[osg-users] Compass/Navigator Widget

2007-08-07 Thread Nick Prudent
Hi,

I'm new to OSG and would like to know if there's a standard method/class to 
create an alpha-blended compass/navigator widget like the one in Google 
Earth.

I'm an experienced OpenGL user and normally, I would simply map a few 
overlapping quads with alpha-blended textures and draw them last before 
SwapBuffer(). I assume that this is a common task in OSG and that there's a 
more stramlined way to do this.

Vermeer

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[osg-users] osgDem & VirtualPlanetBuilder

2007-08-07 Thread Nick Prudent
Robert,

So, should I follow the procedure outlined in osgDem's User guide or use 
VirtualPlanetBuilder instead?

osgDem did not built as part of my OSG v2 project, so I assume it's only 
available in VirtualPlanetBuilder now?

I'm sure this is all chrystall-clear to you guys, but for a newbie, it's 
quite a mind bender ;)

Thanks.


You wrote:
-
Hi Nick, The paged database support in 2.x has been refactored so that is 
now sits outside of the OpenSceneGraph in an new project called 
VirtualPlanetBuilder: http://virtualplanetbuilder.osgforge.org/ This a tool 
for generating paged databases from geospatial imagery and DEMs, within this 
project you'll find the osgdem application that you can run as command line 
tool to generate your databases. Do a search for osgdem on the 
openscenegraph.org wiki to get docs on how to use osgdem. I'll move this 
docs to the VPB website soon. The database that VPB generates don't require 
osgTerrain to work, rather are built from core osg library nodes, geometry 
and textures. The osgViewer library has inbuilt support for database paging 
so all you need to do is load the topmost node of paged database and it'll 
do the rest. osgTerrain is now focused on runtime rendering of terrain data, 
and is still very much in its infancy. The intention is that will be a 
framework for things like CLOD terrain and shader based terrain techniques. 
VPB may also utilise osgTerrain in future rev's of both. Robert.

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[osg-users] Building osgDem - vpb.lib

2007-08-07 Thread Nick Prudent
Robert,

I tried compiling VirtualPlanetBuilder off the SVN source and I get a link 
error where "vpb.lib" is not found:

LINK : fatal error LNK1181: cannot open input file 'vpb.lib'

Does osgDem compile or should I wait until you're done moving it over to 
VirtualPlanetBuilder?

Thanks,

- Nick -

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[osg-users] Help Building osgDem on Win32

2007-08-07 Thread Nick Prudent
Has anyone been successful at building osgDem in the past two weeks using VS 
7.1 & CMake? If so, any way I could get an exe or a step-by-step tutorial? I 
need to evaluate this software for a proposal at my company and I'm running 
out of time. I am the only one pushing oss as it is ;)

Thanks,

- Nick -

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Re: [osg-users] Building osgDem - vpb.lib

2007-08-08 Thread Nick Prudent
Robert,

Duh! ;) You are right, it works perfectly now. I can't believe this is all 
open source. I've got a lot to learn but I hope I'll be able to contribute 
one day.

Thanks,

- Nick -

>From: "Robert Osfield" <[EMAIL PROTECTED]>
>Reply-To: osg-users@lists.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] Building osgDem - vpb.lib
>Date: Wed, 8 Aug 2007 06:29:09 +0100
>
>HI Nick,
>
>On 8/7/07, Nick Prudent <[EMAIL PROTECTED]> wrote:
> > I tried compiling VirtualPlanetBuilder off the SVN source and I get a 
>link
> > error where "vpb.lib" is not found:
>
>Did you successfully compile the vpb library that comes as part of
>VirtualPlanetBuilder?
>
>Could it be that you don't have GDAL or OSG installed so that its not 
>building?
>
> > Does osgDem compile or should I wait until you're done moving it over to
> > VirtualPlanetBuilder?
>
>osgdem has been working as part of VirtualPlanetBuilder for six
>months, you are the first person to report a problem.
>
>Robert.
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Re: [osg-users] Compass/Navigator Widget

2007-08-08 Thread Nick Prudent
OK, this is exactly what I was looking for. I'll try later to put an alpha 
textured quad instead of the text.


Thanks for the advice.

- Nick -



From: Alberto Luaces <[EMAIL PROTECTED]>
Reply-To: [EMAIL PROTECTED], osg-users@lists.openscenegraph.org
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Compass/Navigator Widget
Date: Wed, 8 Aug 2007 09:11:29 +0200

El Martes 07 Agosto 2007, Nick Prudent escribió:
> Hi,
>
> I'm new to OSG and would like to know if there's a standard method/class 
to

> create an alpha-blended compass/navigator widget like the one in Google
> Earth.
>
> I'm an experienced OpenGL user and normally, I would simply map a few
> overlapping quads with alpha-blended textures and draw them last before
> SwapBuffer(). I assume that this is a common task in OSG and that 
there's a

> more stramlined way to do this.
>
> Vermeer
>

Hi,

you can try to use the same technique applied in HUDs, see the osgHUD 
example.


Alberto
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[osg-users] osgDB::readNodeFile Fails in DEBUG

2007-08-08 Thread Nick Prudent
Anybody knows if osgDB::readNodeFile() is supposed to fail in DEBUG mode? If 
so, what technique are you using to debug your OSG I/O?

Thanks,

- Nick -

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Re: [osg-users] osgDB::readNodeFile Fails in DEBUG

2007-08-08 Thread Nick Prudent
Thanks for the quick reply.

OK, I'll just dump everything and get it back from SVN. Nice to know that 
this is not normal.

- Nick -

>From: "Adrian Egli" <[EMAIL PROTECTED]>
>Reply-To: osg-users@lists.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] osgDB::readNodeFile Fails in DEBUG
>Date: Thu, 9 Aug 2007 00:01:53 +0200
>
>I am working on latest SVN version without any troubles. (under windows)
>
>i don't know what's going wrong with your setting. may your version is
>mixtured, may
>your dll searching (file) path is wrong, may some dlls from latest svn
>version others
>from elder version are taken. i don't know.
>
>otherwise remove whole OSG version, rebuild it. may this helps. i did a
>rebuild form
>the scratch this afternoon. everythings seems to be working well under
>debug.
>
>/Adegli
>
>2007/8/8, Nick Prudent <[EMAIL PROTECTED]>:
> >
> > Anybody knows if osgDB::readNodeFile() is supposed to fail in DEBUG 
>mode?
> > If
> > so, what technique are you using to debug your OSG I/O?
> >
> > Thanks,
> >
> > - Nick -
> >
> > _
> > Share More On Messenger with a Windows Live Space
> > http://spaces.live.com/?mkt=en-ca
> >
> > ___
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> > osg-users@lists.openscenegraph.org
> > 
>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
>
>
>
>--
>
>Adrian Egli


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[osg-users] osgDEM and PugetSound Demo

2007-08-09 Thread Nick Prudent
OK, I'm almost there...

I'm trying to generate the PugetSound sample database as outlined in the 
osgDem user guide.

Unfortunately, it seem that the system uses extentions that my graphic card 
cannot support. I have a 2002 nVidia Quadro2 MXR/EX/Go with 32MB ram.

Here's the message I get from the Command Prompt:

-

C:\Designs\PugetSound>osgdem --xx 10 --yy 10
-t ps_texture_16k.tif \ --xx 10 --yy 10 -d ps_height_16k.tif \ -l 3 -v 0.1 
-o p
uget.ive -a pegout.osga
--xx 10
--yy 10
-t ps_texture_16k.tif
source->setGeoTransform {
10 0 0 0
0 10 0 0
0 0 1 0
0 0 0 1
}

Reading as layer = 0
--xx 10
--yy 10
-d ps_height_16k.tif
source->setGeoTransform {
10 0 0 0
0 10 0 0
0 0 1 0
0 0 0 1
}

Reading as layer = 0
-o puget.ive
PixelBufferWin32::init(), Error: some wgl extensions not supported
Failed to create pbuffer, failing back to normal graphics window.

This application has requested the Runtime to terminate it in an unusual 
way.
Please contact the application's support team for more information.

-

It looks like everything is going fine until it tries to create a pixel 
buffer. Is there a way around this or do I have to buy a new graphic card?

Thanks,

- Nick -

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Re: [osg-users] osgDEM and PugetSound Demo

2007-08-09 Thread Nick Prudent
Robert,

I don't think it is progressing. After this messgage, the whole process 
stops. Look at the line after that where it says that it had to exit in an 
"unusual way".

- Nick -

>From: "Robert Osfield" <[EMAIL PROTECTED]>
>Reply-To: osg-users@lists.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] osgDEM and PugetSound Demo
>Date: Thu, 9 Aug 2007 12:53:30 +0100
>
>Hi Nick,
>
>On 8/9/07, Nick Prudent <[EMAIL PROTECTED]> wrote:
> > It looks like everything is going fine until it tries to create a pixel
> > buffer. Is there a way around this or do I have to buy a new graphic 
>card?
>
>No, everything is still progressing fine, note the mention about
>falling back to a normal graphics window.
>
>I would have thought your card should be capable of supporting pbuffer
>though, perhaps a driver update is required.
>
>Robert.
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Re: [osg-users] osgDEM and PugetSound Demo

2007-08-09 Thread Nick Prudent
I'll do some tests on another machine to see if this could help. In the mean 
time, any help would be appreciated. Has anyone ran into this bug before?

Regards,

- Nick -

>From: "Robert Osfield" <[EMAIL PROTECTED]>
>Reply-To: osg-users@lists.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] osgDEM and PugetSound Demo
>Date: Thu, 9 Aug 2007 12:53:30 +0100
>
>Hi Nick,
>
>On 8/9/07, Nick Prudent <[EMAIL PROTECTED]> wrote:
> > It looks like everything is going fine until it tries to create a pixel
> > buffer. Is there a way around this or do I have to buy a new graphic 
>card?
>
>No, everything is still progressing fine, note the mention about
>falling back to a normal graphics window.
>
>I would have thought your card should be capable of supporting pbuffer
>though, perhaps a driver update is required.
>
>Robert.
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Re: [osg-users] osgDEM and PugetSound Demo

2007-08-09 Thread Nick Prudent
Robert,

Here it is again (verbatim between the dotted lines):

-
PixelBufferWin32::init(), Error: some wgl extensions not supported
Failed to create pbuffer, failing back to normal graphics window.

This application has requested the Runtime to terminate it in an unusual
way.
Please contact the application's support team for more information.
-

Regards,

- Nick -

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Re: [osg-users] osgDEM and PugetSound Demo

2007-08-09 Thread Nick Prudent
OK, problem solved: I updated the drivers and osgDem seems to be working. 
I'm processing the images now.

Despite being prehistoric, the  Quadro2 Ex is very good for what I use it 
for which is CAD and OpenGL 1.5 stuff (no shaders). I don't need a game 
card.

Thanks for the prompt answers.

- Nick -

>From: "Nick Prudent" <[EMAIL PROTECTED]>
>Reply-To: osg-users@lists.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] osgDEM and PugetSound Demo
>Date: Thu, 09 Aug 2007 16:47:41 -0400
>
>Robert,
>
>Here it is again (verbatim between the dotted lines):
>
>-
>PixelBufferWin32::init(), Error: some wgl extensions not supported
>Failed to create pbuffer, failing back to normal graphics window.
>
>This application has requested the Runtime to terminate it in an unusual
>way.
>Please contact the application's support team for more information.
>-
>
>Regards,
>
>- Nick -
>
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[osg-users] osgSimplePager Example

2007-08-13 Thread Nick Prudent
The osgDem User guide 
(http://www.openscenegraph.org/osgwiki/pmwiki.php/UserGuides/Osgdem) refers 
to a example project called "osgsimplepager":


"Simply load the database in your app (make sure it supports the 
osgDB::DatabasePager? - see osgsimplepager example for details)."


I can see here 
(http://www.openscenegraph.org/projects/VirtualPlanetBuilder/changeset/601) 
that this example was removed from the source tree in January 2007.


Was this example replaced by a new one? If so, which one?

Thanks

- Nick -

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Re: [osg-users] osgSimplePager Example

2007-08-13 Thread Nick Prudent
I'm just following the osgDem User Guide. Now I see that it's out of date 
and that I need to figure out what's relevent and what's not. G...

- Nick -

>From: "Adrian Egli" <[EMAIL PROTECTED]>
>Reply-To: osg-users@lists.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] osgSimplePager Example
>Date: Tue, 14 Aug 2007 00:46:25 +0200
>
>in fact i don't know any osg simple pager example in the latest SVN osg as
>we had it before.
>The database pager is now well integrated, and the osg user don't need to
>care about the pager anymore.
>
>may you would like to get some examples have we can do a paged database? is
>that what you are looking for?
>
>/adegli
>
>2007/8/14, Nick Prudent <[EMAIL PROTECTED]>:
> >
> > The osgDem User guide
> > (http://www.openscenegraph.org/osgwiki/pmwiki.php/UserGuides/Osgdem)
> > refers
> > to a example project called "osgsimplepager":
> >
> > "Simply load the database in your app (make sure it supports the
> > osgDB::DatabasePager? - see osgsimplepager example for details)."
> >
> > I can see here
> > 
>(http://www.openscenegraph.org/projects/VirtualPlanetBuilder/changeset/601
> > )
> > that this example was removed from the source tree in January 2007.
> >
> > Was this example replaced by a new one? If so, which one?
> >
> > Thanks
> >
> > - Nick -
> >
> > _
> > Former Police Officer Paul Gillespie's TAKE BACK THE INTERNET tips and
> > tricks, watch the video now  http://safety.sympatico.msn.ca/
> >
> >
> > ___
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> > osg-users@lists.openscenegraph.org
> > 
>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
>
>
>--
>
>Adrian Egli


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[osg-users] osgSimplePager Example + Newbie Comments

2007-08-14 Thread Nick Prudent
Robert,

Thank you for the clarification. The text is still on the Wiki however. 
Check this link:

http://www.openscenegraph.org/osgwiki/pmwiki.php/UserGuides/Osgdem

It's been one week with OSG and so far, here are my observations:

Pros:
* Great code quality. A good balance between creativity and the use of STL.
* Interesting architecture - specially for the plug-ins.
* The most responsive mailing list I have ever seen for an OSS project. 
Great attitude, focused on helping. No flame war... Keep it up guys ;)
* Extensive set of examples. I'm currently going through those, and It's 
probably the best way of learning OSG.

Cons:
* The documentation blows. Thankfully, this is being adressed by the guys at 
Skew Matrix. As a newbie, my biggest problem was figuring out the recent 
history: change of server, the relation between OSG and 
VirtualPlanetBuilder. Basically, it's not possible to know the current state 
of OSG without some major head scratching ;)

I'm OK at writing manuals (I actually enjoy this), so I'll take a shot at it 
and document the directory structure for Windows. Jean-Sebastien sent me a 
detailed email about this (thanks J-S!) and I hope to be able to translate 
this into one or two illustrations. Many times, just having screenshots & 
diagrams of the process would save a lot of time. This is a *visual* project 
after all ;)

Thanks everybody. Great work!

- Nick -





>From: "Robert Osfield" <[EMAIL PROTECTED]>
>Reply-To: osg-users@lists.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] osgSimplePager Example
>Date: Tue, 14 Aug 2007 09:48:47 +0100
>
>Hi Nick,
>
>I've just amended the text to remove the comment about osgsimplepager.
>  As Adrian mentioned osgsimplepager was removed as it is now
>redundent, one simply just uses osgViewer::Viewer or CompositeViewer
>and they will handle all the paging for you - you don't need to lift a
>finger.
>
>Robert.
>
>On 8/13/07, Nick Prudent <[EMAIL PROTECTED]> wrote:
> > The osgDem User guide
> > (http://www.openscenegraph.org/osgwiki/pmwiki.php/UserGuides/Osgdem) 
>refers
> > to a example project called "osgsimplepager":
> >
> > "Simply load the database in your app (make sure it supports the
> > osgDB::DatabasePager? - see osgsimplepager example for details)."
> >
> > I can see here
> > 
>(http://www.openscenegraph.org/projects/VirtualPlanetBuilder/changeset/601)
> > that this example was removed from the source tree in January 2007.
> >
> > Was this example replaced by a new one? If so, which one?
> >
> > Thanks
> >
> > - Nick -
> >
> > _
> > Former Police Officer Paul Gillespie's TAKE BACK THE INTERNET tips and
> > tricks, watch the video now  http://safety.sympatico.msn.ca/
> >
> >
> > ___
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> > osg-users@lists.openscenegraph.org
> > 
>http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> >
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Re: [osg-users] osgSimplePager Example + Newbie Comments

2007-08-14 Thread Nick Prudent

> > http://www.openscenegraph.org/osgwiki/pmwiki.php/UserGuides/Osgdem
>
>This is old Wiki.

OK, so where is the new Wiki? While you're at, is it possible to remove the 
"transition" www.openscenegraph.com web site? This is the first thing Google 
sees and it's very confusing. That and the fact that there is an "old" and a 
"new" wiki ;)

Thanks,

- Nick -

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Re: [osg-users] osgSimplePager Example + Newbie Comments

2007-08-14 Thread Nick Prudent
Robert,

Last week I gave a call to one of the osg veteran who told me about all the 
recent changes and how to navigate the osg docs.  Now it's OK, but imagine 
someone new coming in and not knowing where to look...

The fact is, after less than two weeks, I have a running OSG/MFC/GDAL 
application to show to my client and that's pretty cool. OSG works, so 
everything else is secondary I guess ;)

- Nick -

>One thing at a time.. there isn't some huge corporation behind the OSG
>project that can plow lots of engineering resources at things, its
>engineers like yourself just squeezing some time in when we can.  Over
>the past 8 months were have been do some major transitions between
>servers, version control, websites, mailing lists and administrators.
> >From here on out things should start settling down, hopefully...

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[osg-users] osgDem Windows Front-End

2007-08-17 Thread Nick Prudent
Anyone knows of a Windows front-end for osgDem? I am writing one right now 
and would like to check out some examples first.

Thanks,

- Nick -

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Re: [osg-users] osgDem Windows Front-End

2007-08-18 Thread Nick Prudent
Antoine,

Thanks for the advice. Actually, I have already started saving osgDem 
parameters as XML to allow users to save their sessions.

My clients have "Command-Line-O-Phobia", so they asked me to add a simple UI 
for executing osgDem. It's not difficult, but I was wondering if anyone had 
done this in the past. I'm specially interested in how to provide feedback 
while the data is being generated.

osgDem works like a 3rd party renderer like Mental Ray and RenderMan. Some 
people cannot use these products unless they have a graphical UI to interact 
with. That's were I come in ;)

Regards,

- Nick -

>
>answering to Nick Prudent's proposal for a Windows front-end for osgdem, I 
>would suggest to create an XML configuration file parser. XML files are 
>easily editable from specialized XML editor given a schema definition of 
>the file content.

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Re: [osg-users] osgDem Windows Front-End

2007-08-18 Thread Nick Prudent

Robert,

Thanks for the update. No matter how it's implemented internally, there is 
still a need for my clients to not have to hack a command line or a text/xml 
file. They are not programmers (they don't even use Windows's 
CommandPrompt). When VPB is up and running, I'll just update the back-end to 
reflect that.


XML is great way to save parameters in a cross-platform fashion.

- Nick -


From: "Robert Osfield" <[EMAIL PROTECTED]>
Reply-To: osg-users@lists.openscenegraph.org
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgDem Windows Front-End
Date: Sat, 18 Aug 2007 16:54:23 +0100

FYI,  I am currently changing the way that VTPB defines its source and
destination graphs.  The source data is based on the
osgTerrain::Terrain/Layer classes and serialization.  The destination
graph is not yet set but right now looks most likely to reuse PagedLOD
directly.  The serialization will be supported by both .osg and .ive.

With the new work there will be several apps that can be run to
process chunks for the serialized destination graph.  These will be
able to run multi-threaded as well as distributed across the network.
These apps will be nature be command line driven.

Defining the source data could be defined in an xml format, although
it won't really get you much over the .osg based source graph
serialization  Follows is a current example:

osgTerrain::Terrain
{
name "puget sound"

ElevationLayer
{
CartesianLocator 0 0 100 100
Image ps_height_512.tif
}

ColorLayer
{
CartesianLocator 0 0 100 100
Images
{
ps_height_512.tif
ps_texture_1k.tif
}
}
}

I haven't modified osgdem to use the above as an input file format,
but this should be possible - one just loads the source data and then
traverse the loaded scene graph for its Terrain nodes, this could then
help build the old style source graph.

osgdem itself will stay largely untouched while I rewrite VPB, all the
new features will grow alongside it, and when they are ready and well
tested it should be possible to just drop osgdem.

In my planed work I don't have a GUI front end planned, exactly what a
GUI might need to encompass will depend upon how the final low level
code/apps work.  Note that my VPB work will deliver have a system that
can do incremental and distributed builds, something osgdem can't do -
it just has to everything in a one pass.

The VPB work does mean that I can't recommend investing much effort
into osgdem.  If you can spend a day mocking up a front end then fine,
but do expect it to be replaced within the next six months by
something that is quite different in the way it works.

Robert.
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[osg-users] ECW Image Files - Secret Tricks?

2007-08-18 Thread Nick Prudent
After compiling osgdb_ecw.dll, I've sucessfully loaded an ECW image file 
using osgViewer --image option, yet the same file produces the following 
message in osgDem:

ERROR 4: `ortho_image_ecw\_1_8_scale2.ecw' not recognised as a supported 
file format.

Aren't osgDem and osgViewer using the same image loading code? I must admit 
that I've had to modify the ECW file in photoshop before it could load 
(making it a power of two, lower-res, etc.).

Anyone here with experience working with ECW files?

Thanks,

- Nick -

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Re: [osg-users] ECW Image Files - Secret Tricks?

2007-08-18 Thread Nick Prudent
Antoine,

I do not understand your last sentence: "However, if another plugin can, 
this error becomes a waring." Does it mean that I should call GDAL directly 
to convert the image into GeoTIFF, then use as input for osgDEM?

(PS: Peut-etre pouvez-vous m'expliquer en francais. Merci pour le coup de 
pouce.)

Thanks,

- Nick -

>From: Antoine Hue <[EMAIL PROTECTED]>
>Reply-To: osg-users@lists.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] ECW Image Files - Secret Tricks?
>Date: Sat, 18 Aug 2007 23:40:57 +0200
>
>Nick Prudent wrote:
> > After compiling osgdb_ecw.dll, I've sucessfully loaded an ECW image file
> > using osgViewer --image option, yet the same file produces the following
> > message in osgDem:
> >
> > ERROR 4: `ortho_image_ecw\_1_8_scale2.ecw' not recognised as a 
>supported
> > file format.
> >
> >
>This error is coming from GDAL, probably wrapped into the osg_gdal
>plugin. It only tells that GDAL cannot open .ecw files. However, if
>another plugin can, this error becomes a waring.
>
>Antoine
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Re: [osg-users] ECW Image Files - Secret Tricks?

2007-08-18 Thread Nick Prudent
Antoine,

You're right: the error is in GDAL. I tried GDAL_CONVERT.EXE and was greated 
with a similar error message. The GDAL.org page 
(http://www.gdal.org/frmt_ecw.html) mentions that ECW is an "option". So it 
looks like I'll have to compile my own version of GDAL and link with 
ERMapper's SDK to get osgDem working.

- Nick -


> >This error is coming from GDAL, probably wrapped into the osg_gdal
> >plugin. It only tells that GDAL cannot open .ecw files. However, if
> >another plugin can, this error becomes a waring.
> >
> >Antoine
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Re: [osg-users] ECW Image Files - Secret Tricks?

2007-08-19 Thread Nick Prudent

Antoine,

So how do I make sure that the osgdb_ecw.dll plug-in gets called instead of 
GDAL? As it is, osgDem just stops (crashes actually...). I am not looking 
foward to recompiling GDAL ;(


- Nick -


I meant that OSG plugins are called in sequence, each plugin is trying
to load the file and returns either an image handler or an error code.
The way the GDAL plugin is trying to read a file is to open a GDAL
dataset from this file. If it fails the operation returns a null pointer
to the plugin but also displays an "ERROR 4" message. Then the plugin is
returning an error code. If later on an other plugin is able to open
this file, you do not need to care much about the GDAL error.

Recompiling GDAL with ECW support would also work but would make the ECW
plugin useless.
> (PS: Peut-etre pouvez-vous m'expliquer en francais. Merci pour le coup 
de

> pouce.)
>
De rien, c'est normal pour un membre du Petit Poucet.

Antoine

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Re: [osg-users] ECW Image Files - Secret Tricks?

2007-08-19 Thread Nick Prudent

Jason,

Yes! This is exactly what I need: 
http://fwtools.maptools.org/windows-package-notes.html . I'll download the 
binaries and try gdal_translate and osgDem on ECW again.


10,000 thanks  to you and Antoine ;)

- Nick -


From: "Jason Beverage" <[EMAIL PROTECTED]>
Reply-To: osg-users@lists.openscenegraph.org
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] ECW Image Files - Secret Tricks?
Date: Sun, 19 Aug 2007 12:52:31 -0400

Hi Nick,
I think there is a misunderstanding of how osgdem works.  The OSG
readImageFile method, which invokes the plugins you are talking about, is
not used in osgdem/VPB currently: it uses the GDAL library directly.  I
don't want you all to go down the wrong path trying to tweak OSG plugins
that will have no effect.

As far as recompiling GDAL to get ECW support, I would suggest trying to
download the binary releases of GDAL included in the FWTools package (
http://fwtools.maptools.org/).  The sight is down this morning, but should
be back up at some point.  It has almost all the optional plugins built for
you and I'm pretty sure ECW is supported out of the box with those
libraries.

Thanks!

Jason

On 8/19/07, Antoine Hue <[EMAIL PROTECTED]> wrote:
>
> Nick Prudent wrote:
> > Antoine,
> >
> > So how do I make sure that the osgdb_ecw.dll plug-in gets called
> > instead of GDAL? As it is, osgDem just stops (crashes actually...). I
> > am not looking foward to recompiling GDAL ;(
> >
> You may get debug messages from OSG setting in environment
> OSGNOTIFYLEVEL=DEBUG_INFO
> or setting it directly in your app:
>
> #include 
> ...
>
> osg::setNotifyLevel(osg::DEBUG_INFO);
>
> This will list all tried plugins. A lot of text to analyse but the only
> way to verify that the ECW plugin is in the list.
>
>
> Antoine
>
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Re: [osg-users] Documentation

2007-08-21 Thread Nick Prudent

Hi,

As a recent newbie myself, here what I suggest you read:

1) OpenSceneGraph Quick Start Guide

http://www.osgbooks.com/the_books/openscenegraph_reference_ma_2.html
After you're done reading this, you can write basic scene graphs and start 
reading the source code.
Free as a PDF download, or 13.50$US black&white hardcopy or 31.18$US for 
color hardcopy.


2) The OSG Source Code Examples
A lot of questions are answered by reading through source code, starting 
with the viewers. Also take a look at the code of OSGEdit.


3) OSG Archive Search

http://dir.gmane.org/gmane.comp.graphics.openscenegraph.user
The best documentation is THIS mailing list. However, search this acrhive 
before you post any questions. I found that 70% of my questions were already 
answered in the email archive.


4) OpenSceneGraph Reference Manual v2.0

http://www.osgbooks.com/books/osg_refman20.html

Once you get serious about OSG. Haven't bought it yet, but will do soon.
15.00$US as a PDF download, or 29.96$US. for hardcopy

Hope this helps!

- Nick -




From: "maruti borker" <[EMAIL PROTECTED]>
Reply-To: osg-users@lists.openscenegraph.org
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Documentation
Date: Tue, 21 Aug 2007 18:52:35 +0530

I am a newbie in OSG , i  find the D-oxygen generated documentation very
limited as they dont explain what each function do or what the parameters
mean . Is there a better documentation like a man page or something to help
us newbies out ??? .




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Re: [osg-users] Tutorials

2007-08-21 Thread Nick Prudent
I'm a newbie too and I disagree. I'm also starting from ground-zero and I 
find it very useful and well-written.

The Quick Start Guide assumes that you already know the following:
* OpenGL
* C++
* STL
Without this fundation, it's going to take longer.

We all start from a different place, so writing for beginners is always 
tricky ;). Learning a new API is verry frustrating sometime but you have to 
stick with it.

Nice job Paul!

- Nick -

>From: "Renan Mendes" <[EMAIL PROTECTED]>
>Reply-To: osg-users@lists.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] Tutorials
>Date: Tue, 21 Aug 2007 09:28:39 -0300
>
>Yes, I have. And you can hardly say that's a tutorial for someone entirely
>new to OSG. I'm right at the bottom, you know. Never dealed with Scene
>Graphs in my whole life. Thanks for trying to help, anyway.
>
>Renan M Z Mendes


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Re: [osg-users] Tutorials

2007-08-21 Thread Nick Prudent
Paul,

One way to do quick tutorials on the go without spending a lot are YouTube 
Screen Casts. I recently learned a few PHP programming tricks from this 
serie:

>>>http://www.youtube.com/watch?v=Z5egpgAVxQI&mode=related&search=

On the Mac, there are a few free solutions for doing this. I'm not sure for 
PC or Linux. There's no need for a camera, since you are just capturing the 
screen. Then, you can post it on YouTube, which saves you the bandwidth 
distribution cost.

I'm not good enough yet to do those for OSG, but that could be cool ;)

Just an idea.

- Nick -

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Re: [osg-users] Tutorials

2007-08-21 Thread Nick Prudent

Zachary,

I too have been programming OpenGL for while (10 years) and I find learning 
OSG to be quite humbling: very few of my OpenGL skills are immediatly 
transferable. OSG is very much like what the MFC ins to Win32, however, with 
MFC, there's always a way to use Win32 calls directly anywhere in the code. 
OSG does not allow this, which is more elegant, but makes it harder to 
"transition" from direct OpenGL.


I understand that the documentation is at it's infancy, so let's give it 
time and try to contribute in making it better.


- Nick -


From: Zachary Hilbun <[EMAIL PROTECTED]>
Reply-To: osg-users@lists.openscenegraph.org
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Tutorials
Date: Tue, 21 Aug 2007 16:13:29 -0700 (PDT)

The lack of documentation is very typical of Open
Source software.  I've looked at other Open Source 3D
packages and they all have similar problems.  Another
problem they all have is limited support for dotNet.

The creators of the different software I have looked
at are typically more interested in adding features
than they are in documentating the features they
already have.  If you are trying to learn it, it's a
real problem because if a feature is not documented it
might as well not exist.  If you are working in a
professional environment then the cost of a commercial
package and learning it could be less than the cost of
your time to learn a free but poorly documented
package.

With respect to OSG specifically I would say the Quick
Start guide is good as far as it goes.  There is much
it does not cover however.  The Reference Manual
doesn't cover everything either, and much of what it
does cover is simply a single sentence that is not
necessarly meaningful.  There are several example apps
but they are not commented.  I don't even know what
some of them are supposed to do after having looked at
them.  Usually I can guess what is going on inside of
them, but because of the lack of comments sometimes I
don't really know why something is being done.

I've written a lot of OpenGL, read the OpenInventor
book, learned other 3D packages, and taken a graduate
course in Computer Graphics.  I still find myself
having to guess at what a particular class or function
is supposed to do or how a particular function is
supposed to be called.  I can imagine how difficult it
would be for a novice to learn OSG.


--- Nick Prudent <[EMAIL PROTECTED]> wrote:

> I'm a newbie too and I disagree. I'm also starting
> from ground-zero and I
> find it very useful and well-written.
>
> The Quick Start Guide assumes that you already know
> the following:
> * OpenGL
> * C++
> * STL
> Without this fundation, it's going to take longer.
>
> We all start from a different place, so writing for
> beginners is always
> tricky ;). Learning a new API is verry frustrating
> sometime but you have to
> stick with it.
>
> Nice job Paul!
>
> - Nick -
>
> >From: "Renan Mendes" <[EMAIL PROTECTED]>
> >Reply-To: osg-users@lists.openscenegraph.org
> >To: osg-users@lists.openscenegraph.org
> >Subject: Re: [osg-users] Tutorials
> >Date: Tue, 21 Aug 2007 09:28:39 -0300
> >
> >Yes, I have. And you can hardly say that's a
> tutorial for someone entirely
> >new to OSG. I'm right at the bottom, you know.
> Never dealed with Scene
> >Graphs in my whole life. Thanks for trying to help,
> anyway.
> >
> >Renan M Z Mendes
>
>
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>


===
Zachary Hilbun
Software Contractor
Dallas, Tx




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Re: [osg-users] Tutorials

2007-08-22 Thread Nick Prudent

Robert,

By the way, the fact that it doesn't work like MFC is definitly not a 
criticisim. MFC had its share of problems. As I said, I prefer the approach 
taken by OSG. My only point for fellow newbies is to not give up and not 
expect to be up an running quickly because you know OpenGL. As the author, 
you clearly see the relationship with OpenGL. For a newbie, this 
relationship is not immediatly obvious.


Here's my proposal for putting together tutorials without breaking the bank: 
YouTube

Screen Casts. I recently learned a few PHP programming tricks from this
serie:


 http://www.youtube.com/watch?v=Z5egpgAVxQI&mode=related&search=


On the Mac, there are a few free solutions for doing this. There's no need 
for a camera, since you are just capturing the screen. Then, you can post it 
on YouTube, which saves you the bandwidth

distribution cost. Just an idea.

- Nick -



From: "Robert Osfield" <[EMAIL PROTECTED]>
Reply-To: osg-users@lists.openscenegraph.org
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Tutorials
Date: Wed, 22 Aug 2007 09:38:07 +0100

Hi Nick,

On 8/22/07, Nick Prudent <[EMAIL PROTECTED]> wrote:
> I too have been programming OpenGL for while (10 years) and I find 
learning

> OSG to be quite humbling: very few of my OpenGL skills are immediatly
> transferable. OSG is very much like what the MFC ins to Win32, however, 
with
> MFC, there's always a way to use Win32 calls directly anywhere in the 
code.

> OSG does not allow this, which is more elegant, but makes it harder to
> "transition" from direct OpenGL.

I am curious about your experience.  The OSG deliberately has quite a
thin OO layer on top of OpenGL, the granularity of state is follows
pretty closely to that of OpenGL, the naming convention of OpenGL has
almost entirely been honoured so glTexGen is osg::TexGen etc.  OpenGL
modes are just a pass through and can be set directly on a StateSet.
One of my intentions with this thin mapping was the ability to reuse
OpenGL knowledge and documentation.

The big difference between using the OSG and OpenGL really comes from
the OSG being OO and having a retained model rather than immediate
model like OpenGL, but its a scene graph so its rather comes with the
territory.  I would have thought of all the scene graphs in existence
the OSG is probably the most OpenGL centric in its naming/granularity.
 So its it just the OO or scene graph aspect that is the stumbling
point?

Robert.
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Re: [osg-users] Help !!! Exampe osgViewerMFC Problem of fresh men

2007-08-22 Thread Nick Prudent

Hi,

The MFC example seem to have changed lately. I suggest you grab the latest 
version from SVN and compile that. I'm not usre this will fix your problem, 
but worth  try anyway.


- Nick -


From: ÕÔÃ÷ΰ <[EMAIL PROTECTED]>
Reply-To: osg-users@lists.openscenegraph.org
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help !!! Exampe osgViewerMFC Problem of fresh men
Date: Wed, 22 Aug 2007 22:02:16 +0800 (CST)

Hello All.
  when I runned the example osgViewerMFC in OSG 2.0 and in the vs2005. The 
Program can not terminate correctly. There are many Memory Leak message in 
the output windows. finally The program seems to be dead and locked. I 
don't know why and how to fixed that.
  I am not good at English. So I'm not sure can you understand what I said 
:-( Thanks




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[osg-users] osgDem Options

2007-08-23 Thread Nick Prudent
Still working on my osgDem UI...

The osg Dem Guide Page 
(http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem) 
lists a bunch of options. I now see that the -m (Load Model) is disabled, so 
I'm wondering about the state of the other flags.

Does anyone know if any other flag was disabled? The databases I have are 
quite large, so testing every flag combinaison could take a while

Thanks,

- Nick -

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[osg-users] Switch Group Detection

2007-08-26 Thread Nick Prudent
Newbie question:

How do you find out if a osg:Group node is a Switch? Node::asGroup() can be 
used to determine if thi is a osg::Group, but what about osg::Switch ?

Thanks,

- Nick -

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Re: [osg-users] Tutorials

2007-08-26 Thread Nick Prudent

There *is* an OSG discussion 
forum:http://www.3drealtimesimulation.com/3dsceneBB/index.phpIt's just not very 
official (and not used much, from what I can see...). Email works great for me. 
This together with the Wiki makes for a great community. Friction? What 
friction? This mailing list is more civil than others I have frequented, that's 
for sure ;)- Nick -> From: [EMAIL PROTECTED]> To: 
osg-users@lists.openscenegraph.org> Date: Sun, 26 Aug 2007 22:40:00 -0400> 
Subject: Re: [osg-users] Tutorials> > >> It seems to me to not have received 
the original Robert message, It is> >> not the first ime I got a reply to a 
message I' ve never received.> >> has it  occured to anyone else?> > > Yes, me. 
No idea why, nor how to fix it, but I've seen it happen about  > > 3 times in 
the last week...> > Just an idea (sorry if it was discussed previously - I'm 
new here)... how> about an actual discussion forum (like vBulletin) to 
compliment the wiki. No> offense intended but I haven't seen a mailing list 
used for all discussions> on a technical project since the late 90's (I think 
the last one I used as a> developer that was served by Mailman was the 
introduction of the PNG> format). As an outsider just learning OSG I have to 
admit a text only> mailing list made OSG harder to approach then other similar 
technologies> available today. Forums for other similar technology projects 
I've> participated in seem to offer less friction (and more of a community feel 
-> improving contributions) on technical discussions. Just my two cents.> > > > 
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Re: [osg-users] Switch Group Detection

2007-08-27 Thread Nick Prudent

Thanks Rafa. That's what I'm already doing...I was hoping for a more elegant 
solution than dynamic casting... 

I'm surpised there's no such thing as osg::Node::_type where _type is a 
compound of different flags to test against. 

- Nick -



> Date: Mon, 27 Aug 2007 09:34:04 +0200
> From: [EMAIL PROTECTED]
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Switch Group Detection
> 
> Hi Nick,
> 
> try this:
> 
> osg::Switch *myswitch = dynamic_cast(node);
> if(myswitch)
>// is a switch
> else
>   // is not a switch
> 
> 
> Rafa.
> 
> 
> On 8/27/07, Nick Prudent  wrote:
> > Newbie question:
> >
> > How do you find out if a osg:Group node is a Switch? Node::asGroup() can be
> > used to determine if thi is a osg::Group, but what about osg::Switch ?
> >
> > Thanks,
> >
> > - Nick -
> >
> > _
> > Put Your Face In Your Space with Windows Live Spaces
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> >
> > ___
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> > osg-users@lists.openscenegraph.org
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
> 
> 
> -- 
> Rafael Gaitán Linares
> Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
> Ciudad Politécnica de la Innovación
> Universidad Politécnica de Valencia
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Re: [osg-users] Switch Group Detection

2007-08-27 Thread Nick Prudent

Paul,

Tried that as well ;) The calssName() sometime returns an empty string. Even on 
a node that is named. I don't know why, but in anycase, I needed something more 
bullet-proof.

This will all soon be irrelevant as I implement a node visitor...

- Nick -



> Date: Mon, 27 Aug 2007 17:16:26 +0200
> From: [EMAIL PROTECTED]
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Switch Group Detection
> 
> Nick Prudent wrote:
> 
> >Thanks Rafa. That's what I'm already doing...I was hoping for a more elegant 
> >solution than dynamic casting... 
> >  
> >
> Not elegant (and not very efficient), but you could check the node's 
> libraryName() and className() to see if they're "osg" and "Switch", 
> respectively ;-)
> 
> Paul



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[osg-users] Fitting Viewer's Camera To New Scene

2007-08-27 Thread Nick Prudent

How can I make sure an object fits inside a camera view after loading a new 
scene. All the examples load scenes and Viewer/Camera at startup. I want to add 
nodes to an existing scene; not create a new one.My OSG tree looks like this:   
+ File 1   |
 + Scene + File 2 || |  
  + File ...Root +  | + Grid
 | + Axis | + HUD Camera(Both Root and 
Scene are Switch groups, so I can selectively show/hide their children)The 
problem is that whenever I load a new file/node, it doesn't always show up on 
screen. My guess is that some objects are outside the view volume. I could 
write a simple function to update Scene's bounds and make sure they fall within 
the fustrum, but I'm sure there's an existing method to do this...- Nick -
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Re: [osg-users] parse 3d model not storaged in local file

2007-08-27 Thread Nick Prudent

David, 

Let me get this straight: you want to read models that are already in memory? 
What did you use to load them in memory in the first place? If you have a lot 
of models in formats supported by OSG, it should not be a problem. 

Anyone correct me if I'm wrong, but there's only one way to read file: 
osgDB::readNodeFile(..) group of functions. You can also stream from the web, 
but I guess this is not what you want.

- Nick -


> Date: Tue, 28 Aug 2007 13:42:11 +0800
> From: [EMAIL PROTECTED]
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] parse 3d model not storaged in local file
> 
> I have a lot of 3d models, but I want save these models in database, then I 
> read the models , not in the local file. But I did not find the function to 
> read or parse the 3d model from memory. I know my models' file 
> format(3ds/OpenFlight...). did I must save the model to local disk first?
> Thanks!
> 
> 网 易 Yeah.net 免 费 邮 箱 全 新 改 版,珍 藏 帐 号 开 放,快 来 抢 注 >>

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Re: [osg-users] Fitting Viewer's Camera To New Scene

2007-08-28 Thread Nick Prudent

OK,

I've tried redefining the manipulator directly and I tried with the main 
camera. Both methods fail to actually update the trackball's center & radius.

Ex:

m_rpMainCamera->setViewMatrixAsLookAt( vnew_eye, vnew_center, vnew_up );

or...

m_rpTerrainManipulator->setHomePosition( vnew_eye,v new_center, vnew_up ); 

What's the recommended way to do this?

Thanks,

- Nick -

> 
> How can I make sure an object fits inside a camera view after loading a new 
> scene. All the examples load scenes and Viewer/Camera at startup. I want to 
> add nodes to an existing scene; not create a new one.
> My OSG tree looks like this:
>+ File 1
>|
>  + Scene + File 2
>  ||
>  |+ File ...
> Root +
>  |
>  + Grid
>  |
>  + Axis
>  |
>  + HUD Camera
> (Both Root and Scene are Switch groups, so I can selectively show/hide their 
> children)
> The problem is that whenever I load a new file/node, it doesn't always show 
> up on screen. My guess is that some objects are outside the view volume. I 
> could write a simple function to update Scene's bounds and make sure they 
> fall within the fustrum, but I'm sure there's an existing method to do this...
> - Nick -

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Re: [osg-users] Fitting Viewer's Camera To New Scene

2007-08-28 Thread Nick Prudent

Robert,

This doesn't work. The view stays the same. Maybe I should destroy the Terrain 
Manipulator and attach a new one the view...I've ran out of options.

- Nick -



> Date: Tue, 28 Aug 2007 09:58:41 +0100
> From: [EMAIL PROTECTED]
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Fitting Viewer's Camera To New Scene
> 
> HI Nick,
> 
> Try getting the camera manipulator to recompute its home position when
> you change the scene via:
> 
>viewer.getCameraManipulator()->computeHomePosition();
> 
> Or just set it manuual via:
> 
>viewer.getCameraManipulator()->setHomePosition(...);
> 
> 
> 
> On 8/28/07, Nick Prudent  wrote:
> >
> > OK,
> >
> > I've tried redefining the manipulator directly and I tried with the main 
> > camera. Both methods fail to actually update the trackball's center & 
> > radius.
> >
> > Ex:
> >
> > m_rpMainCamera->setViewMatrixAsLookAt( vnew_eye, vnew_center, vnew_up );
> >
> > or...
> >
> > m_rpTerrainManipulator->setHomePosition( vnew_eye,v new_center, vnew_up );
> >
> > What's the recommended way to do this?
> >
> > Thanks,
> >
> > - Nick -
> >
> > >
> > > How can I make sure an object fits inside a camera view after loading a 
> > > new scene. All the examples load scenes and Viewer/Camera at startup. I 
> > > want to add nodes to an existing scene; not create a new one.
> > > My OSG tree looks like this:
> > >+ File 1
> > >|
> > >  + Scene + File 2
> > >  ||
> > >  |+ File ...
> > > Root +
> > >  |
> > >  + Grid
> > >  |
> > >  + Axis
> > >  |
> > >  + HUD Camera
> > > (Both Root and Scene are Switch groups, so I can selectively show/hide 
> > > their children)
> > > The problem is that whenever I load a new file/node, it doesn't always 
> > > show up on screen. My guess is that some objects are outside the view 
> > > volume. I could write a simple function to update Scene's bounds and make 
> > > sure they fall within the fustrum, but I'm sure there's an existing 
> > > method to do this...
> > > - Nick -
> >
> > _
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> >
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Re: [osg-users] Fitting Viewer's Camera To New Scene

2007-08-28 Thread Nick Prudent

Found this recent thread on changing the camera position:

http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/15567/match=change+camera+position

The solution mentionned goes like this:

---

From: Matteo Campana 
Subject: Re: Change camera position
Newsgroups: gmane.comp.graphics.openscenegraph.user
Date: 2007-06-21 13:50:19 GMT (9 weeks, 4 days, 19 hours and 6 minutes ago)
Thank you for reply…
..now I can change the position of the camera.

I write here how I change the position…hope it can help:

ChangePosition (osg::Node *node){
const osg::BoundingSphere& boundingSphere= node->getBound();
osg::Matrix myviewMatrix;
osg::Vec3 eye = boundingSphere._center+osg::Vec3( 0.0f,-3.5f * 
boundingSphere._radius, 0.0f);
osg::Vec3 center = boundingSphere._center;
osg::Vec3 up =  osg::Vec3(0.0f,0.0f,1.0f);
myviewMatrix.makeLookAt(eye,center,up);
this->GetViewer()->setView(myviewMatrix);
}

Thanks!!! 

Matteo

---

Needless to say, it didn't work either...For starter, there's no such thing as 
osg::Viewer::setView(). I can't be the first person wanting to reset the camera 
manipulators after loading a file...

- Nick -

> 
> 
> OK,
> 
> I've tried redefining the manipulator directly and I tried with the main 
> camera. Both methods fail to actually update the trackball's center & radius.
> 
> Ex:
> 
> m_rpMainCamera->setViewMatrixAsLookAt( vnew_eye, vnew_center, vnew_up );
> 
> or...
> 
> m_rpTerrainManipulator->setHomePosition( vnew_eye,v new_center, vnew_up ); 
> 
> What's the recommended way to do this?
> 
> Thanks,
> 
> - Nick -
> 
> > 
> > How can I make sure an object fits inside a camera view after loading a new 
> > scene. All the examples load scenes and Viewer/Camera at startup. I want to 
> > add nodes to an existing scene; not create a new one.
> > My OSG tree looks like this:
> >+ File 1
> >|
> >  + Scene + File 2
> >  ||
> >  |+ File ...
> > Root +
> >  |
> >  + Grid
> >  |
> >  + Axis
> >  |
> >  + HUD Camera
> > (Both Root and Scene are Switch groups, so I can selectively show/hide 
> > their children)
> > The problem is that whenever I load a new file/node, it doesn't always show 
> > up on screen. My guess is that some objects are outside the view volume. I 
> > could write a simple function to update Scene's bounds and make sure they 
> > fall within the fustrum, but I'm sure there's an existing method to do 
> > this...
> > - Nick -
> 
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Re: [osg-users] Fitting Viewer's Camera To New Scene

2007-08-28 Thread Nick Prudent

Thanks Robert,

* Using setHomePosition(...) + home() did the trick.  Yes!

* Using computeHomePosition() + home() pointed somewhere in space...

I'm wondering if I can move from one place to the next on my terrain data using 
this technique...Trying it right now...

Regards,

- Nick -  

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Re: [osg-users] osgviewerMFC example crash in 2.1.8

2007-08-28 Thread Nick Prudent

I'm a newbie too and have had the same problem applying the MFC example to my 
own app. The problem was that wasn't giving a complete path. Use szPathName 
instead of szFilename from the MFC file dialog. 

Another way is to have the directory containning your data in your PATH 
environment variable.  This, however is not very elegant.

- Nick -



> From: [EMAIL PROTECTED]
> To: osg-users@lists.openscenegraph.org
> Date: Tue, 28 Aug 2007 13:18:52 -0400
> Subject: [osg-users] osgviewerMFC example crash in 2.1.8
> 
> I’m still finding my way around OSG so I wanted to find out if this issue is 
> mine before I continue pulling my hair out.
> I downloaded and built OSG 2.1.8. I took the code from one of the examples to 
> test, prior to integrating OSG into my app. This is on WinXP SP2 x86 and the 
> dev env is VC++ in VS8.
> - I created a new project using the code from the “osgViewerMFC” example.
> - It compiled fine in both release and debug and it launches with no issues.
> - When I use the open command (from menu or toolbar) and direct it to any 
> test osg file, it crashes with both debug and release builds.
> - I used the VS debugger to walk through and find the crash in the debug 
> build.
> - Line 143 of “optimizer.cpp” caused an unhandled exception because node was 
> a NULL point.
> - I walked up the call stack back into the osgViewerMFC code and found the 
> cause is that mModel in cOSG::InitSceneGraph (“MFC_OSG.cpp”) is also NULL.
> - It turns out osgDB::readNodeFile, earlier in InitSceneGraph, returned a 
> NULL mModel even though the filename passed was valid.
> To verify it wasn’t my settings when creating the example project from 
> scratch I chose another example, specifically osgShadow example. I created a 
> new project added the source, compiled, and both debug and release work 
> perfectly.
> Is this a known issue with osgViewerMFC? If not any suggestion on what might 
> be causing it?
> Thanks!
> Ricko

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[osg-users] CMake COLLADA Parameters

2007-08-30 Thread Nick Prudent

I've used Collada-DOM before for another project but for some reason cannot 
seem to provide the correct include directories for building the COLLADA 
plugin. I develop on Windows. 


Does OSG expect any special directory structure or environment variable? What 
parameters should be put in CMake to make this work?

Thanks,

- Nick -




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Re: [osg-users] CMake COLLADA Parameters

2007-08-30 Thread Nick Prudent

More speciffically: what entry is expected under COLLADA_LIBRARY?

Thanks,

- Nick -


> From: [EMAIL PROTECTED]> To: 
osg-users@lists.openscenegraph.org> Date: Thu, 30 Aug 2007 08:17:27 -0400> 
Subject: [osg-users] CMake COLLADA Parameters>>> I've used Collada-DOM before 
for another project but for some reason cannot seem to provide the correct 
include directories for building the COLLADA plugin. I develop on Windows.>>> 
Does OSG expect any special directory structure or environment variable? What 
parameters should be put in CMake to make this work?>> Thanks,>> - Nick -> 
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Re: [osg-users] CMake COLLADA Parameters + TARGET_EXTERNAL_LIBRARIES trouble...

2007-08-30 Thread Nick Prudent

Hi Daniel,

Yeah, the include file dae.h was no problem. As you mentionned, linking is the 
issue. I will try your fix and will let you know if this works.

BTW, this should definitly be cut and pasted into the Wiki ;)

Thanks,

 - Nick -

> Date: Thu, 30 Aug 2007 15:11:52 +0200> From: 
[EMAIL PROTECTED]> To: osg-users@lists.openscenegraph.org> Subject: Re: 
[osg-users] CMake COLLADA Parameters + TARGET_EXTERNAL_LIBRARIES trouble...>> 
Hi Nick...> Yes, we've had some trouble getting this to work as well...> Not 
with the includes perhaps, pointing to the include directory in COLLADA_DOM 
should be sufficient?> But getting the linking to work well with all the 
dependencies was a lot more bothersome... I ended up with compiling the 
COLLADA_DOM myself (easy enough) and using> ADD_DEFINITIONS(-DDOM_DYNAMIC)> in 
the collada-plugin to use the dynamically linked version... I could then remove 
the rows setting TARGET_EXTERNAL_LIBRARIES and pointing out 
libcollada141dom13.lib from COLLADA_DOM...> Also, it might be relevant that I 
had trouble getting TARGET_EXTERNAL_LIBRARIES to work later when writing 
another plugin... I changed it to add the library to both optimized and debug 
specifically instead of specifying none and then it worked... Not sure if the 
collada-plugin would have worked if I had done this change before instead...> 
Modified files attached...> /Daniel> On 8/30/07, Nick Prudent wrote:> I've used 
Collada-DOM before for another project but for some reason cannot seem to 
provide the correct include directories for building the COLLADA plugin. I 
develop on Windows.> Does OSG expect any special directory structure or 
environment variable? What parameters should be put in CMake to make this 
work?> Thanks,> - Nick -> 
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Re: [osg-users] CMake COLLADA Parameters + TARGET_EXTERNAL_LIBRARIES trouble...

2007-08-30 Thread Nick Prudent

Thanks Daniel,

This will save a lot of collective hair pulling ;)

- Nick - 
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[osg-users] osgDem UI

2007-09-02 Thread Nick Prudent

For those interested. I finally finished my little osgDem UI and it turned out 
pretty good. My  clients are happy because they don’t have to deal with the 
command line. Actually, I find it easier to use too since it automatically 
validates long and complicated argument strings.

You can see a screen shot here: 
http://www.sonographx.com/downloads/new_screen_generate_dem.jpg

Here are the steps I took:
1) Build a command line string from the dialog controls and sends them to an 
osgDem process. 
2) Redirects the console’s output into a read-only edit control so that osgDem 
progress can be displayed like Visual Studio’s build output.
3) Wait for the osgDem process to end and automatically load the result back 
into the main app’s viewer for a seamless experience.

Hopefully, I’ll be able to reuse most of it when osgDem is replaced in the next 
few months ;)

If anyone is interested in doing the same thing, send me an email at 
nick_at_sonographx.com (replace _at_ with @) and I’ll give you more details. 
Thank you Robert for such a wonderful database generation tool.

Cheers,

- Nick -


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Re: [osg-users] billboard

2007-09-04 Thread Nick Prudent

Speaking of billboards...other than OSG/IVE is there an existing file format 
that can save billboards with transparencies so they appear correct once loaded 
in a osgViewer-based app?

I'm new to terrain viz and would like to use the billboards for doing trees, 
but they always appear opaque once in OSG.

- Nick -


> From: [EMAIL PROTECTED]> To: 
osg-users@lists.openscenegraph.org> Date: Tue, 4 Sep 2007 09:25:37 +0200> 
Subject: Re: [osg-users] billboard>> El Martes 04 Septiembre 2007 08:46, 
Antonio García Molina escribió:>> Antonio García Molina  escribió:>>   Hi?>>   
I have a tree texture without coordinates and I want position on a shp.>>   How 
I can position trees of random form on shp?>>>>>>   thanks.>> What is a 
shp? For creating billboards of trees, you can look at the osgforest> example, 
as Robert said. In order to know better how to do billboarding, look> at the 
osgbillboard example.>> What do you mean by "random form"? Random size? In that 
case, you would only> have to resize the billboard.> 
___> osg-users mailing list> 
osg-users@lists.openscenegraph.org> 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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[osg-users] Renaming Nodes In Property Sheet

2007-09-04 Thread Nick Prudent

I'm currently designing a property sheet system for selected Nodes so users can 
change their drawing states and rename them.

My question: Is it adviseable to rename nodes via the osg::Object::setName() 
function or is this something that should be avoided? I'm just asking to be 
sure that I'm not shooting myself in the foot here by renaming something that 
is "system-defined" ;)

Thanks,

- Nick -
Apprentice OSG Code Monkey
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[osg-users] Direct VertexArray Modification

2007-09-05 Thread Nick Prudent

Inside my render loop, I'm updating some geometry based on external events. 
When I change a transform (rotation + translate),  everything updates fines. 
However, if I change vertices directly, nothing happend. Is there a flag that I 
need to reset to force the system to recompute the render graph?

Here's the code I use:

   // Get vertex array
osg::Vec3Array* pVertices = (osg::Vec3Array*)pGeometry->getVertexArray();
if ( !pVertices )
return;   
// Change vertices
(*pVertices)[0].set( xMin,  yMax, depth );
(*pVertices)[1].set( xMin,  yMin, depth );  
(*pVertices)[2].set( xMax_new, yMin, depth );
(*pVertices)[3].set( xMax_new, yMax, depth );  


In fact, this only works the first time...No idea why...

Thanks,

- Nick -
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[osg-users] Two Manipulators at The Same Time

2007-09-11 Thread Nick Prudent

I'm wondering how to go about "layering" manipulators so that by default the 
terrain manipulator is used except for a small corner of the screen where I 
want a custom manipulator (like Google Earth's compass manipulator). Is there 
already a mechanism for doing something like this? 

Thanks, 


- Nick -

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Re: [osg-users] Two Manipulators at The Same Time

2007-09-11 Thread Nick Prudent

Robert -- Thanks for the reply. I'm wondering how many people here are grabbing 
the Blue Marble datasets and trying to do a Google Earth clone just for fun ;) 

Remy -- I like this solution. I'll try it. Thanks.

- Nick -

> Date: Tue, 11 Sep 2007 13:48:31 
+0200> From: [EMAIL PROTECTED]> To: osg-users@lists.openscenegraph.org> 
Subject: Re: [osg-users] Two Manipulators at The Same Time>> I think that the 
best way would be to create a manipulator,> encapsulating the terrain 
manipulator and a compass manipulator ( to be> created also ) and forwarding 
the handle() callback to the right> manipulator regarding the mouse position.>> 
Nick Prudent a écrit :>> I'm wondering how to go about "layering" manipulators 
so that by default the terrain manipulator is used except for a small corner of 
the screen where I want a custom manipulator (like Google Earth's compass 
manipulator). Is there already a mechanism for doing something like this?>>>> 
Thanks,>>>>>> - Nick ->>>> 
_>> Connect to 
the next generation of MSN Messenger>> 
http://imagine-msn.com/messenger/launch80/default.aspx?locale=en-us&source=wlmailtagline>>
 ___>> osg-users mailing list>> 
osg-users@lists.openscenegraph.org>> 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org>> 
--->>
 Orange vous informe que cet e-mail a ete controle par l'anti-virus mail.>> 
Aucun virus connu a ce jour par nos services n'a ete detecte.>>>>>>>>>>>>> --> 
Remy Deslignes>> Ingenieur Developement / Software Engineer>> Tel: +33 
(0)1.53.90.11.19>> ===> Silicon Worlds 
S.A.> 224, rue Saint Denis> 75002 Paris France> Tel: +33 (0)1.53.90.11.11> Fax: 
+33 (0)1.53.90.11.12> http://www.silicon-worlds.fr> 
===>>> 
___> osg-users mailing list> 
osg-users@lists.openscenegraph.org> 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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Re: [osg-users] Two Manipulators at The Same Time

2007-09-11 Thread Nick Prudent

Robert -- Thanks for the reply. I'm wondering how many people here are grabbing 
the Blue Marble datasets and trying to do a Google Earth clone just for fun ;) 

Remy -- I like this solution. I'll try it. Thanks.

- Nick -

> Date: Tue, 11 Sep 2007 13:48:31 
+0200> From: [EMAIL PROTECTED]> To: osg-users@lists.openscenegraph.org> 
Subject: Re: [osg-users] Two Manipulators at The Same Time>> I think that the 
best way would be to create a manipulator,> encapsulating the terrain 
manipulator and a compass manipulator ( to be> created also ) and forwarding 
the handle() callback to the right> manipulator regarding the mouse position.>> 
Nick Prudent a écrit :>> I'm wondering how to go about "layering" manipulators 
so that by default the terrain manipulator is used except for a small corner of 
the screen where I want a custom manipulator (like Google Earth's compass 
manipulator). Is there already a mechanism for doing something like this?>>>> 
Thanks,>>>>>> - Nick ->>>> 
_>> Connect to 
the next generation of MSN Messenger>> 
http://imagine-msn.com/messenger/launch80/default.aspx?locale=en-us&source=wlmailtagline>>
 ___>> osg-users mailing list>> 
osg-users@lists.openscenegraph.org>> 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org>> 
--->>
 Orange vous informe que cet e-mail a ete controle par l'anti-virus mail.>> 
Aucun virus connu a ce jour par nos services n'a ete detecte.>>>>>>>>>>>>> --> 
Remy Deslignes>> Ingenieur Developement / Software Engineer>> Tel: +33 
(0)1.53.90.11.19>> ===> Silicon Worlds 
S.A.> 224, rue Saint Denis> 75002 Paris France> Tel: +33 (0)1.53.90.11.11> Fax: 
+33 (0)1.53.90.11.12> http://www.silicon-worlds.fr> 
===>>> 
___> osg-users mailing list> 
osg-users@lists.openscenegraph.org> 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

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[osg-users] Tree Creation Workflow

2007-09-19 Thread Nick Prudent

For those who deal with terrain in OSG, what tool do you use to create trees as 
textured transparent billboard to be loaded by OSG? I'm just wondering what's 
the best native format for creating the trees. 

Examples:

FLT --> OSG --> IVE
or
3DS --> OSG --> IVE
or
VRML --> OSG --> IVE
...


Thanks,

- Nick -



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