osgViewer";

traits->inheritedWindowData = windata;

// Create the Graphics Context
osg::ref_ptr graphicsContext = 
osg::GraphicsContext::createGraphicsContext(traits.get());

graphicsContext->clear();


//create the viewer
viewer = new osgViewer::Viewer();

//if the context was created then attach to our viewer
if(graphicsContext)
{
viewer->getCamera()->setGraphicsContext(graphicsContext);

double w = traits->width;
double h = traits->height;

if(wgetCamera()->setViewport(new osg::Viewport(0, 0, w ,  h 
));
//  
viewer->getCamera()->setProjectionMatrixAsFrustum(-5,5,-5,5,1e-6,100);
//  
viewer->getCamera()->setProjectionMatrixAsPerspective(30,traits->width/traits->height);

}

osg::setNotifyLevel(osg::INFO);

root = new osg::MatrixTransform();

osg::Geode* geode = new osg::Geode();
osg::ShapeDrawable* drawable = new osg::ShapeDrawable(new 
osg::Box(osg::Vec3(1, 1, 1), 1));

geode->addDrawable(drawable);

osg::Program* program = new osg::Program;
program->setName("shader");
program->addShader(new osg::Shader(osg::Shader::VERTEX, vertSource));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, fragSource));
geode->getOrCreateStateSet()->setAttributeAndModes(program, 
osg::StateAttribute::ON);

root->addChild(geode);

//viewer = new osgViewer::Viewer();

//viewer->setUpViewInWindow(100, 100, 800, 600, 0);

viewer->setSceneData(root.get());
viewer->setCameraManipulator(new osgGA::TrackballManipulator);

viewer->realize();

/*  
//if the context was created then attach to our viewer
if(graphicsContext)
{
viewer->getCamera()->setGraphicsContext(graphicsContext);
//viewer->getCamera()->setViewport(new osg::Viewport(0, 0, 
traits->width, traits->height));
}


osg::setNotifyLevel(osg::DEBUG_FP);

root = new osg::MatrixTransform();

osg::Geode* geode = new osg::Geode();
osg::ShapeDrawable* drawable = new osg::ShapeDrawable( new 
osg::Box(osg::Vec3(0,1,1),1));

drawable->setColor(osg::Vec4(1.0f,0.0f,1.0f,0.5f));
drawable->getOrCreateStateSet();
geode->a

Re: [osg-users] OSG Animation Tutorial

2010-12-22 Thread Laith Dhawahir
Hey SadikMan ,
I think u need to take alook at this Application (www.simlabsoft.com) download 
the SimLab Animation it is very easy and support import and export many many 
type of formats..

enjoy it :)
merry Christmas 

... 

Thank you!

Cheers,
Laith

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Re: [osg-users] Combined 3D Models :) ?? thanks for reading :)

2010-12-22 Thread Laith Dhawahir
Hi,
i'm not sure if i understand your question.

but you can see this application it may help you. www.simlabsoft.com
... 

Thank you!

Cheers,
Laith

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Re: [osg-users] Need Help ! Open Scene Graph For IPhone Shaders Issues

2010-12-22 Thread Laith Dhawahir
Hey Eric,
Thanks for replay to me :).

actually sorry i use them in the code, but it seem i miss to write them
anyway.. here is the code i use currently:


Code:

//if the context was created then attach to our viewer
if(graphicsContext)
{
viewer->getCamera()->setGraphicsContext(graphicsContext);
//viewer->getCamera()->setViewport(new osg::Viewport(0, 0, 
traits->width, traits->height));
}


osg::setNotifyLevel(osg::DEBUG_FP);

root = new osg::MatrixTransform();

osg::Geode* geode = new osg::Geode();
osg::ShapeDrawable* drawable = new osg::ShapeDrawable( new 
osg::Box(osg::Vec3(0,1,1),1));

drawable->setColor(osg::Vec4(1.0f,0.0f,1.0f,0.5f));
drawable->getOrCreateStateSet();
geode->addDrawable(drawable);

root->addChild(geode);*/

viewer->setSceneData(root.get());
viewer->setCameraManipulator(new osgGA::TrackballManipulator);
viewer->realize();  




yes i use realize and setCameraManipulator

... 

Thank you!

Cheers,
Laith[/code]

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[osg-users] Need Help ! Open Scene Graph For IPhone Shaders Issues

2010-12-22 Thread Laith Dhawahir
Hi All,
I'm Software Engineer,
and here in the company we are trying our product to IPhone/IPad.

anyway. after near to 1 month of search ,  modifying and fixing i didnt find 
any answer to my problems Problems In Open Scene Graph.

Here Is the Problem.
im trying to run the following code :
its very simple project that "should" show box on the screen , but the problem 
it is not showing else the background.. and search i found that there is a 
shader compiling errors in open scene graph :S. i fix it. and still nothing 
appear else the background... note i wrote a test that just change the 
background color to see if the problem is from opengles linking or something 
like.. and its work correctly..

guys i really need help..
do anyone have any idea about what is going on.


Code:

#import "iphoneViewerAppDelegate.h"
#include 
#include 
#include  
#include 
#include 
#include 
#include 
#include 
#include  
#include 
#include 
#include 
#include 
#include 
#include 

#define kAccelerometerFrequency30.0 // Hz
#define kFilteringFactor0.1

@implementation iphoneViewerAppDelegate
@synthesize _window;
//
//Called once app has finished launching, create the viewer then realize. Can't 
call viewer->run as will 
//block the final inialization of the windowing system
//
- (void)applicationDidFinishLaunching:(UIApplication *)application {

//get the screen size
CGRect lFrame = [[UIScreen mainScreen] bounds];
unsigned int w = lFrame.size.width;
unsigned int h = lFrame.size.height;

// create the main window at screen size
self._window = [[UIWindow alloc] initWithFrame: lFrame]; 

//show window
[_window makeKeyAndVisible];

//create our graphics context directly so we can pass our own window 
osg::ref_ptr traits = new 
osg::GraphicsContext::Traits;

// Init the Windata Variable that holds the handle for the Window to 
display OSG in.
osg::ref_ptr windata = new 
osgViewer::GraphicsWindowIOS::WindowData(_window);

// Setup the traits parameters
traits->x = 0;
traits->y = 0;
traits->width = w;
traits->height = h;
traits->depth = 16; //keep memory down, default is currently 24
traits->red = 33;
traits->blue = 66;
traits->green = 99;
traits->windowDecoration = false;
traits->doubleBuffer = true;
traits->sharedContext = 0;
traits->setInheritedWindowPixelFormat = true;
traits->windowName = "osgViewer";

traits->inheritedWindowData = windata;

// Create the Graphics Context
osg::ref_ptr graphicsContext = 
osg::GraphicsContext::createGraphicsContext(traits.get());

graphicsContext->clear();

//create the viewer
viewer = new osgViewer::Viewer();


//if the context was created then attach to our viewer
if(graphicsContext)
{
viewer->getCamera()->setGraphicsContext(graphicsContext);
viewer->getCamera()->setViewport(new osg::Viewport(0, 0, traits->width, 
traits->height));
}
osg::setNotifyLevel(osg::DEBUG_FP);

root = new osg::MatrixTransform();

osg::Geode* geode = new osg::Geode();
osg::ShapeDrawable* drawable = new osg::ShapeDrawable( new 
osg::Box(osg::Vec3(0,1,1),1));

drawable->setColor(osg::Vec4(1.0f,0.0f,1.0f,0.5f));
drawable->getOrCreateStateSet();
geode->addDrawable(drawable);

root->addChild(geode);

viewer->setSceneData(root.get());

[NSTimer scheduledTimerWithTimeInterval:1.0/5.0 target:self 
selector:@selector(updateScene) userInfo:nil repeats:YES]; 

//Configure and start accelerometer
[[UIAccelerometer sharedAccelerometer] setUpdateInterval:(0.1)];
[[UIAccelerometer sharedAccelerometer] setDelegate:self];
}
//
//Timer called function to update our scene and render the viewer
//
- (void)updateScene {
viewer->frame();
}
- (void)applicationWillResignActive:(UIApplication *)application {
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
}
-(void)applicationWillTerminate:(UIApplication *)application{
root = NULL;
viewer = NULL;
} 
//
//Accelorometer
//
- (void)accelerometer:(UIAccelerometer*)accelerometer 
didAccelerate:(UIAcceleration*)acceleration
{
//Use a basic low-pass filter to only keep the gravity in the accelerometer 
values
accel[0] = acceleration.x * kFilteringFactor + accel[0] * (1.0 - 
kFilteringFactor);
accel[1] = acceleration.y * kFilteringFactor + accel[1] * (1.0 - 
kFilteringFactor);
accel[2] = acceleration.z * kFilteringFactor + accel[2] * (1.0 - 
kFilteringFactor);
}
- (void)dealloc {
root = NULL;
viewer = NULL;
[super dealloc];
}
@end





... 

Thank you!

Cheers,
Laith

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[osg-users] Change Background color on IPhone

2010-12-16 Thread Laith Dhawahir
Hi Guys,
Do anyone know how to change background color in OSG for IPhone...
its not work to use viewer.setClearColor
... 

Thank you!

Cheers,
Laith

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[osg-users] OSG configuration on IPhone

2010-12-14 Thread Laith Dhawahir
Hi Guys,
Hope you are fine
i have one question..
what is the best configuration for building and linking and running 
osg on iphone..
 
note :  i success in building and linking but in running i get crash when i try 
to run the OsgViewer for iphone application 

Thank you!

Cheers,
Laith

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[osg-users] OsgViewer For IPhone Crash At Run-Time...

2010-12-14 Thread Laith Dhawahir
Hi Guys,
Hope Everyone is fine..
I'm a software enginer at simlab-soft, and we trying to port minimal version of 
our product on Windows And Mac OS.. But i have a seroius problem..
the problem is as following..
i success in building and linked all tools needed, and examples
when i run the OsgViewer For IPhone it crash at run-time..
after i traced the crash.. i found its happen when a call to _glVertiexAttrib4f 
function happen.

and here is the call stack for the crash

Thread 0 Crashed:  Dispatch queue: com.apple.main-thread
0   ??? 00 0 + 0
1   osgViewerIPhoned0x000ca8d5 
osg::GLBeginEndAdapter::End() + 961 (GLBeginEndAdapter.cpp:257)
2   osgViewerIPhoned0x00156569 
DrawShapeVisitor::apply(osg::Box const&) + 3059 (ShapeDrawable.cpp:574)
3   osgViewerIPhoned0x0014adc7 
osg::Box::accept(osg::ConstShapeVisitor&) const + 31 (Shape:210)
4   osgViewerIPhoned0x0014e38f 
osg::ShapeDrawable::drawImplementation(osg::RenderInfo&) const + 161 
(ShapeDrawable.cpp:1975)
5   osgViewerIPhoned0x00268b3b 
osg::Drawable::draw(osg::RenderInfo&) const + 97 (Drawable:917)
6   osgViewerIPhoned0x002e63dd 
osgUtil::RenderLeaf::render(osg::RenderInfo&, osgUtil::RenderLeaf*) + 473 
(RenderLeaf.cpp:84)
7   osgViewerIPhoned0x002dbcc1 
osgUtil::RenderBin::drawImplementation(osg::RenderInfo&, osgUtil::RenderLeaf*&) 
+ 563 (RenderBin.cpp:480)
8   osgViewerIPhoned0x002e7559 
osgUtil::RenderStage::drawImplementation(osg::RenderInfo&, 
osgUtil::RenderLeaf*&) + 941 (RenderStage.cpp:1366)
9   osgViewerIPhoned0x002db51b 
osgUtil::RenderBin::draw(osg::RenderInfo&, osgUtil::RenderLeaf*&) + 107 
(RenderBin.cpp:425)
10  osgViewerIPhoned0x002e7e6c 
osgUtil::RenderStage::drawInner(osg::RenderInfo&, osgUtil::RenderLeaf*&, bool&) 
+ 292 (RenderStage.cpp:935)
11  osgViewerIPhoned0x002eb0ac 
osgUtil::RenderStage::draw(osg::RenderInfo&, osgUtil::RenderLeaf*&) + 1060 
(RenderStage.cpp:1207)
12  osgViewerIPhoned0x002f46a2 osgUtil::SceneView::draw() + 
6560 (SceneView.cpp:1443)
13  osgViewerIPhoned0x00350946 
osgViewer::Renderer::cull_draw() + 3598 (Renderer.cpp:827)
14  osgViewerIPhoned0x0034ed75 
osgViewer::Renderer::operator()(osg::GraphicsContext*) + 35 (Renderer.cpp:928)
15  osgViewerIPhoned0x000d869f 
osg::GraphicsContext::runOperations() + 235 (GraphicsContext.cpp:748)
16  osgViewerIPhoned0x003861a4 
osgViewer::ViewerBase::renderingTraversals() + 8194 (ViewerBase.cpp:797)
17  osgViewerIPhoned0x00383feb 
osgViewer::ViewerBase::frame(double) + 195 (ViewerBase.cpp:644)
18  osgViewerIPhoned0x00037eab -[iphoneViewerAppDelegate 
updateScene] + 53 (iphoneViewerAppDelegate.mm:164)
19  Foundation  0x01500ffd __NSFireTimer + 125
20  CoreFoundation  0x039f27dc CFRunLoopRunSpecific + 3884
21  CoreFoundation  0x039f18a8 CFRunLoopRunInMode + 88
22  GraphicsServices0x044ab89d GSEventRunModal + 217
23  GraphicsServices0x044ab962 GSEventRun + 115
24  UIKit   0x017a7372 UIApplicationMain + 1134
25  osgViewerIPhoned0x0003948a main + 68 (main.m:15)
26  osgViewerIPhoned0x00037d2e start + 54


Do anyone have any idea how to solve this.. i spend alot of time to solve it 
but without results.. please i need help

Thank you!

Cheers,
laith

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