[osg-users] Model texture is distorted in HUD Camera Group

2014-03-16 Thread Mike Raider
Hi Everyone,

I have a very simple sphere model in 3ds and obj, the sphere works fine when I 
place it in the root group.  

When I add the same model group to a Camera group that is my game's HUD the 
model's texture is distorted.  The sphere mesh is fine.  This Camera group 
works fine for Text and Line objects.  

Also, the coordinate system for the HUD appears different than when I just 
place the Sphere at 0,0,0 in the root group.

Is there something related to a Camera that makes it work fine for text and 
line objects but differently for a mesh object such as a sphere.

I am really puzzled by this and appreciate any suggestions.

Thank you,

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Re: [osg-users] Model texture is distorted in HUD Camera Group

2014-03-17 Thread Mike Raider
Thank you Robert,

I found a problem with my Camera, I had it set for setProjectionMatrixAsOrtho2D 
which worked fine for text and simple 2d lines.

Can you, or anyone, suggest a Camera ProjectionMatrix that would be best for 
both 2d text and also a mesh model?

I am thinking that I may need 2 cameras, 1 for 2d text and another for the mesh 
model.

Thanks again,

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[osg-users] OSG Linker Problem and 13.10

2014-08-09 Thread Mike Raider
Hi,

Earlier this year I upgraded my linux from 12.4 to 13.10 and had problems 
related to a change in the toolchain and linker that caused me build problems.  
Instead of fixing the problem I reinstalled 12.4 and was very happy to have 
everything working again.

This problem was described in detail in the following thread:
http://comments.gmane.org/gmane.comp.compilers.clang.devel/19782

I would like to upgrade to the latest release of OSG and 13.10.  Can anyone 
tell me if the toolchain/linker problem described above has been resolved?  I 
understand that this was not a OSG specific issue but a linux build issue.

Any suggestions are very welcome.
... 

Thank you very much!

Cheers,
Mike

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Re: [osg-users] OSG Linker Problem and 13.10

2014-08-23 Thread Mike Raider
Hi,

Thank you Jan and Robert.

I was able to install a clean version of Ubuntu 14.10 and had my OSG apps 
working without a problem very quickly.  Seems very fast and solid.

Thank you for responding to my earlier post.
... 

Thank you!

Cheers,
Mike

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[osg-users] Flight Sim Cockpit Frame

2015-02-14 Thread Mike Raider
Hi,

There is an osg example, osgsimulation, that shows a plane flying above the 
earth.  I am building a simple flight simulator and would like to put a cockpit 
frame around the view so it would look like the plane in osgsimulation is being 
followed by a 2nd plane.  What is the best way to frame a view with a graphic 
so it does not obstruct the movement of the earth or the plane?

Is there an example of such a frame?  Can a single graphic be used as the 
cockpit with a transparent center for the leading plane and terrain?


Thank you very much!

Cheers,
Mike

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[osg-users] Convert random points to a mesh

2015-04-29 Thread Mike Raider
Hi,

I am collecting data of 500 points at a time and the x,y,z points are randomly 
distributed around the center.  I would like to render this collection of 
points into a surface map using OpenSceneGraph.  What is the best way to do 
this without reinventing the wheel?

Thank you very much!

Cheers,
Mike

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[osg-users] Replacement for

2012-04-28 Thread Mike Raider
Hi,

I am porting a java3d flight simulator program to OSG and there is not a direct 
replacement for rotateToPoint within OSG.

In Java3d my code is:

Point3d intercept = new Point3d(xx_l,yy_l,zz_l);
plane.rotateToPoint(startPt, intercept);

I want the plane to rotate and point directly to the intercept x,y,z.

Have you a good example of how to do this?

Sorry for the simple question.
Thank you!

Cheers,
Mike

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[osg-users] HUD Text Background

2016-07-05 Thread Mike Raider
Hi,

What is the best way to place a contrasting color background behind HUD text so 
that the text is always easy to read?

I did not see anything in osgText to do this

Also no examples that do this easily.


Thank you, for your suggestions!

Cheers,
Mike

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[osg-users] Mesh Functionality

2016-09-27 Thread Mike Raider
Hi,

I am working with a mesh and would like to turn off color bleed from one face 
to the next face.  I want each face to be a solid color.

Sorry for the basic question...


Thank you!

Cheers,
Mike

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Re: [osg-users] Mesh Functionality

2016-09-27 Thread Mike Raider
Hi Robert,

Thank you, this changed my mesh and it looks much better.

Now I can see that I am indexing through the mesh to set colors and only 
changing colors on half of the mesh face.  The mesh face is a square and I am 
only setting the color on a triangle half of the square.

How do I index through the mesh so i change colors on every triangle face?

Thank you again,

... 

Thank you!

Cheers,
Mike

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Re: [osg-users] Mesh Functionality

2016-09-27 Thread Mike Raider
Hi,

Thank you again,

I am using a TRIANGLE_STRIP  and BIND_PER_VERTEX.

Then indexing through the array via simple initialization:

 for (int r = 0; r < ISLAND_LAND_DEPTH;r++)   
{
(*terrain)[thisIndex][0] = column_x_loc;
(*terrain)[thisIndex][1] = column_z_loc;
(*terrain)[thisIndex][2] = column_y_loc;

(*terrain_colors)[thisIndex][0] = 46.0f/256.0f;
(*terrain_colors)[thisIndex][1] = 76.0f/256.0f;
(*terrain_colors)[thisIndex][2] =  
100.0f/256.0f;
(*terrain_colors)[thisIndex][3] = 1.0f;

column_z_loc += ISLAND_LAND_TRIANGLE_DEPTH;
thisIndex++;
}

But only 1/2 of the face is set to the color I need...

I am doing something wrong.  Any suggestions are very welcome.


Thank you!

Cheers,
Mike

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[osg-users] TriangleStrip mesh is not smooth...

2018-06-03 Thread Mike Raider
Hi,

I have a TriangleStrip mesh that I use for a simple data collection app to show 
data changes in real time.

Most of the time the mesh looks very clean and smooth.  However, sometimes the 
triangles look like spikes and not smooth.  I do not understand why the mesh is 
broken by the spikes.  Can you suggest a solution?  Also my mesh is only 500 x 
500 triangle, is there a better way to implement a mesh this size? 


... 

Thank you!

Cheers,
Mike[/img]

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Re: [osg-users] TriangleStrip mesh is not smooth...

2018-06-03 Thread Mike Raider
Hi,

Thank you Robert...

Here is how I create the mesh:

float column_x_loc = -(LAND_WIDTH * LAND_TRIANGLE_WIDTH)/2; 
float column_z_loc =  -(LAND_DEPTH * LAND_TRIANGLE_DEPTH)/2
float column_y_loc = DETAIL_TERRAIN_FLOOR;

for (int c = 0;c < LAND_WIDTH;c++)
{
 for (int r = 0; r < LAND_DEPTH;r++)   
{
(*terrain)[thisIndex][0] = column_x_loc;
(*terrain)[thisIndex][1] = column_z_loc;
(*terrain)[thisIndex][2] = column_y_loc;


(*terrain_colors)[thisIndex][0] = 46.0f/256.0f;
(*terrain_colors)[thisIndex][1] = 76.0f/256.0f;
(*terrain_colors)[thisIndex][2] =  
100.0f/256.0f; 
(*terrain_colors)[thisIndex][3] = 0.3f;

column_z_loc += LAND_TRIANGLE_DEPTH;
thisIndex++;
}
}

On an update I move all of the rows back one and replace the 1 row with new 
data.
I use a transparent_weight value to have older data disappear as it is updated.

float transparent_weight = 1.0;   
float transparent_adjustment = 0.02;
for (int r = 0; r < LAND_DEPTH - 1; r++)
{
transparent_weight = 0.1;
for (int c = 1;c < 50; c++)
{
col_index = (c * LAND_WIDTH);
(*terrain)[col_index + r][2] = 
(*terrain)[col_index + r + LAND_WIDTH][2];
(*terrain_colors)[col_index  + r][0] = 
(*terrain_colors)[col_index  + r + LAND_WIDTH][0];
 (*terrain_colors)[col_index  + r][1] = 
(*terrain_colors)[col_index  + r + LAND_WIDTH][1];
 (*terrain_colors)[col_index  + r][2] = 
(*terrain_colors)[col_index  + r + LAND_WIDTH][2];
 (*terrain_colors)[col_index  + r][3] = 
transparent_weight;//(*terrain_colors)[col_index  + r + LAND_WIDTH][3];
 transparent_weight += 
transparent_adjustment;
}

}

The data at the first row is always smooth.  I get missing triangles only in 
the middle or rear of the terrain.

Any suggestions are welcome.  I have the program working the way I want if I 
can get this mesh problem solved.


Thank you again!

Cheers,
Mike

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Re: [osg-users] TriangleStrip mesh is not smooth...

2018-06-04 Thread Mike Raider
Hi,

"it kinds seems like an odd thing that are doing, 
shifting and replacing rows for some reason is not normally how one 
manages terrain. Could you take a step back and explain what you are 
trying to achieve in your application w.r.t terrain"

I am just starting to develop a 3D app my usual domain is deep learning and 
searching.  I saw a demo of OSG using a simple terrain and thought I could turn 
my boring 2D app into a sexy 3D app.  I underestimated the effort involved.  I 
use linux named pipe message queue to send real time data from my java 
application to my osg application.  Once in osg I fill my terrain matrix as 
data is received.  The shifting of rows is to move data from front to back as 
data is received.  It works very well and much better than my old 2D user 
interface.

I started this tread trying to solve a mesh problem and fixed that problem by 
cleaning my original data much better.  Now my terrain is looking very nice.  
Thank you for your comments that made me stop and look at data again.

Your comment 'this is not normally how one manages terrain'.  Probably, what 
approach would you suggest to build a 3d mesh that is filled in real time?  Can 
you point me to an example?

... 

Thank you!

Cheers,
Mike

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[osg-users] Color of shapes in HeightField

2019-08-30 Thread Mike Raider
Hi,

I have a very simple grid of 1000x1000 using HeightField.  The heights are 
constantly changing.  Is there a way to change the color of a shape at row & 
col?

My project seems too small to use osgTerrain.

Thank you for helping with this simple question!

Cheers,

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