[osg-users] Step by step addDrawable and visualize current scene graph

2021-03-21 Thread 'Paul Jurczak' via OpenSceneGraph Users
I'm just starting with OSG. I would like this (or similar) code: 

int main() {
  osgViewer::Viewer viewer;
  osg::Geode*   geode = new osg::Geode();

  viewer.setSceneData(geode);
  geode->addDrawable(new osg::ShapeDrawable(new 
osg::Sphere(osg::Vec3(0, 0, 0), 1)));

  viewer.frame();
  this_thread::sleep_for(seconds(2));

  geode->addDrawable(new osg::ShapeDrawable(new 
osg::Sphere(osg::Vec3(2, 0, 0), 1)));
  
  return viewer.run();
}

to display the first sphere and after 2s the second sphere, but it displays 
a blank screen for 2s instead and 2 spheres afterwards. What do I have to 
change?

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[osg-users] Correct place to check shader compile errors

2021-02-24 Thread 'James Turner' via OpenSceneGraph Users
I’m trying to extract shader compile and link info logs at runtime, so I 
can log+report them.

I note osg::Program::getGlProgramInfoLog exists, obviously it takes a 
context ID since the PerContextProgram is what has the actual errors.

Two things I need help with:

1) does the program log also contain shader compile errors, or is this only 
the link log? I don’t see a corresponding APi on osg::Shader, is why I ask

2) *when* can I call the log functions and expect to get valid results? 
Given the OSG drawing model, obviously the log won’t be available 
immediately when creating the Program.. Do I need to use a DrawCallback to 
check the log after the first time the Program has been used?

I looked for examples of using getGlProgramInfoLog but unfortunately 
couldn't find any, maybe pointing me at one would answer both of these 
points.

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[osg-users] fuck off stop messaging me u dumb fucks

2020-12-11 Thread OpenSceneGraph Users
fuck off stop messaging me u dumb fucks
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[osg-users] Explicitly requesting default state for attribute

2020-12-11 Thread OpenSceneGraph Users
Hi,

I'm working on a node visitor that converts FFP state to shaders and am 
extending it so it can handle more than it used to. To avoid unnecessary 
state switches for things now handled by my shaders, I'm attempting to 
remove fixed-function-related state from the nodes which have had shaders 
set up.

With modes, this works well - I can just set them off and protected, and 
the glEnable/glDisable calls go away. However, it's proving difficult to 
achieve the same behaviour with StateAttributes. The obvious solution would 
be removing the attribute from the StateSet it's attached to, but it might 
be higher in the scenegraph so also affect nodes which aren't having 
shaders attached, so it's only really safe to modify the stateset the 
shader program gets attached to.

So far, the best thing I've got is default-constructing the particular 
StateAttribute I'm interested in and attaching that to the stateset. This 
means the default state is set when the draw call happens, but I can see a 
lot of apply calls (resulting in a lot of GL calls) toggling between this 
copy of the default attribute and the copy in the state's attribute stack 
(via applyGlobalDefaultAttribute). I don't think it's wildly different from 
the number of unnecessary GL calls I was getting before I tried this.

A solution that I think would work would be 
calling getGlobalDefaultAttribute on the State object as then the pointers 
would compare equal and the apply call would get skipped, but I don't have 
any clean way of getting the State instance to my visitor.

Ideally, there'd be some neat trick I've missed that lets me say "any 
subgraph of this node doesn't care about this attribute type, so set the 
default/leave whatever's there from the last draw call" that would work 
with the normal state composition mechanisms so I could override it from a 
parent stateset or make it protected so it couldn't be overridden by parent 
statesets. Maybe a custom StateAttribute could do that, but maybe someone 
on this mailing list knows something I don't already.

Cheers,

Chris

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Re: [osg-users] How to properly transfer texture coordinates in geometric shaders in Shader #130 version?

2020-12-10 Thread OpenSceneGraph Users
What error are you getting?
I do see an undefined "samplerY" in there.

On Wednesday, December 9, 2020 at 9:03:47 PM UTC-5 mirr...@gmail.com wrote:

> env is win10 osg3.6.4 GTX1660
> [image: QQ图片20201210095944.jpg]
>
> osg::ref_ptr createProgram()
> {
> osg::Program *program = new osg::Program();
> program->addShader(new osg::Shader(osg::Shader::VERTEX,vertSource));
> program->addShader(new osg::Shader(osg::Shader::GEOMETRY,geomSource));
> program->addShader(new osg::Shader(osg::Shader::FRAGMENT,fragSource));
> program->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT, 3);
> program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES);
> program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT,  GL_TRIANGLES  );
> return program;
> }
>

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2020-12-09 Thread OpenSceneGraph Users
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Re: [osg-users] How do I render a.ive model with shader?

2020-12-09 Thread OpenSceneGraph Users
 i find this setUseVertexAttributeAliasing  must be set in Osg when using 
higher versions of Shader.  Otherwise it won't work

  gc->getState()->setUseVertexAttributeAliasing(true);

在2020年11月28日星期六 UTC+8 上午11:14:29 写道:

> I'm new to this. To be honest, I don't understand. 
>
> I want to know how to render a complex OBJ model with Shader.Do you want 
> to render the children of the OBJ model separately?  
> 在2020年11月25日星期三 UTC+8 下午3:59:26 写道:
>
>> You can't expect people to help you when you don't explain the problem 
>> you are seeing.  A title, a screenshot and some shader code is not in any 
>> way sufficient.  Far better to take a step back and explain what you are 
>> doing, what you have got working, what doesn't work.  
>>
>

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Re: [osg-users] Why not show textures when rendering geometry with PrimitiveSet::TRIANGLES using Shader330 version?

2020-12-09 Thread OpenSceneGraph Users
   i find this setUseVertexAttributeAliasing  must be set in Osg when using 
higher versions of Shader.  Otherwise it won't work

  gc->getState()->setUseVertexAttributeAliasing(true);

在2020年12月5日星期六 UTC+8 下午5:22:22 写道:

> On Sat, 5 Dec 2020 at 04:31, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> My working environment is closed and I cannot provide complete code.
>>
>> I'm not asking for code or data, just a high level explanation as outline 
> in my previous email.
>
>> Does the geometry of triangles primitives rendered in Shader 330 version 
>> lack any properties?
>>
> No. 
>
> The problem is unlikely to be anything to do with triangles, but some 
> higher level issue about how the scene is constructed and and what 
> features you are attempting to use,
>
> You've said nothing about the wider context.
>

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Re: [osg-users] Coordinate conversion

2020-12-08 Thread OpenSceneGraph Users
On Tue, 8 Dec 2020 at 11:46, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

>
> Sorry, the description is not clear, I need to let the program accept data
> in different coordinate systems, and then use the data to build some
> models. I don't know how to do it.
> How to convert coordinates so that osg can display the position correctly.
> I checked some information and used proj or gdal to convert coordinates.
> But I don't know how to use proj or gdal in OSG.
>

That's marginally clearer.  Is it vector data?  image, DEMS?

You can use Proj and GDAL for coordinate transforms, in the case of GDAL it
can transform image and DEMS as well.  This isn't something that need
concern the OSG though.  The OSG will just store the data.

Again, you provided too little information about what you are doing or what
issues you are having so there isn't any specific we can advise.
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Re: [osg-users] Coordinate conversion

2020-12-08 Thread OpenSceneGraph Users
sorry

On Monday, December 7, 2020 at 7:03:06 PM UTC+8 OpenSceneGraph Users wrote:

> On Mon, 7 Dec 2020 at 10:21, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> My data is not Wgs84 coordinate system, How can I use my data on osg and 
>> export the model with   coordinate  that I use.  proj or gdal ? I have no 
>> ideas.
>>  If you can provide a detailed method of use, it would be very 
>> appreciated,
>>
>
> I have no idea what would be appropriate as the way you've asked your 
> question is so indeterminate.
>
> What coordinate system do you have?  What data do you have?  Is it already 
> loaded into the scene graph?  If so which loader(s)? How do you want to use 
> this data in the scene graph?
>
> We really shouldn't have to be asking you question to figure out what you 
> "might" mean, you need to tell us what you are trying to do in terms that 
> aren't completely vague.
>
>
>  
>

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Re: [osg-users] Coordinate conversion

2020-12-08 Thread OpenSceneGraph Users

Sorry, the description is not clear, I need to let the program accept data 
in different coordinate systems, and then use the data to build some 
models. I don't know how to do it.
How to convert coordinates so that osg can display the position correctly. 
I checked some information and used proj or gdal to convert coordinates. 
But I don't know how to use proj or gdal in OSG.
On Monday, December 7, 2020 at 7:03:06 PM UTC+8 OpenSceneGraph Users wrote:

> On Mon, 7 Dec 2020 at 10:21, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> My data is not Wgs84 coordinate system, How can I use my data on osg and 
>> export the model with   coordinate  that I use.  proj or gdal ? I have no 
>> ideas.
>>  If you can provide a detailed method of use, it would be very 
>> appreciated,
>>
>
> I have no idea what would be appropriate as the way you've asked your 
> question is so indeterminate.
>
> What coordinate system do you have?  What data do you have?  Is it already 
> loaded into the scene graph?  If so which loader(s)? How do you want to use 
> this data in the scene graph?
>
> We really shouldn't have to be asking you question to figure out what you 
> "might" mean, you need to tell us what you are trying to do in terms that 
> aren't completely vague.
>
>
>  
>

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Re: [osg-users] Coordinate conversion

2020-12-07 Thread OpenSceneGraph Users
On Mon, 7 Dec 2020 at 10:21, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> My data is not Wgs84 coordinate system, How can I use my data on osg and
> export the model with   coordinate  that I use.  proj or gdal ? I have no
> ideas.
>  If you can provide a detailed method of use, it would be very appreciated,
>

I have no idea what would be appropriate as the way you've asked your
question is so indeterminate.

What coordinate system do you have?  What data do you have?  Is it already
loaded into the scene graph?  If so which loader(s)? How do you want to use
this data in the scene graph?

We really shouldn't have to be asking you question to figure out what you
"might" mean, you need to tell us what you are trying to do in terms that
aren't completely vague.

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[osg-users] Coordinate conversion

2020-12-07 Thread OpenSceneGraph Users
My data is not Wgs84 coordinate system, How can I use my data on osg and 
export the model with   coordinate  that I use.  proj or gdal ? I have no 
ideas.
 If you can provide a detailed method of use, it would be very appreciated,
thanks!

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Re: [osg-users] Why not show textures when rendering geometry with PrimitiveSet::TRIANGLES using Shader330 version?

2020-12-05 Thread OpenSceneGraph Users
On Sat, 5 Dec 2020 at 04:31, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> My working environment is closed and I cannot provide complete code.
>
> I'm not asking for code or data, just a high level explanation as outline
in my previous email.

> Does the geometry of triangles primitives rendered in Shader 330 version
> lack any properties?
>
No.

The problem is unlikely to be anything to do with triangles, but some
higher level issue about how the scene is constructed and and what
features you are attempting to use,

You've said nothing about the wider context.
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Re: [osg-users] Why not show textures when rendering geometry with PrimitiveSet::TRIANGLES using Shader330 version?

2020-12-04 Thread OpenSceneGraph Users


My working environment is closed and I cannot provide complete code.

Does the geometry of triangles primitives rendered in Shader 330 version 
lack any properties?

在2020年12月5日星期六 UTC+8 上午7:37:28 写道:

> I doubt anyone will be able to help given the information.  You are diving 
> into providing snippet of code and a screenshot with almost no context.
>
> It's far better to take a step back and explain what you are doing with 
> your application from a high level to give the context, then explain what 
> you are trying to do and what looks to be going wrong.  Describe what 
> you've looked so far.  Providing some background on your level of 
> experience with the OSG/osgEarth/OpenGL etc. would be useful for.  
>
> Once others know a bit more about the issue and what type of support you 
> might need we'll be to start providing directions.  However, if the issues 
> you are seeing are presented in a way that is next to impossible to know 
> how to answer you shouldn;t expect answers as we don't have magical powers.
>
>

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Re: [osg-users] Why not show textures when rendering geometry with PrimitiveSet::TRIANGLES using Shader330 version?

2020-12-04 Thread OpenSceneGraph Users
I doubt anyone will be able to help given the information.  You are diving
into providing snippet of code and a screenshot with almost no context.

It's far better to take a step back and explain what you are doing with
your application from a high level to give the context, then explain what
you are trying to do and what looks to be going wrong.  Describe what
you've looked so far.  Providing some background on your level of
experience with the OSG/osgEarth/OpenGL etc. would be useful for.

Once others know a bit more about the issue and what type of support you
might need we'll be to start providing directions.  However, if the issues
you are seeing are presented in a way that is next to impossible to know
how to answer you shouldn;t expect answers as we don't have magical powers.
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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?

2020-11-28 Thread OpenSceneGraph Users
On Sat, 28 Nov 2020 at 06:47, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> Is there a problem with adding or removing OSG nodes directly in the Qt
> Widget events?
>

If your application is running single threaded then adding/removing objects
from the scene graph should not be an issue.  It'll only be something to be
careful about when the application is multi-threaded.  The Qt aspect should
not have any bearing on the operation as long as race condition isn't
introduced.


> My idea is to send OSG USER events to complete the operation of adding and
> removing OSG nodes.
>

Technically you could do it, I don't know why you think it's useful, it's
not something I know of others doing.  This is entirely something your
application will be doing, you can't ask use about how your code works or
doesn't work.

 Perhaps a far better thing to do would be to take a big step back and
rather aks about implementation details on a "solution" to a problem you've
dreamed up and only lives in your code, tell us about what you want your
application to do at a high level,  Perhaps then we can just tell you what
is normally done in this situation.

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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?

2020-11-27 Thread OpenSceneGraph Users


Is there a problem with adding or removing OSG nodes directly in the Qt 
Widget events?  

My idea is to send OSG USER events to complete the operation of adding and 
removing OSG nodes.

在2020年11月25日星期三 UTC+8 下午3:56:36 写道:

> On Wed, 25 Nov 2020 at 02:04, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> I Send  USER  events  loading model  from qt . Is this the right 
>> approach?  
>>
>> I want the progress bar in the QT to show that the  model  is loaded. So, 
>> Check whether USER evnet has been processed completely.
>>
>
> I don't have any idea why you are talking about USER events in the context 
> of loading.  The OSG doesn't generate any events when loading files, the 
> loaders get passed a filename or istream and load the data and when 
> completed return the loaded object.  THere is no tracking of progress, 
> there is no event scheme that pass information about loading progress.
>
> If you have your own loading scheme that uses USER events then this it 
> entirely down to your program and nothing to do with the OSG, it really 
> isn't something we can help you with,
>  
>
>>  
>>
>

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Re: [osg-users] How do I render a.ive model with shader?

2020-11-27 Thread OpenSceneGraph Users
I'm new to this. To be honest, I don't understand. 

I want to know how to render a complex OBJ model with Shader.Do you want to 
render the children of the OBJ model separately?  
在2020年11月25日星期三 UTC+8 下午3:59:26 写道:

> You can't expect people to help you when you don't explain the problem you 
> are seeing.  A title, a screenshot and some shader code is not in any way 
> sufficient.  Far better to take a step back and explain what you are doing, 
> what you have got working, what doesn't work.  
>

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Re: [osg-users] How do I render a.ive model with shader?

2020-11-24 Thread OpenSceneGraph Users
You can't expect people to help you when you don't explain the problem you
are seeing.  A title, a screenshot and some shader code is not in any way
sufficient.  Far better to take a step back and explain what you are doing,
what you have got working, what doesn't work.
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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?

2020-11-24 Thread OpenSceneGraph Users
On Wed, 25 Nov 2020 at 02:04, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> I Send  USER  events  loading model  from qt . Is this the right
> approach?
>
> I want the progress bar in the QT to show that the  model  is loaded. So,
> Check whether USER evnet has been processed completely.
>

I don't have any idea why you are talking about USER events in the context
of loading.  The OSG doesn't generate any events when loading files, the
loaders get passed a filename or istream and load the data and when
completed return the loaded object.  THere is no tracking of progress,
there is no event scheme that pass information about loading progress.

If you have your own loading scheme that uses USER events then this it
entirely down to your program and nothing to do with the OSG, it really
isn't something we can help you with,


>
>
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[osg-users] stop

2020-11-24 Thread OpenSceneGraph Users
stop
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2020-11-24 Thread OpenSceneGraph Users
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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?

2020-11-24 Thread OpenSceneGraph Users
I Send  USER  events  loading model  from qt . Is this the right approach?  

I want the progress bar in the QT to show that the  model  is loaded. So, 
Check whether USER evnet has been processed completely.

Are there any good Suggestions?  
在2020年11月18日星期三 UTC+8 上午12:30:37 写道:

> On Tue, 17 Nov 2020 at 11:55, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> Thank you for your questions.I want to know if the sent 
>> GUIEventAdapter::USER message has been processed completely.
>>
>> Check whether GUIEventAdapter::USER has been processed completely. Should 
>> I count the USER by myself?  
>>
>
> It's up to your application to decide when your USER events are "processed 
> completely", as what "processed completely" is completely meaningless to 
> the OSG itself.
>
> It really feels like you are asking questions from the community when you 
> are the only one who can answer it.
>
> You have access to the whole OSG code base.  You can build in debug, step 
> through every single line of code.  You have everything you need to figure 
> out what is going on.
>
> We know NOTHING about your application, only *you* know about your 
> application and what you mean.  We aren't omnipotent. We can't see inside 
> your head, look over your shoulder to your code.
>
> You will need to determine the answers from here.
>
>  
>

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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?

2020-11-20 Thread OpenSceneGraph Users
thank you for your reminder  . I Send  USER  events  loading model  from qt 
. Is this the right approach?  

I want the progress bar in the QT to show that the OSG Scene is loaded. So, 
Check whether USER evnet has been processed completely.


在2020年11月18日星期三 UTC+8 上午12:30:37 写道:

> On Tue, 17 Nov 2020 at 11:55, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> Thank you for your questions.I want to know if the sent 
>> GUIEventAdapter::USER message has been processed completely.
>>
>> Check whether GUIEventAdapter::USER has been processed completely. Should 
>> I count the USER by myself?  
>>
>
> It's up to your application to decide when your USER events are "processed 
> completely", as what "processed completely" is completely meaningless to 
> the OSG itself.
>
> It really feels like you are asking questions from the community when you 
> are the only one who can answer it.
>
> You have access to the whole OSG code base.  You can build in debug, step 
> through every single line of code.  You have everything you need to figure 
> out what is going on.
>
> We know NOTHING about your application, only *you* know about your 
> application and what you mean.  We aren't omnipotent. We can't see inside 
> your head, look over your shoulder to your code.
>
> You will need to determine the answers from here.
>
>  
>

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2020-11-17 Thread OpenSceneGraph Users
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[osg-users] I want to know whether a line and a point intersect.

2020-11-17 Thread OpenSceneGraph Users
*I wrote it using a translator. Please understand if there is any 
awkwardness in the sentence.*

One object is moving in the path A -> B, B->C, C-D (using AnimationPath).

And I need to know in what path the moving object is moving.

I think you need to know if the line and point intersect to figure this out.
I thought I should use LineSegmentIntersection to check whether a line and 
a point intersect.
I found the part in LineSegmentIntersection that sets the line (path) 
coordinates, but I don't find a function to check if the 
LineSegmentIntersection and point intersect.

---example
osg::Vec3d start(128.0, 37.0, 250);   //wgs84, longitude, latitude, 
altitude
osg::Vec3d end(128.0, 37.0005, 750);  //wgs84, longitude, latitude, altitude

osg::ref_ptr lis = NULL;
lis = new osgEarth::DPLineSegmentIntersector(start, end)
osgUtill::IntersectionVisitor iv(lis.get())

--

--
osg::ref_ptr node = _node
node->accept(iv);
if(lis->containsIntersections())
{
  ..


I tried running it in the same way as above, but there was no true result 
even though the object coordinates belong to the line coordinates.
  I think the part of setting the point coordinates in that code is wrong. 
How do I set the point coordinates to get the desired result?

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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?

2020-11-17 Thread OpenSceneGraph Users
On Tue, 17 Nov 2020 at 11:55, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> Thank you for your questions.I want to know if the sent
> GUIEventAdapter::USER message has been processed completely.
>
> Check whether GUIEventAdapter::USER has been processed completely. Should
> I count the USER by myself?
>

It's up to your application to decide when your USER events are "processed
completely", as what "processed completely" is completely meaningless to
the OSG itself.

It really feels like you are asking questions from the community when you
are the only one who can answer it.

You have access to the whole OSG code base.  You can build in debug, step
through every single line of code.  You have everything you need to figure
out what is going on.

We know NOTHING about your application, only *you* know about your
application and what you mean.  We aren't omnipotent. We can't see inside
your head, look over your shoulder to your code.

You will need to determine the answers from here.
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2020-11-16 Thread OpenSceneGraph Users
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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?

2020-11-16 Thread OpenSceneGraph Users
Thank you for your questions.I want to know if the sent 
GUIEventAdapter::USER message has been processed completely.

Check whether GUIEventAdapter::USER has been processed completely. Should I 
count the USER by myself?  

在2020年11月16日星期一 UTC+8 下午5:42:05 写道:

> On Mon, 16 Nov 2020 at 05:05, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> sorry,I mean  what method  get the number of GUIEventAdapter::USER  in 
>> OSG?
>>
>
> You'll need to get the osgGA::EventQueue which you are pushing the user 
> events to and then traverse through the events in the queue and check each 
> one. 
>
> The application can have multiple EventQueue, one per osgViewer::Window 
> and one osgGA::Device, and one per osgViewer::View.  The viewer 
> EventTraversal will collate these and then pass them on to the event 
> handlers and do the event traversal.
>
> I know nothing about your application so really can't provide any specific 
> advice.
>
> Robert.
>

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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?

2020-11-16 Thread OpenSceneGraph Users
On Mon, 16 Nov 2020 at 05:05, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> sorry,I mean  what method  get the number of GUIEventAdapter::USER  in OSG?
>

You'll need to get the osgGA::EventQueue which you are pushing the user
events to and then traverse through the events in the queue and check each
one.

The application can have multiple EventQueue, one per osgViewer::Window and
one osgGA::Device, and one per osgViewer::View.  The viewer EventTraversal
will collate these and then pass them on to the event handlers and do the
event traversal.

I know nothing about your application so really can't provide any specific
advice.

Robert.

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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?

2020-11-15 Thread OpenSceneGraph Users
sorry,I mean  what method  get the number of GUIEventAdapter::USER  in OSG?

在2020年11月12日星期四 UTC+8 上午3:51:21 写道:

> EventHandlers are given single events not queues.
>
> If you want to process the while event queue then you'll need to do this 
> in the main loop.
>

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Re: [osg-users] How to Implement Landing Light... Give me Hint!

2020-11-13 Thread OpenSceneGraph Users
works fine from europe. maybe some restrictions to your country. anyway,
here is the code
https://github.com/CCSI-CSSI/MuseOpenIG

and some reference video for your case
https://www.youtube.com/watch?v=bTLBzYjS7Qo

On Fri, Nov 13, 2020 at 12:50 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> Thank you for your response.
>
> But I can't find the page of the reference link.
> If you click the link, Internal Server Error of the relevant page occurs.
>
> 2020년 11월 13일 금요일 오전 7시 46분 36초 UTC+9에 OpenSceneGraph Users님이 작성:
>
>> here is an alternative of flightgear http://openig.compro.net/ ... The
>> code uses F+ lighting in shaders and the code is available
>>
>> On Thu, Nov 12, 2020 at 5:05 AM OpenSceneGraph Users <
>> osg-...@lists.openscenegraph.org> wrote:
>>
>>> I tried to implement it by referring to FlightGear's
>>> Secondary_lights.frag, but it is an application problem and the desired
>>> effect does not come out.
>>>
>>> Could you please tell me a bit if you implemented the effect using
>>> Shader?
>>>
>>> Thank you.
>>>
>> 2020년 11월 11일 수요일 오후 5시 53분 34초 UTC+9에 OpenSceneGraph Users님이 작성:
>>>
>> Have a look at the osglightpoint example that illustrates how to use the
>>>> osgSim::LightPointNode.
>>>>
>>>
>>>> These days though, I'd use shaders
>>>>
>>> --
>>> You received this message because you are subscribed to the Google
>>> Groups "OpenSceneGraph Users" group.
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>>
>>
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>>
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Re: [osg-users] How to Implement Landing Light... Give me Hint!

2020-11-12 Thread OpenSceneGraph Users
Thank you for your response.

But I can't find the page of the reference link.
If you click the link, Internal Server Error of the relevant page occurs.

2020년 11월 13일 금요일 오전 7시 46분 36초 UTC+9에 OpenSceneGraph Users님이 작성:

> here is an alternative of flightgear http://openig.compro.net/ ... The 
> code uses F+ lighting in shaders and the code is available
>
> On Thu, Nov 12, 2020 at 5:05 AM OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> I tried to implement it by referring to FlightGear's 
>> Secondary_lights.frag, but it is an application problem and the desired 
>> effect does not come out.
>>
>> Could you please tell me a bit if you implemented the effect using Shader?
>>
>> Thank you.
>>
> 2020년 11월 11일 수요일 오후 5시 53분 34초 UTC+9에 OpenSceneGraph Users님이 작성:
>>
> Have a look at the osglightpoint example that illustrates how to use the 
>>> osgSim::LightPointNode.
>>>
>>
>>> These days though, I'd use shaders....
>>>
>> -- 
>> You received this message because you are subscribed to the Google Groups 
>> "OpenSceneGraph Users" group.
>> To unsubscribe from this group and stop receiving emails from it, send an 
>> email to osg-users+...@googlegroups.com.
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>> https://groups.google.com/d/msgid/osg-users/2bfefc84-02e1-414e-a86e-c93a6d2de1bdn%40googlegroups.com
>>  
>> <https://groups.google.com/d/msgid/osg-users/2bfefc84-02e1-414e-a86e-c93a6d2de1bdn%40googlegroups.com?utm_medium=email_source=footer>
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>
>
> -- 
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>

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Re: [osg-users] How to Implement Landing Light... Give me Hint!

2020-11-12 Thread OpenSceneGraph Users
here is an alternative of flightgear http://openig.compro.net/ ... The code
uses F+ lighting in shaders and the code is available

On Thu, Nov 12, 2020 at 5:05 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> I tried to implement it by referring to FlightGear's
> Secondary_lights.frag, but it is an application problem and the desired
> effect does not come out.
>
> Could you please tell me a bit if you implemented the effect using Shader?
>
> Thank you.
> 2020년 11월 11일 수요일 오후 5시 53분 34초 UTC+9에 OpenSceneGraph Users님이 작성:
>
>> Have a look at the osglightpoint example that illustrates how to use the
>> osgSim::LightPointNode.
>>
>> These days though, I'd use shaders
>>
> --
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> "OpenSceneGraph Users" group.
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Re: [osg-users] How to Implement Landing Light... Give me Hint!

2020-11-11 Thread OpenSceneGraph Users
I tried to implement it by referring to FlightGear's Secondary_lights.frag, 
but it is an application problem and the desired effect does not come out.

Could you please tell me a bit if you implemented the effect using Shader?

Thank you.
2020년 11월 11일 수요일 오후 5시 53분 34초 UTC+9에 OpenSceneGraph Users님이 작성:

> Have a look at the osglightpoint example that illustrates how to use the 
> osgSim::LightPointNode.
>
> These days though, I'd use shaders
>

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Re: [osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?

2020-11-11 Thread OpenSceneGraph Users
EventHandlers are given single events not queues.

If you want to process the while event queue then you'll need to do this in
the main loop.
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Re: [osg-users] How to Implement Landing Light... Give me Hint!

2020-11-11 Thread OpenSceneGraph Users
Have a look at the osglightpoint example that illustrates how to use the
osgSim::LightPointNode.

These days though, I'd use shaders

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[osg-users] How to Implement Landing Light... Give me Hint!

2020-11-10 Thread OpenSceneGraph Users

Hello, osg family!.

To implement Landing-Light as shown below

Is it possible to implement with osgLight Source and Spot Light without 
using Shader?

Otherwise, can you implement Landing-Light using only Shader?

If there is a good way, please give me a hint.

Have a nice day  


https://cdn.shopify.com/s/files/1/0080/5598/0128/products/pilatus-pc12-lights-night_e8e48863-da11-4ce1-b4f1-232923d13a36_1200x1200.jpg?v=1559140493

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[osg-users] How can I know the number of GUIEventAdapter::USER in the message queue for GUIEventHandler?

2020-11-10 Thread OpenSceneGraph Users
system Win10 ,osg 3.6.4, osgearth 2.10.0,GTX1660   

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Re: [osg-users] Volume of .obj model

2020-11-10 Thread OpenSceneGraph Users
When you saying volume what do you actually mean?

The models that are loadable from .obj can be totally unconstrained open
meshes where a volume isn't normally applicable without extra constraints.

Do you know your models are manifold geometries?
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[osg-users] Volume of .obj model

2020-11-10 Thread OpenSceneGraph Users
Hi,

I'm currently trying to understand which is the occupation volume of an 
.obj file loaded in the node:

osg::ref_ptr boat = osgDB::readNodeFile("file.obj");

Then, the problem is that I need to understand the real length, width and 
height of the node.

I found a solution, but I think that the value it isn't correct:

osg::ref_ptr cbv = new 
osg::ComputeBoundsVisitor();
osg::ref_ptr boundingBoxMt = new 
osg::MatrixTransform();
osg::ref_ptr boundingBoxGeode = new osg::Geode();
osg::BoundingBox geodeBoundingBox;
boat->accept(*cbv);
osg::BoundingBox bb(cbv->getBoundingBox());
boundingBoxMt->setMatrix(osg::Matrix::translate(geodeBoundingBox.center()));
osg::Vec3 ext(bb._max - bb._min);
cout << ext.x() << " " << ext.y() << " " << ext.z() << endl;

Is there a better solution make a correct result?

Thanks

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Re: [osg-users] Viewer raw pixel data

2020-11-09 Thread OpenSceneGraph Users
Sure. What you're looking for is called Render To Texture, and there are a
variety of OSG Render To Texture examples around that do a variety of
things with that rendered texture, like save it to disk, etc.

On Mon, Nov 9, 2020 at 8:44 AM Luigi Castelli 
wrote:

> We are in need of wrapping the OSG library inside a vector graphic
> environment.
> The vector graphic environment doesn't offer any OpenGL functionality in
> and of itself, however there is a function in its SDK to create and display
> a bitmap image given an array of bytes.
>
> /** Create an image surface from given pixel data.
> Data should point to start of top line of bitmap, stride tells how to get
> to next line.
> For upside down windows bitmaps, data = (pBits-(height-1)*stride) and
> stride is a negative number.
> @ingroup jsurface
> @param data The data.  For example, an RGBA image loaded in memory.
> @param format The format of the data.
> @param width The width of the new surface.
> @param height The height of the new surface.
> @param stride The number of bytes between the start of rows in the data
> buffer.
> @param freefun If not NULL, freefun will be called when the surface is
> destroyed
> @param freearg This will be passed to freefun if/when freefun is called.
> @return A pointer to the new surface.
> */
> t_jsurface* jgraphics_image_surface_create_for_data(unsigned char *data,
> t_jgraphics_format format, int width, int height, int stride, method
> freefun, void *freearg);
>
> The question is whether it is possible to extract the graphical output of
> the OSG Viewer as raw RGBA bytes. Then we could use the above function to
> basically create a pixel dump of the OSG viewer output and have the 2D
> vector graphic environment display it.
>
> Thanks for any help
> Regards
>
> - Luigi
>
> --
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Re: [osg-users] Viewer raw pixel data

2020-11-09 Thread OpenSceneGraph Users
Hi Luigi,

The OSG can render to a framebuffer that is defined by a Window or a
PixelBuffer.  If you want a RGBA image from either of these you'll need to
use a Camera final draw callback to do a glReadPixel or
osg::Image::readPixels(..) call to copy the framebuffer data that resides
on the GPU back to the CPU so you can use it.  This round trip is
relatively slow though.

The most efficient way to render the vertex graphics together with 3D will
render the vector graphics with OpenGL/OSG so there is no need to copy any
data, you just render it all together.

Robert.

On Mon, 9 Nov 2020 at 16:00, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> We are in need of wrapping the OSG library inside a vector graphic
> environment.
> The vector graphic environment doesn't offer any OpenGL functionality in
> and of itself, however there is a function in its SDK to create and display
> a bitmap image given an array of bytes.
>
> /** Create an image surface from given pixel data.
> Data should point to start of top line of bitmap, stride tells how to get
> to next line.
> For upside down windows bitmaps, data = (pBits-(height-1)*stride) and
> stride is a negative number.
> @ingroup jsurface
> @param data The data.  For example, an RGBA image loaded in memory.
> @param format The format of the data.
> @param width The width of the new surface.
> @param height The height of the new surface.
> @param stride The number of bytes between the start of rows in the data
> buffer.
> @param freefun If not NULL, freefun will be called when the surface is
> destroyed
> @param freearg This will be passed to freefun if/when freefun is called.
> @return A pointer to the new surface.
> */
> t_jsurface* jgraphics_image_surface_create_for_data(unsigned char *data,
> t_jgraphics_format format, int width, int height, int stride, method
> freefun, void *freearg);
>
> The question is whether it is possible to extract the graphical output of
> the OSG Viewer as raw RGBA bytes. Then we could use the above function to
> basically create a pixel dump of the OSG viewer output and have the 2D
> vector graphic environment display it.
>
> Thanks for any help
> Regards
>
> - Luigi
>
> --
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> "OpenSceneGraph Users" group.
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[osg-users] Viewer raw pixel data

2020-11-09 Thread OpenSceneGraph Users
We are in need of wrapping the OSG library inside a vector graphic 
environment.
The vector graphic environment doesn't offer any OpenGL functionality in 
and of itself, however there is a function in its SDK to create and display 
a bitmap image given an array of bytes.

/** Create an image surface from given pixel data.
Data should point to start of top line of bitmap, stride tells how to get 
to next line. 
For upside down windows bitmaps, data = (pBits-(height-1)*stride) and 
stride is a negative number.
@ingroup jsurface
@param data The data.  For example, an RGBA image loaded in memory.
@param format The format of the data.
@param width The width of the new surface.
@param height The height of the new surface.
@param stride The number of bytes between the start of rows in the data 
buffer.
@param freefun If not NULL, freefun will be called when the surface is 
destroyed
@param freearg This will be passed to freefun if/when freefun is called.
@return A pointer to the new surface. 
*/
t_jsurface* jgraphics_image_surface_create_for_data(unsigned char *data, 
t_jgraphics_format format, int width, int height, int stride, method 
freefun, void *freearg);

The question is whether it is possible to extract the graphical output of 
the OSG Viewer as raw RGBA bytes. Then we could use the above function to 
basically create a pixel dump of the OSG viewer output and have the 2D 
vector graphic environment display it.

Thanks for any help
Regards

- Luigi

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Re: [osg-users] render quad texture to arbitrary quadrilateral

2020-10-28 Thread OpenSceneGraph Users
Hello Tom!

Looks like there was an issue in uploading the screenshot? 

Could you post a minimal/complete/reproducible example of the code that you 
use? Maybe someone will be able to spot the issue just by looking at the 
code.

-- Vaillancourt


On Tuesday, 27 October 2020 18:58:06 UTC-4, Tom Pollok wrote:
>
> Hello,
>
> im trying to render a texture to an quadrilateral. The  quadrilateral is 
> the calculated by the intersection view frustum with aplane. So the image 
> basically a perspective projection of the original image. 
>
>
> Unfortunately the texture coordinates are not interpolated correctly such 
> that the triangles look wrong.
>
> I know that is is a very basic computer graphics problem. But i have some 
> trouble solving it. 
> Does anyone have solved this problem already for arbitrary quadrilaterals? 
> My guess would be using fragment shaders, but im not experienced in with 
> GLSL. Another option is transforming the texture using a homography and 
> then rendering a quad, but it feels like this the brute force solution.
>
> Id be very thankful if somebody could help me. Ideally of somebody knows 
> where this problem has been solved already with openscenegraph.
>

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Re: [osg-users] osgviewer: unable to find a plugin for jpg

2020-10-21 Thread OpenSceneGraph Users
On Wed, 21 Oct 2020 at 09:35, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> Hello, i trying to load model and watch him with the osgviewer.
> I have in the folder all of the files to load it and the textures.
> But, when I run the osgviewer with the model its loading it but the images
> not.
> It's writing me "InputStream::readImage(): Unable to find a plugin for jpg"
> Someone know if there is a way to add this plugin?
>

>From the details provided we can determine what is wrong, you'll need to do
more checks at your end.

It may be that you have the jpeg plugin already and it's just not on your
search path.  How did you build the OSG?  Where did you install it?  Have
you set any paths to find binaries and libraries associated with the OSG?

The plugins are located in a osgPlugins-version directory.  The jpeg plugin
will be in the form osgdb_jpeg.so / osgdb_jpeg.dll.

One tool you can use to find out where the OSG is looking for plugins is to
enable verbose console output by setting the env var OSG_NOTIFY_LEVEL to
DEBUG and then run your application with your data. You don't mention
anything about what platform you are using so I can't say what the best way
to set the env vars might be in your case.

The DEBUG console output will include all the paths checked for loading
plugins and files.  Look output for the jpeg plugin amongst the list and
the paths checked.

If you built the OSG yourself then check the CMake settings to see if it's
found libjpeg.

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[osg-users] osgviewer: unable to find a plugin for jpg

2020-10-21 Thread OpenSceneGraph Users
Hello, i trying to load model and watch him with the osgviewer.
I have in the folder all of the files to load it and the textures. 
But, when I run the osgviewer with the model its loading it but the images 
not.
It's writing me "InputStream::readImage(): Unable to find a plugin for jpg"
Someone know if there is a way to add this plugin?
Thanks for the helpers.

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Re: [osg-users] I want to connect two moving models with a line.

2020-10-20 Thread OpenSceneGraph Users
Oh, I forgot you were using an animation path.  Then I think the easiest
solution is not modifying the vertices but modelling an unit-long line
and then just rotating, scaling and translating it where you want it to
be.
-- 
Alberto

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[osg-users] Qt dynamic OpenGL implementation

2020-10-20 Thread OpenSceneGraph Users



Hi All,

Qt supports dynamic OpenGL implementation loading that forces my application to 
switch from standard OpenGL to either ANGLE or Mesa llvmpipe when Windows 
Remote Desktop Connection is used.
However I have seen that those fallbacks do not work in my case and the error is 
"OpenGL version test failed, required valid graphic context". Is that a 
limitation of OpenSceneGraph or the problem could be in my code?

Regards,
Renzo
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Re: [osg-users] I want to connect two moving models with a line.

2020-10-20 Thread OpenSceneGraph Users
Hi, Alberto
I saw your answer well. However, there are parts that I still don't 
understand.

>From what you answered, the way that works for me is to modify the 
coordinates of the two vertices of the line.

First, I need to set the coordinates and travel time with the values below.


===
[model1]  
movePoint1) longitude:127.0,  latitude: 37.0,  moveTime: 10 second
movePoint2) longitude:127.005,   latitude: 37.0,  moveTime: 20 second
movePoint3) longitude:127.01,latitude: 37.0,  moveTime: 30 second

[model2]  
movePoint1) longitude:128.0,  latitude: 37.0,  moveTime: 15 second
movePoint2) longitude:128.005,   latitude: 37.0,  moveTime: 20 second
movePoint3) longitude:128.01,latitude: 37.0,  moveTime: 25 second

[model1 model2 connetion line]

movePoint1)  point1:   longitude:127.0,   latitude: 37.0,  moveTime: 10 
second
 point2:   longitude:128.0,   latitude: 37.0,  
moveTime: 15 second

movePoint2)  point1:  longitude:127.005,  latitude: 37.0,  moveTime: 20 
second
point2:   longitude:128.0,   latitude: 37.0,  
moveTime: 15 second

movePoint3) point1:   longitude:127.01,   latitude: 37.0,  moveTime: 30 
second
   point2:  longitude:128.01,   latitude: 37.0,  
moveTime: 25 second
==

 AnimationPath, you can set the center coordinate and movement time in the 
insert function.

And Since 3ds models are displayed with one coordinate, there is no problem 
using AnimationPath.

As you answered, you need to modify the two coordinates of the line, but 
AnimationPath could not find a function that moves while changing the 
coordinates of the model with more than two coordinates.

There is no problem when displaying in a static state, but it seems to be a 
problem when using animationPath.

Couldn't the model (line or polygon) displayed with two or more coordinates 
use the Animation effect by using AnimationPath?

2020년 10월 19일 월요일 오후 10시 51분 37초 UTC+9에 OpenSceneGraph Users님이 작성:

> Hi, you have to modify the geometry of the line.
>
> You can do that either scaling and rotating it or by modifying the
> coordinates of the vertices. In the latter case, be sure to deactivate
> the display lists of the geometry, otherwise the line will not be
> reflect any changes.
>
> -- 
> Alberto
>
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Re: [osg-users] Merge geodes into a single node

2020-10-19 Thread OpenSceneGraph Users
Hi, There should be some combination of options for the optimiser stuff in osgUtil that will let you merge geometries. This isn’t always possible (for example, if two nodes need wildly different renderer state, then there’s no way to merge them without the state being wrong when one is drawn) but if your models are fairly similar, it shouldn’t be a problem when you find the right settings. By the way, it’s probably not the best idea to still be using geodes with modern OSG versions. osg::Drawable inherits osg::Node now, so you can put drawables directly into the scene graph like any other node. Good luck, Chris From: OpenSceneGraph UsersSent: 19 October 2020 15:59To: osg-users@lists.openscenegraph.orgSubject: Re: [osg-users] Merge geodes into a single node Hi, Luca.  One cannot do this in a general way since under each node any kind ofentities can exist. I think the task you want to do not possible in a generic way, unlessyou get down to the level of the specific drawables each node has andcopy/transfer their contents (for example, if they are osg::Geodes, youmight do that with their drawables). -- Alberto ___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group.To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com.To view this discussion on the web visit https://groups.google.com/d/msgid/osg-users/mailman.22744.1603119549.3538.osg-users-openscenegraph.org%40lists.openscenegraph.org. 



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Re: [osg-users] Merge geodes into a single node

2020-10-19 Thread OpenSceneGraph Users
Hi, Luca.  One cannot do this in a general way since under each node any kind of
entities can exist.

I think the task you want to do not possible in a generic way, unless
you get down to the level of the specific drawables each node has and
copy/transfer their contents (for example, if they are osg::Geodes, you
might do that with their drawables).

-- 
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[osg-users] Merge geodes into a single node

2020-10-19 Thread OpenSceneGraph Users
Hi All

I have two basic osg shapes that I load like this

osg::ref_ptr shape1 = osgDB::readNodeFile("shape1.osg");
osg::ref_ptr shape2 = osgDB::readNodeFile("shape2.osg"); 

I then group them together and save them
osg::ref_ptr total = new osg::Group;
total->addChild(shape1.get());
total->addChild(shape2.get());
osgDB::writeNodeFile(*total, "ouput.fbx");

The output fbx files contains two geodes... How can I merge them into a 
single one?

I tried with
osg::ref_ptr singleNode = new osg::Node;
singleNode = dynamic_cast(total.get());

But the output doesn't change...

Thanks to anyone that will help :)

Regards
Luca

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2020-10-19 Thread OpenSceneGraph Users
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Re: [osg-users] I want to connect two moving models with a line.

2020-10-19 Thread OpenSceneGraph Users
Hi, you have to modify the geometry of the line.

You can do that either scaling and rotating it or by modifying the
coordinates of the vertices.  In the latter case, be sure to deactivate
the display lists of the geometry, otherwise the line will not be
reflect any changes.

-- 
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[osg-users] I want to connect two moving models with a line.

2020-10-19 Thread OpenSceneGraph Users
I didn't speak English well, so I used a translator to write it. Please 
understand if there is any awkwardness in the sentence.

I am moving two 3ds models using osg animationPath. And I want to connect 
two moving models with a line.

Moving the 3ds model to the specified time and path using AnimationPath was 
successful.

But I can't remember how to move the line connecting these two models using 
animationPath.

The two models travel with different paths and different speeds/times. What 
method should I use to connect and move the lines of these two models?

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Re: [osg-users] Why can't ive format model texture show when turn on setUseVertexAttributeAliasing(true)?

2020-10-18 Thread OpenSceneGraph Users
On Sat, 17 Oct 2020 at 18:15, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> Thank you for your questions,Do you mean to  use this
> setUseVertexAttributeAliasing(true)  only in GL version that only supports
> shaders  ?
>

Vertex aliasing only affects scene graphs that use shaders, they don't
affect the OpenGl fixed function pipeline.

The OSG tests for shader support at runtime so even older versions of
OpenGL prior to GL2 can use shaders.

However, if you build against GL core profile or GLES2.x of greater then
there is no fixed function pipeline so all OSG usage will need to use
shaders.

Robert.

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Re: [osg-users] Why can't ive format model texture show when turn on setUseVertexAttributeAliasing(true)?

2020-10-16 Thread OpenSceneGraph Users
Thank you for your questions,Do you mean to  use this  
setUseVertexAttributeAliasing(true)  only in GL version that only supports 
shaders  ?  

在2020年10月16日星期五 UTC+8 下午4:38:34 写道:

> Hi ?
>
> OpenGL and OSG strandles and old fixed function pipeline era and shaders.  
> You can select a pure shaders subset of OpenGL at compile time and runtime, 
> and you can also toggle on/off some mappings the OSG provide between the 
> GL2.x GLSL built in variables and osg_ equivalents useful for 
> GLES2.x/GL3.x+.  
>
> The scene graphs you build for each of these scenarios will need to be 
> different - you can't use fixed function pipeline state with a GL version 
> that only supports shaders.  I know nothing about your particular .ive but 
> my best guess is that it's not compatible with the subset of OpenGL you 
> selecting.
>
> Robert.
>
> On Fri, 16 Oct 2020 at 03:55, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> env is system Win10 ,osg 3.6.4, osgearth 2.10.0,GTX1660 TI
>>
>> Why is there an error in the model texture display when this function is 
>> turn on?
>>
>>  const int width( 800 ), height( 450 );
>> const std::string version( "4.3" );
>> osg::ref_ptr< osg::GraphicsContext::Traits > traits = new 
>> osg::GraphicsContext::Traits();
>> traits->x = 20; traits->y = 30;
>> traits->width = width; traits->height = height;
>> traits->windowDecoration = true;
>> traits->doubleBuffer = true;
>> traits->glContextVersion = version;
>> traits->readDISPLAY();
>> traits->setUndefinedScreenDetailsToDefaultScreen();
>> osg::ref_ptr< osg::GraphicsContext > gc = 
>> osg::GraphicsContext::createGraphicsContext( traits.get() );
>> if( !gc.valid() )
>> {
>> osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << 
>> version << " context." << std::endl;
>> return( 1 );
>> }
>> [image: Q20201012125957.png]
>>
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Re: [osg-users] bounding box of culled geometry

2020-10-15 Thread OpenSceneGraph Users
Hi Renzo,

On Thu, 15 Oct 2020 at 09:05, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> thanks for pointing out how cull traversal operates.
>
> Yes, it might be I am searching in the wrong direction. I need to get the
> minimum and the maximum Z coordinate of the geometry vertices in order to
> apply a color range. This is quite easy to do for the whole geometry but I
> would know if there is a way just for the vertices inside the view frustum.
>

The CullVisitor maintains the near and far values used in the view frustum
so after the cull traversal you should be able query the settings.  See
CullVisitor::getCalculatedNearPlane() and getCalculatedFarPlane()

Robert.

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Re: [osg-users] bounding box of culled geometry

2020-10-15 Thread OpenSceneGraph Users

  

Hi Wojtek,

it looks interesting. I do not have a shadowed scene but I will try
it, thanks.

Regards,
Renzo 

On 15-Oct-20 2:54 PM, OpenSceneGraph
  Users wrote:


  
  
Hi Renzo,
  
  
  You may look at osgShadow\MinimalCullBoundsShadowMap.cpp.
It scans RenderBins and compute bounds of culled drawables
to optimize shadow map resolution. 
  
  
  Cheers,
  Wojtek Lewandowski

  
  
  
czw., 15 paź 2020 o
  12:40 OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
  napisał(a):


   
Hi Werner,

I do not know if I have found the code that you are
suggesting. I see that CullVisitor could help to find the
near and far plane, however with Z I meant the world
vertical axis, not the axis of the view frustum.

Regards,
Renzo

On 15-Oct-20 11:25 AM, OpenSceneGraph Users wrote:


  Hi Renzo,
Maybe a node visitor with z-near and z-far as parameter
is a possible approach.
Werner
  
  
  On 15. Oktober 2020 09:46:57
MESZ, OpenSceneGraph Users 
wrote:
 
  Hi Robert,
  
  On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote:
  
  

  Hi Renzo,
  
  
  
On Wed, 14 Oct
  2020 at 12:00, OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
  wrote:


  I am using
  osg::Drawable::getBoundingBox() to
  retrieve the bounding box around the whole
  geometry. Is there a similar short way to
  get the equivalent box for just the culled
  geometry or do I need to write my own
  procedure?



Culling isn't related to the nodes
  directly, but to a traversersal of the scene
  graph that compares the bounding shere's of
  internal nodes of the scene graph and the
  bounding boxes of the drawable leaves. 
  Culling can happen at any point in the
  hierarchy - it can cull right up at the top
  node in the scene graph if the scene is
  outside the view frustum.


Within the cull traversal there is no
  tracking of culled or non culling bounding
  boxes, a cull test is done and the bool result
  used directly.  There isn't a "bounding box"
  or "bounding sphere" for culled or non culled
  objects.  All the cull traversal cares about
  is building a list of drawables leaves that
  pass the view frustum test, there is no
  tracking of any objects that are culled - this
  would be a crazy waste of CPU resources.



I have to ask, why do you want a bounding
  box of culled objects - what is the high level
  problem you are trying to solve?  It may well
  be that you are asking the wrong question
  thinking about the task you have in the wrong
  way.



Robert.

  

  
  
  thanks for pointing out how cull traversal operates.
  
  Yes, it might be I am searching in the wrong
  direction. I need to get the minimum and the maximum Z
  coordinate of the geometry vertices in order to apply
  a color range. This is quite easy to do for the whole
  geometry but I would know if there is a way just for
  the 

Re: [osg-users] bounding box of culled geometry

2020-10-15 Thread OpenSceneGraph Users
Hi Renzo,

You may look at osgShadow\MinimalCullBoundsShadowMap.cpp. It scans
RenderBins and compute bounds of culled drawables to optimize shadow map
resolution.

Cheers,
Wojtek Lewandowski

czw., 15 paź 2020 o 12:40 OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> napisał(a):

>
> Hi Werner,
>
> I do not know if I have found the code that you are suggesting. I see that
> CullVisitor could help to find the near and far plane, however with Z I
> meant the world vertical axis, not the axis of the view frustum.
>
> Regards,
> Renzo
>
> On 15-Oct-20 11:25 AM, OpenSceneGraph Users wrote:
>
> Hi Renzo,
> Maybe a node visitor with z-near and z-far as parameter is a possible
> approach.
> Werner
>
>
> On 15. Oktober 2020 09:46:57 MESZ, OpenSceneGraph Users
>  
> wrote:
>>
>>
>> Hi Robert,
>>
>> On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote:
>>
>> Hi Renzo,
>>
>> On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users <
>> osg-users@lists.openscenegraph.org> wrote:
>>
>>> I am using osg::Drawable::getBoundingBox() to retrieve the bounding box
>>> around the whole geometry. Is there a similar short way to get the
>>> equivalent box for just the culled geometry or do I need to write my own
>>> procedure?
>>>
>>
>> Culling isn't related to the nodes directly, but to a traversersal of the
>> scene graph that compares the bounding shere's of internal nodes of the
>> scene graph and the bounding boxes of the drawable leaves.  Culling can
>> happen at any point in the hierarchy - it can cull right up at the top node
>> in the scene graph if the scene is outside the view frustum.
>>
>> Within the cull traversal there is no tracking of culled or non culling
>> bounding boxes, a cull test is done and the bool result used directly.
>> There isn't a "bounding box" or "bounding sphere" for culled or non culled
>> objects.  All the cull traversal cares about is building a list of
>> drawables leaves that pass the view frustum test, there is no tracking of
>> any objects that are culled - this would be a crazy waste of CPU resources.
>>
>> I have to ask, why do you want a bounding box of culled objects - what is
>> the high level problem you are trying to solve?  It may well be that you
>> are asking the wrong question thinking about the task you have in the wrong
>> way.
>>
>> Robert.
>>
>>
>> thanks for pointing out how cull traversal operates.
>>
>> Yes, it might be I am searching in the wrong direction. I need to get the
>> minimum and the maximum Z coordinate of the geometry vertices in order to
>> apply a color range. This is quite easy to do for the whole geometry but I
>> would know if there is a way just for the vertices inside the view frustum.
>>
>> Regards,
>> Renzo
>>
>> --
>>
>> osg-users mailing 
>> listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
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Re: [osg-users] bounding box of culled geometry

2020-10-15 Thread OpenSceneGraph Users

  

Hi Werner,

I do not know if I have found the code that you are suggesting. I
see that CullVisitor could help to find the near and far plane,
however with Z I meant the world vertical axis, not the axis of the
view frustum.

Regards,
Renzo

On 15-Oct-20 11:25 AM, OpenSceneGraph
  Users wrote:


  
  Hi Renzo,
Maybe a node visitor with z-near and z-far as parameter is a
possible approach.
Werner
  
  
  On 15. Oktober 2020 09:46:57 MESZ,
OpenSceneGraph Users 
wrote:
 
  Hi Robert,
  
  On 14-Oct-20 3:56 PM,
OpenSceneGraph Users wrote:
  
  

  Hi Renzo,
  
  
  
On Wed, 14 Oct 2020 at
  12:00, OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
  wrote:


  I am using
  osg::Drawable::getBoundingBox() to retrieve the
  bounding box around the whole geometry. Is there a
  similar short way to get the equivalent box for
  just the culled geometry or do I need to write my
  own procedure?



Culling isn't related to the nodes directly, but to
  a traversersal of the scene graph that compares the
  bounding shere's of internal nodes of the scene graph
  and the bounding boxes of the drawable leaves. 
  Culling can happen at any point in the hierarchy - it
  can cull right up at the top node in the scene graph
  if the scene is outside the view frustum.


Within the cull traversal there is no tracking of
  culled or non culling bounding boxes, a cull test is
  done and the bool result used directly.  There isn't a
  "bounding box" or "bounding sphere" for culled or non
  culled objects.  All the cull traversal cares about is
  building a list of drawables leaves that pass the view
  frustum test, there is no tracking of any objects that
  are culled - this would be a crazy waste of CPU
  resources.



I have to ask, why do you want a bounding box of
  culled objects - what is the high level problem you
  are trying to solve?  It may well be that you are
  asking the wrong question thinking about the task you
  have in the wrong way.



Robert.

  

  
  
  thanks for pointing out how cull traversal operates.
  
  Yes, it might be I am searching in the wrong direction. I need
  to get the minimum and the maximum Z coordinate of the
  geometry vertices in order to apply a color range. This is
  quite easy to do for the whole geometry but I would know if
  there is a way just for the vertices inside the view frustum.
  
  Regards,
  Renzo
  
  
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] bounding box of culled geometry

2020-10-15 Thread OpenSceneGraph Users
Hi Renzo,
Maybe a node visitor with z-near and z-far as parameter is a possible approach.
Werner

On 15. Oktober 2020 09:46:57 MESZ, OpenSceneGraph Users 
 wrote:
>
>Hi Robert,
>
>On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote:
>
>Hi Renzo,
>
>
>On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users
> wrote:
>
>I am using osg::Drawable::getBoundingBox() to retrieve the bounding box
>around the whole geometry. Is there a similar short way to get the
>equivalent box for just the culled geometry or do I need to write my
>own procedure?
>
>
>Culling isn't related to the nodes directly, but to a traversersal of
>the scene graph that compares the bounding shere's of internal nodes of
>the scene graph and the bounding boxes of the drawable leaves.  Culling
>can happen at any point in the hierarchy - it can cull right up at the
>top node in the scene graph if the scene is outside the view frustum.
>
>
>Within the cull traversal there is no tracking of culled or non culling
>bounding boxes, a cull test is done and the bool result used directly. 
>There isn't a "bounding box" or "bounding sphere" for culled or non
>culled objects.  All the cull traversal cares about is building a list
>of drawables leaves that pass the view frustum test, there is no
>tracking of any objects that are culled - this would be a crazy waste
>of CPU resources.
>
>
>I have to ask, why do you want a bounding box of culled objects - what
>is the high level problem you are trying to solve?  It may well be that
>you are asking the wrong question thinking about the task you have in
>the wrong way.
>
>
>Robert.
>
>
>thanks for pointing out how cull traversal operates.
>
>Yes, it might be I am searching in the wrong direction. I need to get
>the minimum and the maximum Z coordinate of the geometry vertices in
>order to apply a color range. This is quite easy to do for the whole
>geometry but I would know if there is a way just for the vertices
>inside the view frustum.
>
>Regards,
>Renzo
>
>
>
>
>
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Re: [osg-users] bounding box of culled geometry

2020-10-15 Thread OpenSceneGraph Users

  

Hi Robert,

On 14-Oct-20 3:56 PM, OpenSceneGraph
  Users wrote:


  
  
Hi Renzo,



  On Wed, 14 Oct 2020 at
12:00, OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
wrote:
  
  
I am using
osg::Drawable::getBoundingBox() to retrieve the bounding
box around the whole geometry. Is there a similar short
way to get the equivalent box for just the culled
geometry or do I need to write my own procedure?
  
  
  
  Culling isn't related to the nodes directly, but to a
traversersal of the scene graph that compares the bounding
shere's of internal nodes of the scene graph and the
bounding boxes of the drawable leaves.  Culling can happen
at any point in the hierarchy - it can cull right up at the
top node in the scene graph if the scene is outside the view
frustum.
  
  
  Within the cull traversal there is no tracking of culled
or non culling bounding boxes, a cull test is done and the
bool result used directly.  There isn't a "bounding box" or
"bounding sphere" for culled or non culled objects.  All the
cull traversal cares about is building a list of drawables
leaves that pass the view frustum test, there is no tracking
of any objects that are culled - this would be a crazy waste
of CPU resources.
  
  
  
  I have to ask, why do you want a bounding box of culled
objects - what is the high level problem you are trying to
solve?  It may well be that you are asking the wrong
question thinking about the task you have in the wrong way.
  
  
  
  Robert.
  

  


thanks for pointing out how cull traversal operates.

Yes, it might be I am searching in the wrong direction. I need to
get the minimum and the maximum Z coordinate of the geometry
vertices in order to apply a color range. This is quite easy to do
for the whole geometry but I would know if there is a way just for
the vertices inside the view frustum.

Regards,
Renzo

  




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Re: [osg-users] bounding box of culled geometry

2020-10-14 Thread OpenSceneGraph Users
Hi Renzo,

On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> I am using osg::Drawable::getBoundingBox() to retrieve the bounding box
> around the whole geometry. Is there a similar short way to get the
> equivalent box for just the culled geometry or do I need to write my own
> procedure?
>

Culling isn't related to the nodes directly, but to a traversersal of the
scene graph that compares the bounding shere's of internal nodes of the
scene graph and the bounding boxes of the drawable leaves.  Culling can
happen at any point in the hierarchy - it can cull right up at the top node
in the scene graph if the scene is outside the view frustum.

Within the cull traversal there is no tracking of culled or non culling
bounding boxes, a cull test is done and the bool result used directly.
There isn't a "bounding box" or "bounding sphere" for culled or non culled
objects.  All the cull traversal cares about is building a list of
drawables leaves that pass the view frustum test, there is no tracking of
any objects that are culled - this would be a crazy waste of CPU resources.

I have to ask, why do you want a bounding box of culled objects - what is
the high level problem you are trying to solve?  It may well be that you
are asking the wrong question thinking about the task you have in the wrong
way.

Robert.

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Re: [osg-users] How can we have a single VRAM footprint over multiple contexts/windows/views/camera in a multi-thread safe way?

2020-10-13 Thread OpenSceneGraph Users
Hi Robert, thanks for the answer!

--Vaillancourt

On Wednesday, September 30, 2020 at 12:19:14 p.m. UTC-4 OpenSceneGraph 
Users wrote:

> Hi Vaillancourt,
>
> The OSG does not provide thread safe sharing of contexts, and OpenGL 
> itself doesn't provide it either, so even if we attempted to mutex lock all 
> access to GL objects that multi-threaded nature of graphics would step 
> around locks we attempted to add.  If you want to share contexts then 
> you'll need to use single threading.
>
> With the VSG Vulkan objects are per logical device so you can share 
> objects on the same hardware in a more user controlled way, one still has 
> to take care because the objects aren't generally safe to read/write to one 
> has to use explicit synchronization when managing objects to avoid 
> threading collisions.  The VSG and Vulkan have waaay lower CPU overhead so 
> multi-threading is actually far less critical for performance, 
> paradoxically as Vulkan is so much better at handling threading!
>
> Robert.
>
>
>

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[osg-users] bounding box of culled geometry

2020-10-13 Thread OpenSceneGraph Users

  

Hello,

I am using osg::Drawable::getBoundingBox() to retrieve the
bounding box around the whole geometry. Is there a similar short
way to get the equivalent box for just the culled geometry or do
I need to write my own procedure?

Best regards,
Renzo

  




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Re: [osg-users] How to use setUseVertexAttributeAliasing?Why is there an error in the model texture display when this function is turn on?

2020-10-12 Thread OpenSceneGraph Users
You haven't provided any information about your hardware, OS, OSG version,
what GL version you are targeting, how you have constructed your scene
graph, what state you are setting, just a couple of screenshots. There
really isn't advice we can provide based on so little information.

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[osg-users] Why does the modified 0SGsimpleGl3 sample render cow.OSg model not show textures?

2020-10-10 Thread OpenSceneGraph Users
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 
#include 

void configureShaders( osg::StateSet* stateSet )
{
const std::string vertexSource =
"#version 130 \n"
" \n"
"uniform mat4 osg_ModelViewProjectionMatrix; \n"
"uniform mat3 osg_NormalMatrix; \n"
"uniform vec3 ecLightDir; \n"
" \n"
"in vec4 osg_Vertex; \n"
"in vec3 osg_Normal; \n"
"in vec4 osg_MultiTexCoord0; \n"
"out vec4 color; \n"
"out vec2 texCoord; \n"
" \n"
"void main() \n"
"{ \n"
"vec3 ecNormal = normalize( osg_NormalMatrix * osg_Normal ); \n"
"float diffuse = max( dot( ecLightDir, ecNormal ), 0. ); \n"
"color = vec4( vec3( diffuse ), 1. ); \n"
"texCoord = osg_MultiTexCoord0.xy; \n"
" \n"
"gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; \n"
"} \n";
osg::Shader* vShader = new osg::Shader( osg::Shader::VERTEX, 
vertexSource );

const std::string fragmentSource =
"#version 130 \n"
" \n"
"in vec2 texCoord; \n"
"in vec4 color; \n"
"out vec4 fragData; \n"
"uniform sampler2D tex; \n"
" \n"
"void main() \n"
"{ \n"
"fragData = texture2D(tex,texCoord); \n"
"} \n";
osg::Shader* fShader = new osg::Shader( osg::Shader::FRAGMENT, 
fragmentSource );

osg::Program* program = new osg::Program;
program->addShader( vShader );
program->addShader( fShader );
stateSet->setAttribute( program );

osg::Vec3f lightDir( 0., 0.5, 1. );
lightDir.normalize();
stateSet->addUniform( new osg::Uniform( "ecLightDir", lightDir ) );
stateSet->addUniform( new osg::Uniform( "tex" ,0 ) );
}

int main( int argc, char** argv )
{
osg::ArgumentParser arguments( , argv );

osg::ref_ptr root = osgDB::readNodeFile("cow.osg");
if( root == NULL )
{
osg::notify( osg::FATAL ) << "Unable to load model from command 
line." << std::endl;
return( 1 );
}

osgUtil::Optimizer optimizer;
optimizer.optimize(root.get(), osgUtil::Optimizer::ALL_OPTIMIZATIONS  | 
osgUtil::Optimizer::TESSELLATE_GEOMETRY);

configureShaders( root->getOrCreateStateSet() );

const int width( 800 ), height( 450 );
const std::string version( "3.0" );
osg::ref_ptr< osg::GraphicsContext::Traits > traits = new 
osg::GraphicsContext::Traits();
traits->x = 20; traits->y = 30;
traits->width = width; traits->height = height;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->glContextVersion = version;
traits->readDISPLAY();
traits->setUndefinedScreenDetailsToDefaultScreen();
osg::ref_ptr< osg::GraphicsContext > gc = 
osg::GraphicsContext::createGraphicsContext( traits.get() );
if( !gc.valid() )
{
osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << version 
<< " context." << std::endl;
return( 1 );
}

osgViewer::Viewer viewer;

// Create a Camera that uses the above OpenGL context.
osg::Camera* cam = viewer.getCamera();
cam->setGraphicsContext( gc.get() );
// Must set perspective projection for fovy and aspect.
cam->setProjectionMatrix( osg::Matrix::perspective( 30., 
(double)width/(double)height, 1., 100. ) );
// Unlike OpenGL, OSG viewport does *not* default to window dimensions.
cam->setViewport( new osg::Viewport( 0, 0, width, height ) );

viewer.setSceneData( root );

// for non GL3/GL4 and non GLES2 platforms we need enable the osg_ 
uniforms that the shaders will use,
// you don't need thse two lines on GL3/GL4 and GLES2 specific builds 
as these will be enable by default.
gc->getState()->setUseModelViewAndProjectionUniforms(true);
gc->getState()->setUseVertexAttributeAliasing(true);

return( viewer.run() );
}

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[osg-users] To set the glContextVersion number in the code, do I need cmake to configure the OSG_GL3_AVAILABLE option?

2020-10-10 Thread OpenSceneGraph Users
const int width( 800 ), height( 450 );
const std::string version( "3.0" );
osg::ref_ptr< osg::GraphicsContext::Traits > traits = new 
osg::GraphicsContext::Traits();
traits->x = 20; traits->y = 30;
traits->width = width; traits->height = height;
traits->windowDecoration = true;
traits->doubleBuffer = true;
traits->glContextVersion = version;
traits->readDISPLAY();
traits->setUndefinedScreenDetailsToDefaultScreen();
osg::ref_ptr< osg::GraphicsContext > gc = 
osg::GraphicsContext::createGraphicsContext( traits.get() );
if( !gc.valid() )
{
osg::notify( osg::FATAL ) << "Unable to create OpenGL v" << version 
<< " context." << std::endl;
return( 1 );
}

osgViewer::Viewer viewer;

// Create a Camera that uses the above OpenGL context.
osg::Camera* cam = viewer.getCamera();
cam->setGraphicsContext( gc.get() );
// Must set perspective projection for fovy and aspect.
cam->setProjectionMatrix( osg::Matrix::perspective( 30., 
(double)width/(double)height, 1., 100. ) );
// Unlike OpenGL, OSG viewport does *not* default to window dimensions.
cam->setViewport( new osg::Viewport( 0, 0, width, height ) );

viewer.setSceneData( root );

// for non GL3/GL4 and non GLES2 platforms we need enable the osg_ 
uniforms that the shaders will use,
// you don't need thse two lines on GL3/GL4 and GLES2 specific builds 
as these will be enable by default.
gc->getState()->setUseModelViewAndProjectionUniforms(true);
gc->getState()->setUseVertexAttributeAliasing(true);

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Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-10 Thread OpenSceneGraph Users
Mailing list settings have reverted so I can't trace the problem sender...
I've changed the setting again to see what will happen this time
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[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-08 Thread OpenSceneGraph Users
[Auto-Reply]  I'm driving right now - I'll get back to you later.
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Re: [osg-users] Rendering huge point clouds

2020-10-08 Thread OpenSceneGraph Users
You might look at this discussion from a while back:

https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg78153.html

You probably want to use Entwine to build the LODs and the existing OSG
LAS/LAZ loader plugin to consume the Entwine-written LAZ files.

On Mon, Oct 5, 2020 at 5:18 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Community,
>
> This might be an easy issue but I am struggling just with it. I have an
> array of  4GB of vertex data (position, normal, color) and I am trying to
> render the most optimal way. I am considering creating batches but it is
> not working well. Any hints, snippets are highly welcome!
>
> Thanks a bunch as always!
>
> Cheers,
> Nick
>
> --
> trajce nikolov nick
>
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> .
>


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Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-07 Thread OpenSceneGraph Users
Being this an oversight, maybe it would suffice to filter that exact
string, if possible.

The bad thing is that if it were intentional abuse, it seems that there
would not be any way of stopping it.
-- 
Alberto

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Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-07 Thread OpenSceneGraph Users
Am 07.10.20 um 09:03 schrieb OpenSceneGraph Users:
> Hi All,
>
> I have been tempted to just adopt google-groups as the only support forum.
> I've kept the mailman list around as it was still functionality and in
> theory possible to integrate with the google-groups, though I've never been
> able to configure things to work properly.
>
> I have gone into the mailman web interface and toggled off the option "Show
> member addresses so they're not directly recognizable as email addresses?"
> and we can see what happens next..
>
> Cheers,
> Robert.


https://www.list.org/mailman-admin/node20.html
 2.7 The Privacy Options Category

https://www.list.org/mailman-admin/node24.html
 2.7.4 Spam Filters

https://www.gnu.org/software/mailman/contact.html
Most of the developers, and lots of users, also hang out on the #mailman
channel on the freenode IRC network.

hope that helps or they can help

best wishes
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Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-07 Thread OpenSceneGraph Users
Hi All,

I have been tempted to just adopt google-groups as the only support forum.
I've kept the mailman list around as it was still functionality and in
theory possible to integrate with the google-groups, though I've never been
able to configure things to work properly.

I have gone into the mailman web interface and toggled off the option "Show
member addresses so they're not directly recognizable as email addresses?"
and we can see what happens next..

Cheers,
Robert.
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Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-06 Thread OpenSceneGraph Users
Hello,

On Tue, 6 Oct 2020 at 19:20, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> > It is largely counterproductive because on the off-chance that some
> address
> > gets harvested for spam or harassment it is now difficult to conduct any
> > meaningful discussion.
>
> Yes, I really dislike it not being able to see the sender. After some
> time you know which people write high quality posts on a list and
> might prefer to first read their posts in threads.
>

I have now re-read the posts in the archives why this was done back in
January or February, the reason seems to be nothing to do with
anonymization but some sort of problem with interfacing Mailman to Google
Groups which causes bounced messages unless the From: address is scrubbed.

However, this is still a rather unfortunate solution.

Jan
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Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-06 Thread OpenSceneGraph Users
> It is largely counterproductive because on the off-chance that some address
> gets harvested for spam or harassment it is now difficult to conduct any
> meaningful discussion.

Yes, I really dislike it not being able to see the sender. After some
time you know which people write high quality posts on a list and
might prefer to first read their posts in threads.

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[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-06 Thread OpenSceneGraph Users
[Auto-Reply]  I'm driving right now - I'll get back to you later.
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Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-06 Thread OpenSceneGraph Users
Hello,

On Tue, 6 Oct 2020 at 09:05, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> As I understand, the OSG mailing list is linked with the google groups.
> Would it be an option to stop using the mailing list and only use the
> google groups?
>
> On Monday, October 5, 2020 at 5:39:34 p.m. UTC-4 OpenSceneGraph Users
> wrote:
>
>> On Mon, 5 Oct 2020 at 20:30, OpenSceneGraph Users <
>> osg-...@lists.openscenegraph.org> wrote:
>>
>>> How are you not able to tell who is sending these posts? Isn't that a
>>> prime opportunity for spam messages if you can't forcefully remove users
>>> who are abusing the mailing list?
>>>
>>
>> Mailman is presently anonymising the sender, which helps prevent users'
>> mail addresses being used by bad actors, but alas it also means I don't
>> have a way I can see of the poster.  If Mailman has a facility that would
>> allow me to track the poster then I welcome suggestions.  Perhaps it can be
>> configured back to not anonymising poster till we track down the problem
>> account.
>>
>
 I think the correct fix is to stop the anonymization in Mailman. It is
largely counterproductive because on the off-chance that some address gets
harvested for spam or harassment it is now difficult to conduct any
meaningful discussion. And booting an abuser or user who has a
misconfigured e-mail account becomes nigh-impossible. I have not seen any
other larger project do this.

If someone has issues with harassment or spam due to the addresses
harvested from the list, it is easy to create throw-away addresses using
e.g. Anonaddy.com.

And re Google Groups - switching to that wouldn't really fix anything, the
problem is not Mailman as such but that it is explicitly configured in a
silly way. Groups show the sender addresses in the e-mails and on the
website too if you are a group member.

J.

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Re: [osg-users] Rendering huge point clouds

2020-10-06 Thread OpenSceneGraph Users
Hello,

You will need to subsample that, 4GB is way too much to display at once
unless you have crazy hardware. One way of doing that is by building an
octree and rendering only a fixed amount of points closest to the camera
position.

For the rendering itself the fastest method is to use instancing and a
custom shader that will generate whatever needs to be displayed for each
point e.g. using a geometry shader. In that way you can render a few
millions of points every frame without too much craziness if you have
decent hardware.

Jan


On Tue, 6 Oct 2020 at 01:18, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> Hi Community,
>
> This might be an easy issue but I am struggling just with it. I have an
> array of  4GB of vertex data (position, normal, color) and I am trying to
> render the most optimal way. I am considering creating batches but it is
> not working well. Any hints, snippets are highly welcome!
>
> Thanks a bunch as always!
>
> Cheers,
> Nick
>
> --
> trajce nikolov nick
>
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Re: [osg-users] Rendering huge point clouds

2020-10-06 Thread OpenSceneGraph Users
Hi Trajce,

There's no magic bullet for this, you will need to preprocess your data in
chunks and use PagedLODs/DatabasePager to load/unload on demand.
Something similar to what virtual planet builder does for imagery.

Markus Schütz, has some good papers and recent research to do it in an
efficient way:
https://www.cg.tuwien.ac.at/research/publications/2020/SCHUETZ-2020-MPC/,
although he didnt't use openscenegraph, but maybe is possible to create a
readerwriter of that format.

Best regards,
Rafa.

On Tue, Oct 6, 2020 at 1:18 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:

> Hi Community,
>
> This might be an easy issue but I am struggling just with it. I have an
> array of  4GB of vertex data (position, normal, color) and I am trying to
> render the most optimal way. I am considering creating batches but it is
> not working well. Any hints, snippets are highly welcome!
>
> Thanks a bunch as always!
>
> Cheers,
> Nick
>
> --
> trajce nikolov nick
>
> --
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> "OpenSceneGraph Users" group.
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> email to osg-users+unsubscr...@googlegroups.com.
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> <https://groups.google.com/d/msgid/osg-users/CAO-%2Bzi%3D-1N%3DjS1oQ%2BHcoyEuZWCwGa%3Dszxctt_BJAni3PTyczRQ%40mail.gmail.com?utm_medium=email_source=footer>
> .
>

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Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-05 Thread OpenSceneGraph Users
As I understand, the OSG mailing list is linked with the google groups. 
Would it be an option to stop using the mailing list and only use the 
google groups?

On Monday, October 5, 2020 at 5:39:34 p.m. UTC-4 OpenSceneGraph Users wrote:

> On Mon, 5 Oct 2020 at 20:30, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> How are you not able to tell who is sending these posts? Isn't that a 
>> prime opportunity for spam messages if you can't forcefully remove users 
>> who are abusing the mailing list?
>>
>
> Mailman is presently anonymising the sender, which helps prevent users' 
> mail addresses being used by bad actors, but alas it also means I don't 
> have a way I can see of the poster.  If Mailman has a facility that would 
> allow me to track the poster then I welcome suggestions.  Perhaps it can be 
> configured back to not anonymising poster till we track down the problem 
> account.   
>

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[osg-users] Rendering huge point clouds

2020-10-05 Thread OpenSceneGraph Users
Hi Community,

This might be an easy issue but I am struggling just with it. I have an
array of  4GB of vertex data (position, normal, color) and I am trying to
render the most optimal way. I am considering creating batches but it is
not working well. Any hints, snippets are highly welcome!

Thanks a bunch as always!

Cheers,
Nick

-- 
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Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-05 Thread OpenSceneGraph Users
On Mon, 5 Oct 2020 at 20:30, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> How are you not able to tell who is sending these posts? Isn't that a
> prime opportunity for spam messages if you can't forcefully remove users
> who are abusing the mailing list?
>

Mailman is presently anonymising the sender, which helps prevent users'
mail addresses being used by bad actors, but alas it also means I don't
have a way I can see of the poster.  If Mailman has a facility that would
allow me to track the poster then I welcome suggestions.  Perhaps it can be
configured back to not anonymising poster till we track down the problem
account.
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Re: [osg-users] CompositeViewer and GUIEventAdapter returning the wrong GraphicsContext?

2020-10-05 Thread OpenSceneGraph Users
On Sat, 3 Oct 2020 14:32:35 +0100
OpenSceneGraph Users
 wrote:

> I'm seeing a problem when using CompositeViewer where an event handler
> is being called with osgGA::GUIEventAdapter::RESIZE but
> sometimes (maybe 25% of the time)
> osgGA::GUIEventAdapter::getGraphicsContext() seems to return the wrong
> osg::GraphicsContext*.

These problems appear to go away if i build with openscenegraph-3.6.5.

Commit e17f1c4e317 might have been the fix, but i haven't checked:

Refactored the handling if RESIZE, CLOSE, QUIT AND USER events so
they are dispatched to all views associated with a window, or all
views associated with a CompositeViewer

- Jules


> 
> This is with Flightgear, which i've recently modified to use
> CompositeViewer.
> 
> A similar thing happens when closing windows - sometimes Flightgear is
> being told that the main window has been closed, when actually it's
> only a secondary window. Or that the wrong secondary window has been
> closed.
> 
> And there's another possibly related problem where calling
> GraphicsContext::valid() returns false when a different window has
> been recently closed.
> 
> The problem occurs with openscenegraph-3.4.1 on OpenBSD and
> openscenegraph-3.4 on Linux. Both systems are running fvwm.
> 
> Does anyone have any idea what could be going on, or suggestions for
> how to investigate things further?
> 
> Thanks,
> 
> - Jules
> 



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[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-05 Thread OpenSceneGraph Users
[Auto-Reply]  I'm driving right now - I'll get back to you later.
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Re: [osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-05 Thread OpenSceneGraph Users
How are you not able to tell who is sending these posts? Isn't that a prime 
opportunity for spam messages if you can't forcefully remove users who are 
abusing the mailing list?

On Monday, September 21, 2020 at 11:32:24 AM UTC-7 OpenSceneGraph Users 
wrote:

> On Mon, 21 Sep 2020 at 17:40, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> Could the owner of the address that auto-replies when they're driving 
>> disable their auto-reply from/to this address?
>>
>
> Unfortunately these posts are coming in without any way to figure out 
> which account is sending them.  If I could trace it I'd disable the 
> account/contact the account user directly.
>
> So for now I just have to hope they'll realize and fix things.
>  
>

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[osg-users] [Auto-Reply] I'm driving right now - I'll get bac...

2020-10-03 Thread OpenSceneGraph Users
[Auto-Reply]  I'm driving right now - I'll get back to you later.
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[osg-users] CompositeViewer and GUIEventAdapter returning the wrong GraphicsContext?

2020-10-03 Thread OpenSceneGraph Users
I'm seeing a problem when using CompositeViewer where an event handler
is being called with osgGA::GUIEventAdapter::RESIZE but
sometimes (maybe 25% of the time)
osgGA::GUIEventAdapter::getGraphicsContext() seems to return the wrong
osg::GraphicsContext*.

This is with Flightgear, which i've recently modified to use
CompositeViewer.

A similar thing happens when closing windows - sometimes Flightgear is
being told that the main window has been closed, when actually it's
only a secondary window. Or that the wrong secondary window has been
closed.

And there's another possibly related problem where calling
GraphicsContext::valid() returns false when a different window has been
recently closed.

The problem occurs with openscenegraph-3.4.1 on OpenBSD and
openscenegraph-3.4 on Linux. Both systems are running fvwm.

Does anyone have any idea what could be going on, or suggestions for how
to investigate things further?

Thanks,

- Jules

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Re: [osg-users] Convert OSGB to Blender Formats

2020-10-02 Thread OpenSceneGraph Users
Thanks Andreas!
Yes, I went through DAE and imported each tile individually, which worked. 
In Blender I needed somehow still to move some tiles in X-Axis and Y-Axis 
to make them fit to each other. MeshLab did this automatically.  
Another option was for me using MeshLab, which surprisingly also took care 
of the "georeferencing" between the tiles. 
Yes, FXB would be great, as it includes the texture already "inside" - but 
at least I was able to get it somehow loaded.

As mentioned, work keeps me a little bit busy, so I will try out Remo in 
the future.

On Friday, October 2, 2020 at 8:26:17 AM UTC+2 Andreas Ekstrand wrote:

> Hi Thomas,
>
> Unfortunately, the FBX plugin doesn't seem to handle LODs at all. That 
> would be a welcome addition and if I just had the time I would gladly look 
> into it.
>
> The Collada (DAE) plugin supports it however, and you should be able to 
> import DAE into Blender. I know that building the Collada plugin can be a 
> pain though, and if you want a format-agnostic solution I think the most 
> common one is to separate the model into the different LOD components and 
> convert and import them one by one.
>
> You're of course welcome to have a look at our tool Remo 3D, where you can 
> import e.g. OSG formats, apply various edits if necessary and export to 
> Collada or separate FBX, OBJ, etc. per LOD.
>
> Regards,
> Andreas
>
>
>
> On 2020-10-01 08:51, Thomas Widmer wrote:
>
> Thanks Robert! 
> I will try to find out more about pre-processing of OSG. In case you have 
> a good starting point for me, where to find information about it, let me 
> know!
>
> On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSceneGraph Users 
> wrote:
>
>> On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph Users <
>> osg-...@lists.openscenegraph.org> wrote:
>>
>>> I tried FBX already, but didn't manage it to get it running. I think the 
>>> main issue is the levels of details used for OSGB and how I can "access3 
>>> them to be used for the conversion. If someone has an idea how to do it, 
>>> let me know. 
>>> At the moment I'm busy with work at my office, but I will try to check 
>>> it out perhaps the next week.
>>>
>>
>> There is limit to how much you'll be able to export from an OSG scene 
>> graph to formats associated with modelling tools that are more focused on 
>> individual model components rather than whole worlds.
>>
>> You may need to pre-process the OSG scene graphs to make them more 
>> suitable for export, or export specific subgraphs.
>>
>> Robert.
>>  
>>
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> .
>
>
>

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Re: [osg-users] Convert OSGB to Blender Formats

2020-10-02 Thread OpenSceneGraph Users

Hi Thomas,

Unfortunately, the FBX plugin doesn't seem to handle LODs at all. That 
would be a welcome addition and if I just had the time I would gladly 
look into it.


The Collada (DAE) plugin supports it however, and you should be able to 
import DAE into Blender. I know that building the Collada plugin can be 
a pain though, and if you want a format-agnostic solution I think the 
most common one is to separate the model into the different LOD 
components and convert and import them one by one.


You're of course welcome to have a look at our tool Remo 3D, where you 
can import e.g. OSG formats, apply various edits if necessary and export 
to Collada or separate FBX, OBJ, etc. per LOD.


Regards,
Andreas


On 2020-10-01 08:51, Thomas Widmer wrote:

Thanks Robert!
I will try to find out more about pre-processing of OSG. In case you 
have a good starting point for me, where to find information about it, 
let me know!


On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSceneGraph 
Users wrote:


On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph Users
 wrote:

I tried FBX already, but didn't manage it to get it running. I
think the main issue is the levels of details used for OSGB
and how I can "access3 them to be used for the conversion. If
someone has an idea how to do it, let me know.
At the moment I'm busy with work at my office, but I will try
to check it out perhaps the next week.


There is limit to how much you'll be able to export from an OSG
scene graph to formats associated with modelling tools that are
more focused on individual model components rather than whole worlds.

You may need to pre-process the OSG scene graphs to make them more
suitable for export, or export specific subgraphs.

Robert.

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Re: [osg-users] Convert OSGB to Blender Formats

2020-10-01 Thread OpenSceneGraph Users
Thanks Robert!
I will try to find out more about pre-processing of OSG. In case you have a 
good starting point for me, where to find information about it, let me know!

On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSceneGraph Users 
wrote:

> On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org> wrote:
>
>> I tried FBX already, but didn't manage it to get it running. I think the 
>> main issue is the levels of details used for OSGB and how I can "access3 
>> them to be used for the conversion. If someone has an idea how to do it, 
>> let me know.
>> At the moment I'm busy with work at my office, but I will try to check it 
>> out perhaps the next week.
>>
>
> There is limit to how much you'll be able to export from an OSG scene 
> graph to formats associated with modelling tools that are more focused on 
> individual model components rather than whole worlds.
>
> You may need to pre-process the OSG scene graphs to make them more 
> suitable for export, or export specific subgraphs.
>
> Robert.
>  
>

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Re: [osg-users] Convert OSGB to Blender Formats

2020-09-30 Thread OpenSceneGraph Users
On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:

> I tried FBX already, but didn't manage it to get it running. I think the
> main issue is the levels of details used for OSGB and how I can "access3
> them to be used for the conversion. If someone has an idea how to do it,
> let me know.
> At the moment I'm busy with work at my office, but I will try to check it
> out perhaps the next week.
>

There is limit to how much you'll be able to export from an OSG scene graph
to formats associated with modelling tools that are more focused on
individual model components rather than whole worlds.

You may need to pre-process the OSG scene graphs to make them more suitable
for export, or export specific subgraphs.

Robert.
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