[osg-users] kd tree ray tracing performance

2012-10-08 Thread Tolga Yilmaz
Hi,
is there any example that compares ray tracing performance in ms between kdtree 
and normal implementation with osg? i remember some time i found such an 
example and modified it, but couldnt find that code now.

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[osg-users] Multi LOD in Multi Camera

2012-07-06 Thread Tolga Yilmaz
Hi,
I have a earth view loaded with map in my main scenegraph and have four 
widgets(windows) with each has their own camera. I mean this four window share 
one scenegraph. The problem is when i open this four widgets or three or two 
with different view distances (one is setted over zoom in one is setted over 
zoom out or zooming until to enable application loading different LODs) all 
views' maps are deteriorating and shaking just like changing between different 
LODs. (Is there a bug about in OSG?)
Is there a way to overcome this issue without creating each views scenegraph 
seperately? (because of the memory status)
... 

Thank you!

Cheers,
Tolga

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Re: [osg-users] Creating flare or shining star with osg

2012-07-06 Thread Tolga Yilmaz

Alberto Luaces wrote:
 Tolga Yilmaz writes:
 
 
  Do not really tell me that nobody has needed such a thing in its
  entire life in with its graphics projects... :( 
  
 
 Hi Tolga,
 
 what about this proposal?
 
 http://osdir.com/ml/OpenSceneGraph-Users/2012-01/msg00088.html
 
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That is not actually did what i needed, i need more bright particles and ieach 
particle has its own smoke trail.

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Re: [osg-users] Creating flare or shining star with osg

2012-06-28 Thread Tolga Yilmaz
Do not really tell me that nobody has needed such a thing in its entire life in 
with its graphics projects... :(
Tolga

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Re: [osg-users] Effect Durations

2012-02-24 Thread Tolga Yilmaz
that seems not work, even i set endless true but the animation soon ends. so 
does the duration is effectless, or i'm making a mistake on my implementation...

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[osg-users] MatrixTransform derived class?

2012-02-19 Thread Tolga Yilmaz
Hi,
i want to derive a class from osg::MatrixTransform, is it needed to use 
META_Object, or META_Node macros and copy constructors? 
... 

Thank you!

Cheers,
Tolga

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[osg-users] Rocket Animation

2012-02-18 Thread Tolga Yilmaz
Hi,
Finally i have made the groundwork of my rocket animation, i used a spehere 
until i find a rocket model :D and still, there is something that didnt get 
clear!
Note: some codes below are taken from the osgparticleeffects example.

Code:

osg::AnimationPath* createAnimationPath(const osg::Vec3 center,float 
radius,double looptime)
{
// set up the animation path
osg::AnimationPath* animationPath = new osg::AnimationPath;
animationPath-setLoopMode(osg::AnimationPath::LOOP);

int numSamples = 40;
float yaw = 0.0f;
float yaw_delta = 2.0f*osg::PI/((float)numSamples-1.0f);
float roll = osg::inDegrees(30.0f);

double time=0.0f;
double time_delta = looptime/(double)numSamples;
for(int i=0;inumSamples;++i)
{
osg::Vec3 
position(center+osg::Vec3(sinf(yaw)*radius,cosf(yaw)*radius,0.0f));
osg::Quat 
rotation(osg::Quat(roll,osg::Vec3(0.0,1.0,0.0))*osg::Quat(-(yaw+osg::inDegrees(90.0f)),osg::Vec3(0.0,0.0,1.0)));


animationPath-insert(time,osg::AnimationPath::ControlPoint(position,rotation));

yaw += yaw_delta;
time += time_delta;

}
return animationPath;
}

int main(int argc, char *argv[])
{
osgViewer::Viewer viewer;
osg::Group * root = new osg::Group;
osg::Geode *rocketModel = new osg::Geode;
osg::Sphere *rocket = new osg::Sphere;
/CREATE 
SPHERE//
//rocket-setCenter(osg::Vec3f(0,0,0));
rocket-setRadius(1.1f);
osg::ShapeDrawable* rocketDrawable = new osg::ShapeDrawable(rocket);
rocketModel-addDrawable(rocketDrawable);

//ANIMATION 
LOOP//
float animationLength = 10.0f;
float radius = 10;
osg::Vec3f center(0,0,0);

osg::AnimationPath* animationPath = 
createAnimationPath(center,radius,animationLength);

const osg::BoundingSphere bs = rocketModel-getBound();
float size = radius/bs.radius()*0.15f;

osg::MatrixTransform* positioned = new osg::MatrixTransform;
positioned-getOrCreateStateSet()-setMode(GL_NORMALIZE, 
osg::StateAttribute::ON);
positioned-setDataVariance(osg::Object::STATIC);
positioned-setMatrix(osg::Matrix::translate(-bs.center())*
  osg::Matrix::scale(size,size,size)*
  
osg::Matrix::rotate(osg::inDegrees(180.0f),0.0f,0.0f,1.0f));

osg::PositionAttitudeTransform* rocketPath = new 
osg::PositionAttitudeTransform;
rocketPath-setDataVariance(osg::Object::DYNAMIC);
rocketPath-getOrCreateStateSet()-setMode(GL_NORMALIZE, 
osg::StateAttribute::ON);
rocketPath-setUpdateCallback(new 
osg::AnimationPathCallback(animationPath,0.0,0.5));

/SMOKE 
TRAIL
osg::Vec3 position = rocket-getCenter()+ 
osg::Vec3f(rocket-getRadius()/2,rocket-getRadius()/2,rocket-getRadius()/2);
float scale = 1000.0f * ((float)rand() / (float)RAND_MAX);
float intensity = 11.0f;

osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, 
scale, intensity);
osgParticle::ParticleEffect* smoke = new 
osgParticle::SmokeTrailEffect(position, scale, intensity);

smoke-setUseLocalParticleSystem(false);
fire-setUseLocalParticleSystem(false);


/FINAL//

rocketModel-addDrawable(fire-getParticleSystem());
rocketModel-addDrawable(smoke-getParticleSystem());

positioned-addChild(rocketModel);

rocketPath-addChild(positioned);
rocketPath-addChild(fire);
rocketPath-addChild(smoke);

root-addChild(rocketPath);

viewer.setSceneData(root);

return  viewer.run();
}


there is no problem with this, the fire and smoke effect follows the surface of 
sphere growing up direction.
[Image: http://forum.openscenegraph.org/files/untitled_185.png ]
here is my questions:
1) if i take the line 

Code:
rocketModel-addDrawable(rocketDrawable);


under the final section the fire and smoke trail effect's direction changes to 
down. is this a bug from osg?

2) why we had to add fire and smoke effects twice? shouldnt it enough to add 
these particle systems to rocket model and see vuola! it moves with it!? (i 
achieved to goal after several tries)
3) i also tried to wind these effects like in the example, i setwind with 
osg::Vec3 combinations but didn't work.?
4) i see very bad smoke effect unlike the example, i've tired optimiesed but 
didnt work.

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[osg-users] Effect Durations

2012-02-16 Thread Tolga Yilmaz
Hi,
I'm creating an explosion effect with it is fire and smoke trail it is ok but i 
want to set a duration that determines how many seconds/miliseconds this effect 
will be shown. Does fire smoke and explosion effect classes have such control 
or how we can achieve this implementation?

Thank you!

Cheers,
Tolga

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Re: [osg-users] [3rdparty] is there an osgEarth tutorial?

2012-01-20 Thread Tolga Yilmaz

Jason Beverage wrote:
 Hi Tolga,
 
 There isn't any specific tutorial on osgEarth.  We do have the
 documentation on osgearth.org, plenty of example applications and
 demonstrative .earth files in the tests directory.
 
 You can use the EarthManipulator with the setTetherNode option to
 attach it to a Node if you're looking to make the manipulator follow a
 node.
 
 Thanks,
 
 Jason
 
 On Mon, Jan 2, 2012 at 7:29 AM, Tolga Yilmaz  wrote:
 
  Hi,
  Is there any tutorial about osgEarth? i especialy need a node track 
  manipulator but any tutorial will be appreciated..
  
  ...
  
  
  Thank you!
  
  Cheers,
  Tolga
  
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tether node works on a single node well, however when i'm trying to collect 
nodes' matrixtransform under a osgGroup and then setting the tethernode as this 
group camera goes to (0,0,0) point (at least i think so), should i multiply the 
transformation martixes and add the group to this matrixnode?

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[osg-users] [3rdparty] is there an osgEarth tutorial?

2012-01-02 Thread Tolga Yilmaz
Hi,
Is there any tutorial about osgEarth? i especialy need a node track manipulator 
but any tutorial will be appreciated..

... 


Thank you!

Cheers,
Tolga

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Re: [osg-users] OSG website unresponsive

2012-01-02 Thread Tolga Yilmaz
Hi,
i see the osg web site down at least once a week for one day. I' am in 
Ankara/TURKEY if it matters. Isn't there a permanent solution to this issue or 
how many times i see the web site crashed again when i need to view. my browser 
tries to connect for a few minutes and i get error like this:

Code:

Traceback (most recent call last):
  File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in 
send_error
'text/html')
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, in 
render_template
data = self.populate_data(req, data)
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 592, in 
populate_data
d['chrome'].update(req.chrome)
  File /usr/lib/python2.5/site-packages/trac/web/api.py, line 168, in 
__getattr__
value = self.callbacks[name](self)
  File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 460, in 
prepare_request
for category, name, text in contributor.get_navigation_items(req):
  File 
/usr/lib/python2.5/site-packages/trac/versioncontrol/web_ui/browser.py, line 
295, in get_navigation_items
if 'BROWSER_VIEW' in req.perm:
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 523, in 
has_permission
return self._has_permission(action, resource)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 537, in 
_has_permission
check_permission(action, perm.username, resource, perm)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 424, in 
check_permission
perm)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 282, in 
check_permission
get_user_permissions(username)
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 357, in 
get_user_permissions
for perm in self.store.get_user_permissions(username):
  File /usr/lib/python2.5/site-packages/trac/perm.py, line 173, in 
get_user_permissions
db = self.env.get_db_cnx()
  File /usr/lib/python2.5/site-packages/trac/env.py, line 257, in get_db_cnx
return DatabaseManager(self).get_connection()
  File /usr/lib/python2.5/site-packages/trac/db/api.py, line 76, in 
get_connection
return self._cnx_pool.get_cnx(self.timeout or None)
  File /usr/lib/python2.5/site-packages/trac/db/pool.py, line 109, in get_cnx
% timeout)
TimeoutError: Unable to get database connection within 20 seconds




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Re: [osg-users] Ambient Occlusion Implementation 2 review

2011-12-20 Thread Tolga Yilmaz
Really good work! Can't wait to use it in my apps...Hope to see with future 
releases of osg..

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Re: [osg-users] Draw line in 3D screen

2011-12-20 Thread Tolga Yilmaz
Hi,
a simple line drawing code is below but i'm sure you want more complicated 
solition. Below you can update the start and end points on the fly by osgGA 
mouse movement.

Code:

osg::Vec3 sp(0,-180,120);
osg::Vec3 ep(0,480,120);
osg::ref_ptrGeometry beam( new osg::Geometry);
osg::ref_ptrosg::Vec3Array points = new osg::Vec3Array;
points-push_back(sp);
points-push_back(ep);
osg::ref_ptrosg::Vec4Array color = new osg::Vec4Array;
color-push_back(osg::Vec4(1.0,0.0,0.0,1.0));
beam-setVertexArray(points.get());
beam-setColorArray(color.get());
beam-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
beam-addPrimitiveSet(new osg::DrawArrays(GL_LINES,0,2));




Thank you!

Cheers,
Tolga

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Re: [osg-users] How to overcome trnasparency blending distortion

2011-12-15 Thread Tolga Yilmaz
Hi,
I just understood that the problem is about releasing the object and also other 
primitives that i've added into pyramidGeometry. Because reusing and updating 
the pyramidGeometry(i.e rotating about some axis in a simulation) each time the 
drawing methods were releasing and creating a new one(maybe per each frame) the 
object just seems distorted. So i've just controlled the pointers if they 
created or not and after that added the primiteves without releasing them. If 
anybody has the same problem i can write the wrong and true codes here
... 

Thank you!

Cheers,
Tolga

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[osg-users] How to overcome trnasparency blending distortion

2011-12-14 Thread Tolga Yilmaz
Hi,
when i'm drawing a transparent pyramid it is ok; but while i rotating via  
transformation matrix this pyramid outside this updating makes distortions in 
the pyramid just like the triangle primitives have patterns. I tried other 
blending modes else than GL_BLEND and mede stateattr protected etc. but didnt 
work.  How i can overcome this? The little code that i wrote:

Code:

pyramidGeometry-getOrCreateStateSet()-setMode(GL_BLEND, 
osg::StateAttribute::ON);

pyramidGeometry-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
Map3DFOVObject-addDrawable(pyramidGeometry.release());
FOVTransformMatrix-addChild(Map3DFOVObject.get());


[/code]

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[osg-users] How to create flare or Shining star with OSG

2011-12-11 Thread Tolga Yilmaz
Hi,
I am a newbie to osg and developing a flight simulation. For some reason i have 
to create a chaff flare just like an F-16 throws. It should be too bright but 
doesnt has to lighten another objects in the scene. Smoke trail, animation path 
etc. and other effects are easy to do but the flaring part that i just dont 
have any idea. How could i do this?

Thank you!

Cheers,
Tolga

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