Re: [osg-users] [vpb] coordinate system in terrain

2011-02-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If the source data is using UTM coordinates already, you can just do

osgdem --TERRAIN --PagedLOD -t texturedir -d elevdir -l 10 -o
utmdatabase.ive

If the source data is not using UTM, you can use gdal to reproject the
data by

gdalwarp -t_srs proj=utm +zone=11 +datum=WGS84 infile outfile

If gdalwarp complains, try the command

gdalwarp -s_srs proj=latlong +datum=WGS84 -t_srs proj=utm +zone=11
+datum=WGS84 infile outfile

In either case, outfile is the new source data you'll feed into the
osgdem command above.

I picked zone 11 as an example for UTM. You'll need to choose your own
zone for your purposes.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vijeesh
Theningaledathil
Sent: Wednesday, February 23, 2011 8:35 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] coordinate system in terrain

Hi,

How can I generate terrain in UTM coordinate using osgdm?

Thank you!

Cheers,
Vijeesh

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Re: [osg-users] RTT and MatrixManipulator

2011-02-15 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Martin,

How do you have your composite viewer set up? Is it multiple views in a window 
or a single view per window?

If you're using multiple views/viewports embedded in a single window, the 
viewport (x,y) are relative to the window. If your views are set up in separate 
windows (i.e. a view  viewport per window) then the viewport (x,y) are (0,0). 
From what you described, I would guess it's the latter.

Each view/camera should have a viewport defined otherwise things won't draw 
(they're clipped out).

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin Großer
Sent: Tuesday, February 15, 2011 7:29 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] RTT and MatrixManipulator

I think it works now! My problem was in the following line:

rtt_cam-setViewport(_x,_y,_width,_height);

_x and _y musst be zero in all views. I guess it makes sense, but I am not 
sure. However, I wrote rtt_cam-setViewport(0,0,_width,_height); and it works 
fine!

Cheers

Martin

 Original-Nachricht 
 Datum: Tue, 15 Feb 2011 14:40:18 +0100
 Von: Martin Großer grosser.mar...@gmx.de
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] RTT and MatrixManipulator

 Ok it works for one view in my composite viewer. The problem was my
 texture. It didn't have the right size. However, I have 4 views and the 
 render to
 texture only works for the first view.
 
 I get the following message: RenderStage::runCameraSetUp(), FBO setup
 failed, FBO status= 0x8cd9
 
 Is render to texture per view of a composite viewer possible? There are
 any experience about this?
 
 Cheers
 
 Martin
 
 
  Original-Nachricht 
  Datum: Tue, 15 Feb 2011 12:50:34 +0100
  Von: Martin Großer grosser.mar...@gmx.de
  An: osg-users@lists.openscenegraph.org
  Betreff: [osg-users] RTT and MatrixManipulator
 
  Hello,
  
  I want to render my scene in a texture and after this I want to use that
  texture on a Plane in the front of a ortho camera. My question is how
 can I
  use the matrix manipulator on the rtt camera?
  
  Here my idea to do this, but it doesn't work. It is only a short form of
  the code to show my scene graph structure.
  
  // Plane
  plane-getOrCreateStateSet()-setTextureAttributeAndModes(0,texture,ON |
  OVERRIDE); 
  
  // RTT Camera
  rtt_cam-setRenderTargetImplementation( FRAME_BUFFER_OBJECT );
  rtt_cam-attach(COLOR_BUFFER, texture, 0, 0);
  
  // Ortho Camera
  ortho_cam-addChild(plane);
  ortho_camsetReferenceFrame(::osg::Transform::ABSOLUTE_RF);
  ortho_cam-setProjectionMatrixAsOrtho2D(0.0,1.0,0.0,1.0);
  ortho_cam-setViewMatrix(::osg::Matrix::identity());
  ortho_cam-setRenderOrder(::osg::Camera::POST_RENDER);
  
  // Root Node
  root-addChild(scene);
  root-addChild(ortho_cam);
  
  // View
  view-setCamera(rtt_cam);
  view-setSceneData(root);
  view-setCameraManipulator(trackball);
  
  
  Any ideas?
  
  Thanks and best regards
  
  Martin
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Re: [osg-users] osgProducer/Viewer

2011-02-15 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Shyuan, 

What version of OSG are you using? I believe osgProducer/Viewer has been
replaced by osgViewer/Viewer...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tze Shyuan
Sent: Tuesday, February 15, 2011 7:51 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgProducer/Viewer

Hi,

I am trying out the tutorial on StateSets from this websites
however, i am having this problem:

fatal error C1083: Cannot open include file: 'osgProducer/Viewer': No such
file or directory

how can i solve this problem?

Thank you!

Cheers,
shyuan

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Re: [osg-users] Marching Cube Exampleï¼

2011-02-15 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
There is an example of the usage of the marching cubes algorithm in the
Nvidia GPU computing SDK (OpenCL Marching Cubes Isosurfaces)...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
Guthrie
Sent: Tuesday, February 15, 2011 10:06 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: Marching Cube Exampleï¼

Hi,

Isn't marching cubes patented?

Thank you!

Cheers,
David

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Re: [osg-users] Marching Cube Example?

2011-02-15 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This is a true statement for the parametric surface stuff. In a previous life 
when I worked on OpenGL drivers, evaluators were always implemented in the 
slow path...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Tuesday, February 15, 2011 12:23 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Marching Cube Example?

Hi David,

 Well, I think the question was is there any examples of OSG doing that kind 
 of stuff and I don't recall anything! In fact I've seen one exaple that even 
 segest the usage of nerbs and only a token segestion of using shaders in OSG!

:x  Somthing they need to work on, or so I think!

NURBS are not that useful in real-time 3D for now, graphics cards 
concentrate on polygon rendering and OSG focuses this as well. OpenGL 
(actually GLU) has some evaluators that allow specifying curves and 
surfaces which it will internally tessellate into polygons, but I think 
this is not that efficient. If you want such functionality, I think 
osgModeling (an external library built on top of OSG) provides it.

As for shaders, I think you haven't looked that hard, there are many 
examples in the OSG sources and the examples of using shaders in OSG.

Hope this helps,

J-S
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Re: [osg-users] Camera control in osgvisual

2011-02-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
CIGI is an industry standard for controlling most aspects of an Image
Generator. This includes ownship and entity behaviors along with a lot of
other stuff. Most commercial IG vendors support CIGI.

You can learn more about the ICD by reading here...
http://cigi.sourceforge.net/

-Shayne


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ted morris
Sent: Saturday, February 12, 2011 9:05 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Camera control in osgvisual


this indeed has caught my eye as well. But I am not familiar with the CIGI
standard.
Would this include the ability to manage object motions and behaviors across
the cluster? (e.g., not only camera positioning).

thnx,
t


On Fri, Feb 4, 2011 at 11:40 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


Torben,

Thanks for the information. I ask this because I'm currently working
on
doing a CIGI tie-in to an OSG-based IG backend I've been developing.
I'm not
a proponent for reinventing the wheel so to speak so I'm always on
the
lookout for other options in this regard.

osgVisual would be something I would seriously consider using if it
supported CIGI. Unfortunately our hosts talk CIGI so we need this
support.

By way of interest, I have found another OSG-based IG solution
called
SubrScene that does talk CIGI but it appears to be using a pretty
old
version of OSG. I'm not sure it's OpenSource so updating it to the
current
OSG might not be an option. SubrScene is included with the
distribution of
OpenEaagles which is OpenSource.

I will still play with osgVisual to see what it has to offer...:)

Regards,

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Torben
Dannhauer

Sent: Friday, February 04, 2011 12:06 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Camera control in osgvisual


Hi S2LR,

Yes, there were plans to create a CIGI implementation of extLink.
Unfortunately for more than one year the project is not funded so
all
developments are competetive to my job. Therefore I can't spend as
many
hours as I would like to and CIGI support ist not on top of my todo
stack..

But I would like to support any development in the direction of
CIGI! It
would be an improvement because currently only my proprietary
extLink
implementation is available.

Thank you!

Cheers,
Torben

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Re: [osg-users] Camera control in osgvisual

2011-02-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
CIGI uses UDP so updating osgVisual to use CIGI shouldn't be an issue in
terms of performance. Effectively you'd be replacing one UDP implementation
with another that uses an industry wide standard for the packet
description...a big plus IMO.

Like I stated earlier, CIGI is used by most commercial IG vendors so
performance is more than adequate.

The main advantage of CIGI is that it provides a common interface for a
simulation host so that you can run the same host on different IGs on the
back end. We just swapped out an old IG for a newer one with minimal changes
to our host software. 

If osgVisual supported CIGI, I can guarantee that you would open it up to a
much wider audience of users...at least in the simulation industry for sure.
Having an OpenSource solution here would be a benefit. Right now, the
software that currently ties CIGI to OSG for multi-channel IG purposes is
proprietary in nature. VT-MAK is one such company that comes to mind...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Sunday, February 13, 2011 4:48 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Camera control in osgvisual

Hi Tedzini,

I'm not very familiar with CIGI, but it seem to be a communication library
for communication with the sim-host.

I'm quite sure you can use CIGI not only for managing the camera but also
for managing objects you want to display.

Currently osgVisuals cluster module is used to transport objects or camera
modifications from the master to all slaves, but maybe that UDP
implementation could be replaced by CIGI - it mainly depends on the
performance.



Cheers,
Torben

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Re: [osg-users] Camera control in osgvisual

2011-02-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Boeing's multipurpose viewer (MPV) was designed to simply be a test harness
for the CIGI protocol. It's a far cry from it being used as a general
purpose IG. 

I've downloaded MPV from the CIGI site and played with it. It does use old
OSG stuff (osgProducer). I had to modify it to use the newer osgViewer
stuff. It also does not support osgTerrain type or round earth geocentric
databases last time I checked.

Lastly, the largest deficit IMO, is that it doesn't support multi-channel
rendering with OSG...a big drawback. It does support multi-window rendering
on one machine but not true multi-channel (i.e. a channel per box).

In short, it would require a great deal of modification and development to
bring it up to a point that it could be used as a commercial IG.

One might get closer to the goal by making osgVisual talk CIGI...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Philip
Taylor
Sent: Sunday, February 13, 2011 6:49 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Camera control in osgvisual

Last time I downloaded the CIGI source code it came with an OSG application
 MPV aka Multi-Purpose Viewer

 

http://cigi.sourceforge.net/

 

Looking at the WIKI page at the above site, it states that it requires OSG
2.4 but will work with 2.6 - that makes it quite an old implementation but
MPV is only supposed to be an example, with limited functionality. It would
be real cool to have an updated version ...

 

PhilT

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ted morris
Sent: 13 February 2011 20:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Camera control in osgvisual

 

 

yes... I'll have to have a closer look at this when I have some time. Thanks
for spending to the to

develop an interface for this functionality; I think it will be very useful.

 

-t

 

On Sun, Feb 13, 2011 at 5:48 AM, Torben Dannhauer tor...@dannhauer.info
wrote:

Hi Tedzini,

I'm not very familiar with CIGI, but it seem to be a communication library
for communication with the sim-host.

I'm quite sure you can use CIGI not only for managing the camera but also
for managing objects you want to display.

Currently osgVisuals cluster module is used to transport objects or camera
modifications from the master to all slaves, but maybe that UDP
implementation could be replaced by CIGI - it mainly depends on the
performance.




Cheers,
Torben

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Re: [osg-users] [vpb] libvpb.so.10: cannot open shared object file

2011-02-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
The PATH env variable should really only contain the paths to shared objects
and executables (i.e. /usr/local/bin). LD_LIBRARY_PATH should be set to
/usr/local/lib instead...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of jamil
farooq
Sent: Monday, February 07, 2011 1:44 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] libvpb.so.10: cannot open shared object file

Hi,

thanx i have included the /usr/local/lib/ in PATH env variable and its
working now:)

Thank you!

Cheers,
jamil

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Re: [osg-users] [vpb] VPB vs osgEarth...

2011-02-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I suppose if you're unable to build from source, this would be a viable 
option. However, I would rather download the source and build OSG and VPB 
myself if I have the means and tools to do so.

Building both from source is trivial and there are ample instructions for 
accomplishing the task..

Just my .02...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Neil Neilson
Sent: Friday, February 04, 2011 8:15 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] VPB vs osgEarth...

Hi Robert


robertosfield wrote:
 As for obtaining osgdem.exe for money, not sure who's selling it, ...

http://www.alphapixel.com/osg/
Click here to buy a VPB download subscription through 2Checkout.com.

Thanks
Neil

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Re: [osg-users] Camera control in osgvisual

2011-02-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Torben,

Thanks for the information. I ask this because I'm currently working on
doing a CIGI tie-in to an OSG-based IG backend I've been developing. I'm not
a proponent for reinventing the wheel so to speak so I'm always on the
lookout for other options in this regard. 

osgVisual would be something I would seriously consider using if it
supported CIGI. Unfortunately our hosts talk CIGI so we need this support. 

By way of interest, I have found another OSG-based IG solution called
SubrScene that does talk CIGI but it appears to be using a pretty old
version of OSG. I'm not sure it's OpenSource so updating it to the current
OSG might not be an option. SubrScene is included with the distribution of
OpenEaagles which is OpenSource.

I will still play with osgVisual to see what it has to offer...:)

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Friday, February 04, 2011 12:06 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Camera control in osgvisual

Hi S2LR,

Yes, there were plans to create a CIGI implementation of extLink.
Unfortunately for more than one year the project is not funded so all
developments are competetive to my job. Therefore I can't spend as many
hours as I would like to and CIGI support ist not on top of my todo stack..

But I would like to support any development in the direction of CIGI! It
would be an improvement because currently only my proprietary extLink
implementation is available.

Thank you!

Cheers,
Torben

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Re: [osg-users] Website unreachable

2011-02-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Can't get there from Utah either...for both links...

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Friday, February 04, 2011 11:54 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Website unreachable


http://www.openscenegraph.org/projects/osg


  Unreachable from Colorado right now, though http://www.openscenegraph.org/
responds.

-- 
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Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist.
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Re: [osg-users] Camera control in osgvisual

2011-02-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
This is an interesting thread of discussion.

In terms of communicating with a simulation host, are there any plans to
support CIGI for communicating between the host and osgVisual? I would think
that would be a good thing to support...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben
Dannhauer
Sent: Thursday, February 03, 2011 12:16 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Camera control in osgvisual

Hi vijeesh,

I personally use the animationpath ( I recorded it for 1 second while
hovering on the destination location) so it immediately strts at that
position and as soon as I want to use another camera manipulator, I use
that. So I use th animationpath not for playing a real animation but to
start at my desired location. 

You said you want to use a simulation host. Then you have to subclass
extLink to use any network technique to transport lat, lon, alt, and rot_x,
rot_y and rot_z from your simultion host to the visual system. You can look
into extLinkVCL for inspiration.

If you have a running simulation host which provides the correct lat/lon
coordinates for your aircraft, then the visual system will immediately
retrieve that values over your extLink and will position the camera
accordingly.

Cheers,
Torben

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Re: [osg-users] [vpb] vpbmaster build question...

2011-02-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks Robert.

I'll investigate the logs and report my findings...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, February 01, 2011 1:59 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] vpbmaster build question...

Hi Shayne,

It sounds like VPB is black listing cores due to errors on the tasks
that ran on these cores, so it's limiting the build to just the ones
that are working.  VPB does this to handle outages on a network build
where problems on a single machine don't bring the whole build to a
halt.

If it is black listing that is limiting the cores that are available
then you'll need to look at the logs to see if there have been any
failures and any reports of blacklisting.  You will find a logs
directory in the directory that you ran the build from and within this
there will be lots of separate .log files that will provide the output
from each osgdem run, one per task.

If it isn't black listing then you'll need to try running vpbmaster in
a debugger and see what is going w.r.t threading.

Robert.

On Mon, Jan 31, 2011 at 11:43 PM, Shayne Tueller
shayne.tuel...@hill.af.mil wrote:
 All,

 I fired off a VPB build using vpbmaster on a 16 processor machine running
Linux Fedora core 13. The number of tasks generated was 5314 for this build.
As predicted, vpbmaster fired off 16 osgdem threads to work on the build.

 As the build went along I noticed that the number of osgdem threads
running had slowly decreased until that now there are only 0 to 2 threads
running with about 2500 tasks remaining. I never see any more osgdem threads
than 2 being generated to work on the build. This seems a bit strange.

 Is this correct behavior? I would have thought that up to 16 threads would
have been working as the build process went along to completion. There is no
indication of any errors in the output so far.

 Has anyone else seen this or know what might be going on?

 Thank you!
 -Shayne

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Re: [osg-users] Linker error during execution

2011-01-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
J-S,

The setting that you amply described IS what we do. We do it quite often so
that things don't run so slow when we're debugging our app (not OSG). We may
need to run a while before we break into our code for debugging. Running
with OSG debug libs is too slow for this scenario so we use the release libs
instead with the settings set accordingly.

Obviously we don't mix and match when we ship our product to customers...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Friday, January 28, 2011 10:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Linker error during execution

Hi Shayne,

 That's interesting because we have ran a debug solution with the release
OSG
 libs before without incident. We're using VC++ 9.0 on Vista 64 bit...

That's why I said with default settings in my previous post. There is 
one way to make that work: you change the project settings to disable 
iterator debugging in your debug builds of OSG, and make it link to the 
Debug runtime (/MD instead of /MDD), in which case there's no problem, 
release and debug can be mixed. I'm guessing that's what you did...

But in general that's not recommended because then THAT setting has to 
match for all libs / executables, and it's not the default so it's easy 
to get mixed up.

So to be precise, we shouldn't say debug and release can't be mixed, 
we should say _HAS_ITERATOR_DEBUGGING setting and runtime can't be 
mixed. But we generally use the former as shorthand.

Check it out, it's a common thing and I'm surprised you hadn't heard 
about it before.

J-S
-- 
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Linker error during execution

2011-01-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
J-S,

I appreciate the input and insightful discussion. This is good information
to have for both new and experienced developers.

Thank you!

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Friday, January 28, 2011 12:17 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Linker error during execution

Hi Shayne,

 The setting that you amply described IS what we do. We do it quite often
so
 that things don't run so slow when we're debugging our app (not OSG). We
may
 need to run a while before we break into our code for debugging. Running
 with OSG debug libs is too slow for this scenario so we use the release
libs
 instead with the settings set accordingly.

Yeah, that explains it. So it really was because my wording of don't 
mix debug and release was not thoroughly accurate... Sorry about that.

Still, I really recommend most users don't change the default settings, 
because then you're totally on your own. Any dependency you use, you'll 
have to recompile yourself from source, you won't be able to use any 
precompiled binaries. And for new users, I think it's easier just to say 
link debug to debug, release to release and you're fine. See the OP of 
this thread for example, who was setting /MD in his debug build when OSG 
was built with /MDD.

Plus, just how slow it is in debug is a matter of perspective... It is 
much slower but if you're not debugging too often then it might not 
matter. Honestly, you haven't seen anything until you've used 
boost::persistence in debug. THAT's slow. :-)

And the other thing is, if you're not actively debugging, then you can 
run without attaching the debugger (use Ctrl-F5 instead of F5). Then 
it's much faster than running with the debugger attached (not quite as 
fast as release, but much faster). And then you can attach the debugger 
only when you get to a point where you want to debug the running code. 
That's how we survive using boost::persistence in debug - the 
persistence is used in loading/saving files, so we start without the 
debugger, load our scenario, and then attach the debugger. Loading is 
therefore much faster than with the debugger attached. But of course 
that doesn't work if we need to debug the actual loading of a scenario. 
Then we're screwed :-)

Another approach could be to always run in release, and just have 
another configuration with symbols (and possibly with optimization 
turned off). Sure, why not.

But I digress. To each his own. We use release and debug, with the 
default settings in debug, and just make sure not to mix the two. I 
recommend the same for new users, but more experienced users can do 
whatever they want and there are many different ways to get mostly the 
same result... It all comes down to knowing what you're doing, and if 
you don't want to know all the small details then you'd be better 
keeping the default settings I think.

I'll make sure to be more precise next time I talk about not mixing A 
and B... :-)

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] Linker error during execution

2011-01-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a quick comment...

Unless you're debugging into OSG code, I would not use the debug libraries.
Things will run SLOOOW.

Use osg.lib, osgDB.lib, etc...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mukund
Keshav
Sent: Thursday, January 27, 2011 2:06 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Linker error during execution

Hello everyone,

i tried executing the very first tutorial provided in the OSG website(basic
geometry.cpp). Well i got this error:(a link error)

 error LNK2019: unresolved external symbol __imp___CrtDbgReportW referenced
in function public: __thiscall std::_Vector_const_iteratorclass
osg::Vec3f,class std::allocatorclass osg::Vec3f
::_Vector_const_iteratorclass osg::Vec3f,class std::allocatorclass
osg::Vec3f (class osg::Vec3f *,class std::_Container_base_secure const *)
(??0?$_Vector_const_iterator@VVec3f@osg@@V?$allocator@VVec3f@osg@@@std@@@std
@@QAE@PAVVec3f@osg@@PBV_Container_base_secure@1@@Z)


The error looks pretty scary. im not sure what is wrong. i ran few other
programs, and it was fine. im not sure what this one meant though.

i have linked the following libraries:

osgd.lib
osgDBd.lib
osgViewerd.lib
osgTextd.lib
osgUtild.lib
OpenThreadsd.lib


Can anyone please provide some suggestions?

Thanks,
Mukund

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Re: [osg-users] OpenSceneGraph with glut support

2011-01-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
You can declare and register a PostDrawCallback with the camera class to do
OGL rendering. It will get called after the OSG rendering traversal...

void PushOSG_GL_State()
{
// since OSG and OGL share the same render context, push OGL state
used by OSG
glPushAttrib(GL_ALL_ATTRIB_BITS);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
  glMatrixMode(GL_TEXTURE);
glPushMatrix();
}

void PopOSG_GL_State()
{
// pop it back off when done with our explicit OGL rendering...
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
  glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
}

struct OGLPostDrawCallback : public osg::Camera::DrawCallback
{
OGLPostDrawCallback(){}

virtual void operator () (const osg::Camera camera) const
{
PushOSG_GL_State();

// OpenGL rendering happens here...
renderOGL();

PopOSG_GL_State();
}
};
.
.
.
view-getCamera()-setPostDrawCallback(new OGLPostDrawCallback);
.
.
.

I'm sure there are other ways to do this but this is what we're doing. It
works fine.

Hope this helps...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mukund
Keshav
Sent: Tuesday, January 25, 2011 1:09 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OpenSceneGraph with glut support

Hi Robert,

im really sorry, i somehow missed out on your post on my first read. Thanks
for the detailed explanation. Well im a student and looking at the vastness
of OSG, i felt it would require quite a lot of time. So, i was looking for
support from the lower level APIs.

Thanks

...

Hi Shayne,


 Our OpenGL rendering
 is in a wrapper which happens in a post draw callback. This seems to work
 fine. The key is in state management since OSG and OpenGL share the same
 render context. 


Could you please elaborate with some links or small examples? i did not
quite get you.

Thanks a lot!

Mukund

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Re: [osg-users] OpenSceneGraph with glut support

2011-01-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I agree with Robert that you need to jettison GLUT. It's a mickey mouse
framework for mickey mouse apps. It was never intended to be used in real
applications. Embedding an OSG viewer in a GLUT window reduces the viewer
down to running single threaded which is not good for performance.

Our application currently uses OSG and OpenGL together. Our OpenGL rendering
is in a wrapper which happens in a post draw callback. This seems to work
fine. The key is in state management since OSG and OpenGL share the same
render context. 

Our goal is to eventually port the OpenGL rendering over to OSG but for the
time being this is what we're doing to get by.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mukund
Keshav
Sent: Saturday, January 22, 2011 11:29 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] OpenSceneGraph with glut support

Hello,

im using OpenSceneGraph for the past 2 days. Well, i would be needing it
mostly for terrain rendering.

i was wondering if i can use OSG with some low level gl functions?

What i mean is,

say im using OpenSceneGraph. Now i want to use some gl functions, can i use
both together.

something like this:



Code:

/* Use gl functions, build the projection matrix */
 ..
 ..
/* Now build the modelview matrix */
 ..
 ..
/* Now i build some scene using OSG */
 ..
 ..

/* gl functions to render */
 ..




Can i use this approach. i would like to use the lower level flexibility +
the ease with higher level APIs. Is this possible?

This is exactly like the question asked here:

http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg12497.html


Thanks,
Mukund

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Re: [osg-users] NVidiaTextureTools integration moved from VPB to OSG

2011-01-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the input.

I will try to compile and run the latest trunk with NVTT on Fedora core 13
and report any problems...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, January 21, 2011 10:41 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] NVidiaTextureTools integration moved from VPB to
OSG

Hi Shayne,

On Fri, Jan 21, 2011 at 4:58 PM, Shayne Tueller
shayne.tuel...@hill.af.mil wrote:
 This may be a dumb question in relation to this thread, but does one still
need to employ the Mesa tools to bypass the graphics card when using VPB to
build databases with the NVTT?

VPB still links to OpenGL, virtual of OSG link to it, but you won't
need a graphics context at runtime.  This means the actual version of
OpenGL should be moot, whether you have a software or hardware GL
driver won't affect VPB as NVTT will take on the responsibility of
doing the GL compression.

Robert.
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Re: [osg-users] Calculating altitude with LineSegmentIntersector

2011-01-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If you're using a geocentric database, you can use the 
osgSim::GetHeightAboveTerrain(...) method to get the altitude of either the 
terrain itself or an altitude above the terrain at a given lat,lon. This 
method takes into account paged databases in extracting the correct value...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of issam 
boughanmi
Sent: Wednesday, January 12, 2011 1:46 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Calculating altitude with LineSegmentIntersector

i have some trouble to calculate the altitude in my application

i have
- a pagedlod terrain
- a runway
- and an airplane model

i have taken some of the osgearth code in elevationmanager.cpp as a starting 
point

this code is called every frame :


Code:
Transform tr;
mAirplane-GetTransform(tr);
tr.GetTranslation(x,y,z);
osg::Vec3d start, end, zero;
start.x() = x; start.y() = y; start.z() = 5;
end.x() = x; end.y() = y; end.z() = -5;
zero.x() = x; zero.y() = y; zero.z() = 0;
osgUtil::LineSegmentIntersector* i = new osgUtil::LineSegmentIntersector( 
start, end );
osgUtil::IntersectionVisitor iv;
iv.setIntersector( i );
mTerrain-GetOSGNode()-accept( iv );
osgUtil::LineSegmentIntersector::Intersections results = 
i-getIntersections();
if ( !results.empty() )
{
const osgUtil::LineSegmentIntersector::Intersection result = 
*results.begin();
osg::Vec3d isectPoint = result.getWorldIntersectPoint();
double out_elevation = (isectPoint-end).length2()  (zero-end).length2()
? (isectPoint-zero).length()
: -(isectPoint-zero).length();
std::cout  distance std::endl;




ps : i am using delta3D

the problem is that the result out_elevation is always a static  number
and it don't change when i move the airplane


what the simplest formula to calculate the altitude with the 
LineSegmentIntersector ?


thanks and good day

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Re: [osg-users] PERSPECTIVE --FIELD OF VIEW

2011-01-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
May I suggest you look at how OpenGL sets up the projection matrix. This is 
what OSG uses. gluPerspective is the routine that uses fovy and aspect to set 
up the projection matrix;

It may be more intuitive for you to use the setProjectionMatrixAsFrustum() 
method in OSG to establish the projection matrix. For example, you could set 
things up as follows given vertical and horizontal fovs...

double left = tan(osg::DegreesToRad(fov_left)) * near;
double right = tan(osg::DegreesToRad(fov_right)) * near;
double bottom = tan(osg::DegreesToRad(fov_bot)) * near;
double top = tan(osg::DegreesToRad(fov_top)) * near;
view-getCamera()-setProjectionMatrixAsFrustum(left, right, bottom, top, near, 
far);

where near and far are the frustum near and far clipping planes.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sümeyra Söyler
Sent: Wednesday, January 12, 2011 8:36 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] PERSPECTIVE --FIELD OF VIEW

Hi,

I have been looked the perspective projection.But,I dont understood some value 
in there.Pls help me...Can I change fovy with fovx.Is there a value like 
fovx.Can I change horizantol value of the fov(x) not fov (y).Other problem is 
Aspect that I could not understand exactly what it mean


Thank you!

Cheers,
Sümeyra :'

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Re: [osg-users] [forum] Line Of Sight and skyline tools

2011-01-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Dan,

Take a look at the osgintersection example. It uses osgSim::LineOfSight
class...

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Darko
Radiceski
Sent: Monday, January 03, 2011 10:01 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [forum] Line Of Sight and skyline tools

Hi all,

I had a question in regards to possible examples of lines of sight or
skyline tool implementations in OSG. I did notice the OSGSim LineOfSight
helper class in my research and was wondering if there are any examples of
that class in use.

Also any examples of skyline calculation from the loaded data within the
scene?

Any advice or pointers would be greatly appreciated.

Thank you!

Cheers,
Dan

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Re: [osg-users] [vpb] geographic to geocentric coordinate transformation

2010-12-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Deniz,

If you're using osgdem with the --geocentric flag set, you're building a
geocentric database which is correct.

Here's a code snippet that may help you position your camera on the spheroid
in geocentric space. It sets the view matrix for the camera given the lat,
lon and alt. Roll, pitch, and yaw are zero in this example which means you
will be flying level looking north.

osg::Matrixd vm;
ellipsoid-computeLocalToWorldTransformFromLatLongHeight(osg::DegreesToRadia
ns(lat),
osg::DegreesToRadians(lon),
alt, vm);
vm.invert(vm);

osg::Matrixd rotation2YUp;
rotation2YUp.makeRotate(-M_PI_2, osg::Vec3f(1.0, 0.0, 0.0));
vm *= rotation2YUp;
view-getCamera()-setViewMatrix(vm);

Hope this helps...
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of deniz
diktas
Sent: Monday, December 27, 2010 3:35 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] geographic to geocentric coordinate
transformation

Hi,

I am using osgdem to generate a terrain from a set of dted-files in
geocentric coordinates. What I am trying to do next is to navigate the
camera along a path given in geographic coordinates (lat, long, alt).

However, when I try to convert a geographic coordinate (of which I am sure
from where the terrain is visible) to geocentric coordinates, and place my
camera there I do not get to see anything. I transform the coordinates using
osg:EllipsoidModel. 

I also realized that I am getting weird output results from the Ellipsoid
transformation: when I construct a bounding sphere bounding the whole
terrain (built in geocentric coord-sys) and test a point at the center of
the terrain (converted from geographic to geocentric coordinates) to see if
it is included in this bonding sphere, it turns out that this point in
geocentric coordinates is not included inside this bounding sphere - which
is a contradiction.

am I missing something when performing the transformation from geographic to
geocentric coordinates? 
are there other transformations I have to incorporate into my calculation? 
or am I building my terrain database with the wrong parameters ?

I use --geocentric option and I pass the root directory of all dted files. 
I use osg-version 2.9.5 and virtual-planet-builder-v11.

any help is greatly appreciated..

Thank you!

Cheers,
deniz

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Re: [osg-users] [vpb] geographic to geocentric coordinatetransformation

2010-12-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Deniz,

Which method in EllipsoidModel were you using to do the transform from
(lat,lon,alt) to (X,Y,Z)?

Can you provide a code snippet on how you're doing the transform? Also
provide the actual osgdem command you're using to build your database...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of deniz
diktas
Sent: Tuesday, December 28, 2010 1:10 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] geographic to geocentric
coordinatetransformation

Hi Shayne,

thank you for your reply.
but the problem I am facing is related to the transformation.
But I will keep your suggestion in mind when placing the camera, so thanks
again :)

The input to the application will be a flight-path given as a list of
consecutive points in geographic coordinates which have to be transformed to
geocentric coordinates (I also have orientation information of the airplane)
but somehow the ellipsoid model fails to do it appropriately. I found
another tool that transforms the coordinates correctly and I could see the
terrain: so the problem seems to be solved for now.

But I cannot see how  why osgdem transforms it correctly but the ellipsoid
model fails to do it. So I still would be glad if someone could tell me what
the problem is..

deniz

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Re: [osg-users] [vpb] geographic to geocentric coordinatetransformation

2010-12-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
A couple more questions...

1) Are your lat, lon in radians when you call convertLatLongHeightToXYZ?
2) Have you tried viewing your database (terrain.ive) with osgviewer to see
what it looks like (osgviewer terrain.ive)? If you can't see your database
with osgviewer, then there's a problem with your database.

I use the exact same methods and my stuff works fine for viewing the terrain
given a lat,lon,alt with a geocentric database. As for osgdem, the only
difference is that I'm using a pagedLOD database and I'm using osgTerrain...

Here's the osgdem command I use...

osgdem --TERRAIN -PagedLOD --geocentric --whole-globe -t wholeearthtexture
-t texturedir -d elevationdir -l 24 -o geodatabase.ive

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of deniz
diktas
Sent: Tuesday, December 28, 2010 2:18 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] geographic to geocentric
coordinatetransformation

I am using osg::EllipsoidModel::convertLatLongHeightToXYZ() method to
convert the coordinates as such:

osg:::EllipsoidModel em;
em.convertLatLongHeightToXYZ(_lat,_long,_alt, x,y,z);

when building the model I used osgdem with the following parameters:
osgdem --geocentric  -d  dted_dir  -o terrain.ive 

dted_dir contains dted files in a certain directory structure defined in
dted-standard. I checked the validty of the dted with a commercial software,
the geographic ranges are consistent with osgdem without --geocentric
parameter (I looked at the contents of the height field of the first
subtile:  lod=0) so there is no problem with the input file, I am sure of
that.

-deniz

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Re: [osg-users] [vpb] geographic to geocentric coordinatetransformation

2010-12-28 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I'm glad things are working for you...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of deniz
diktas
Sent: Tuesday, December 28, 2010 4:25 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] geographic to geocentric
coordinatetransformation

1) oops.. you are right! I am not passing them in radians  :-* 
ok I feel a little embarassed as of why I could not think of that  :x 
I guess because I always tend to think in terms of opengl logic: in opengl
you pass angles in degrees. 

2) I have been able to see the terrain in osgviewer so no problem there..

Thank you so much Shayne, help greatly appreciated :)

best wishes!
deniz

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Re: [osg-users] [vpb] VPB vs osgEarth...

2010-12-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Glenn and Robert,

Thanks much for the input. I'll try out osgEarth to see how it works in a
small app I have...

Thanks again,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Thursday, December 23, 2010 3:22 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] VPB vs osgEarth...

Shayne,

Whether you get a palpable performance hit depends on a lot of factors. One
of osgEarth's features is the ability to pull data from web mapping services
(similar to Googe Maps). That type of data is pre-tiled into raster pyramids
- which is what VPB does too. So if your source data is similarly prepared,
you can achieve loading speeds comparable to a pre-generated terrain model.
osgEarth includes tools for that.

osgEarth's caching stores multi-resolution pyramids of source data, so if
you have to ingest expensive data it will only be a performance hit the
first time through. If you're loading flat files - GeoTIFFs, DEMs, etc -
then there is some processing overhead in pulling in the data, especially if
it needs reprojecting. But otherwise, you might be surprised at how fast is
actually is.

It is worth mentioning that osgEarth is not just a terrain engine, but a
whole toolkit. It includes an API for coordinate conversion, support for
vector features, utilities for clamping, a programmable manipulator, plugins
for lots of web- and file-based data sources, and shader composition
support.

Glenn Waldron : Pelican Mapping


On Thu, Dec 23, 2010 at 2:59 PM, Shayne Tueller shayne.tuel...@hill.af.mil
wrote:


All,

Up to this point, we've used VPB for building our databases that our
OSG app uses. However, I've contemplated taking a look at osgEarth for
future consideration.

My question is, is what advantages are there for using osgEarth vs.
VPB?

I understand that source content (DTED, GeoTiff, etc.) is loaded on
the fly in osgEarth but doesn't that hurt performance when compared to a
statically built database done with VPB?

Thanks for any input in advance...
-Shayne

...


Thank you!

Cheers,
Shayne

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Re: [osg-users] How do I get the most accurate heightfield readingout of an OsgTerrain paged database

2010-12-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I don't know what functionality osgTDS provided, but as to the original 
question at hand, osgSim for osgTerrain paged databases is the answer...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Glenn
Sent: Tuesday, December 07, 2010 12:25 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How do I get the most accurate heightfield readingout 
of an OsgTerrain paged database


zonk wrote:
 Hi,
 
 osgTDS is a little bit outdated, it works only with polygonal field, not with 
 osg TERRAIN format.
 
 Thank you!
 
 Cheers,
 Torben


Well zonk, it was brought to my attention by Bob Kuehne in his OSG class. I 
also heard that osgTDS might get depreciated. What I would like to know then is 
if this is going away what is the alternative in VPB via anyway else for that 
matter? 

In the whole osgTDS sounded like a good idea since basically appeared to work 
like what Terra Vista does with terrain models, but if it doesn’t work on 
osgTerrain, and then I assume that there is a replacement to that will!

D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] How do I get the most accurate heightfield readingout of an OsgTerrain paged database

2010-12-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Agreed...

The terrain is only as accurate as the original source data.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Glenn
Sent: Friday, December 03, 2010 12:30 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How do I get the most accurate heightfield readingout 
of an OsgTerrain paged database

Greetings!

A Word of Caution: that no matter how accurate the HAT is that the reading may 
be only as accurate as the Terrain used. In my experience making and using 
terrain, I have found that even some of these high priced terrain builders have 
their flaws compounded by the fact that most data in the public realm has only 
a certain level of accuracy. So you’re only going to get a certain level of 
confidence in relation to the real world figures or even some other forms of 
map data I have used. 

Terrain can be such a fickle beast!

... 

D Glenn


D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your 
Desk!

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Re: [osg-users] Beginners Questions , about OSG from long time developer

2010-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Meir,

I would suggest looking at the OSG examples to get started. Those come as
part of the OSG package when you install it. Without knowing the specifics
of your project, you will need to determine if the SceneGraph paradigm fits
with what you're trying to accomplish. The links below should also help...

https://www.movesinstitute.org/Sullivan/OSGTutorials/

http://www.vis-sim.com/osg/osg_faq_1.htm#f1

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Meir Meiry
Sent: Tuesday, November 23, 2010 1:17 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Beginners Questions , about OSG from long time
developer

Hi,

Hello all
I need to build basic 3d modeling tool , I have no experience in 3d
programming 
But I have experience in c++ programming ( 15 years ) I do know 3d terms
from previous 
Experience as user of 3dstudio max. 
My question is to build basic 3d modeling application what is the learning
curve I need to do ?
From where to start and what subjects to learn , also does this framework is
the right tool for this job ? 
In terms of simplicity 


Thank you!

Cheers,
meir

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Re: [osg-users] osgSim::HeightAboveTerrain not returning any hits

2010-11-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a few questions from your code...

1) I noticed that your osgdem command isn't using --geocentric in the
command line. Are you building a geocentric database?
2) Are your lat lon values in degrees or radians? The
convertLatLongHeightToXYZ() method requires lat, lon radians.
3) Why is your traversal mask -1 in the computeHeightAboveTerrain()? Try
removing the -1 from this call...

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Murray G.
Gamble
Sent: Wednesday, November 24, 2010 2:19 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] osgSim::HeightAboveTerrain not returning any hits

Hi All,

It's been a while.  Good to be back.

We have created a paged terrain database using VPB/OsgDem with
geo-referenced GeoTIFF-based elevation data using the command:

osgdem -d honolulu.tif --no-terrain-simplification -l 16 -o
honolulu.ive

This creates a very detailed terrain database against which we'd like to
perform HAT queries.

We build a simple scene graph using the following lines of code:

osg::Node *wTerrainNode = osgDB::readNodeFile( honolulu.ive );
osg::Group *wRootNode = new osg::Group();

wRootNode-addChild( wTerrainNode );

osgViewer::Viewer *wViewer = new osgViewer::Viewer();
wViewer-setUpViewerInWindow( 100, 100, 800, 600 );
wViewer-setSceneData( wRootNode );
wViewer-realize();

osgSim::HeightAboveTerrain wHatTester;
osg::CoordinateSystemNode *wCsn =
dynamic_castosg::CoordinateSystemNode*(wTerrainNode);
wCsn-setEllipsoidModel( new osg::EllipsoidModel() );

We then use the following code to query HAT (in our main loop):

wCsn-getEllipsoidModel()-convertLatLongHeightToXYZ( wLat, wLon,
wHeight, wX, wY, wZ );

// where wLat, wLon, wAlt are dynamic, valid values within the
terrain area being populated by our flight model

double wHat = wHatTester.computeHeightAboveTerrain( wTerrainNode,
osg::Vec3d( wX, wY, wZ ), -1 );

In each case wHat remains a constant value consistent with height above sea
level (i.e., no hits are being generated against the terrain).  We are also
visualizing our observer position with the same lat/lon/alt values and
observe a valid, correlated position, so we know that the terrain is loading
and that the lat/lon/values being used for the HAT query are reasonable.

Any thoughts as to why we're not getting any hits?

Thank you,

Murray








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Re: [osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the reply. No, our app does not override new and delete. It's
using the standard operators in C++. I'm not sure on how to answer your last
question. Are you referring to OpenThreads?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, November 18, 2010 8:55 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] thread hangs when LineSegmentIntersector is used...

HI Shayne,

Doing a new really shouldn't cause any threading problems.  Does you
app override new and delete?  Is there something else unusual about
our set that might break new and delete's thread safety?

Robert.

On Thu, Nov 18, 2010 at 3:07 PM, Shayne Tueller
shayne.tuel...@hill.af.mil wrote:
 All,

 After further invesigation on why my thread is hanging, I narrowed it down
to when OSG creates an IntersectorGroup() object via the 'new' operator in
the intersection code.

 Just for a sanity check, I did the following in the run() method of my
thread:

 char *start = (char *)malloc(4)

 and it never returns after I issue the malloc() call. It would appear that
 'new' or malloc() hangs the thread.

 Do I need to do use some sort of special memory management scheme in
OpenThreads when it comes to dynamic memory allocation?

 As stated earlier, I'm new to threaded programming so I'm probably failing
to do something that is needed in the case of dynamic memory allocation in a
thread...

 Thank you!

 Shayne

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Re: [osg-users] thread hangs when LineSegmentIntersector is used...

2010-11-18 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just as a follow up, I'm going to write a simple program that spawns a
thread using OpenThreads and allocates memory to make sure our app isn't
doing something perverse when it comes to memory management. It's possible
that something isn't being cleaned up correctly in the main process when we
start up the thread and new an object.

To muddy the waters further, it is probably worth mentioning that we don't
see the aforementioned problem on earlier versions of Fedora. In those
environments, the thread runs fine when we create an object dynamically.
It's only when our app runs on Fedora core 13 that we start seeing the
problem.

I'll dig more and report my findings...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Thursday, November 18, 2010 9:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] thread hangs when LineSegmentIntersector is used...

Robert,

Thanks for the reply. No, our app does not override new and delete. It's
using the standard operators in C++. I'm not sure on how to answer your last
question. Are you referring to OpenThreads?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday, November 18, 2010 8:55 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] thread hangs when LineSegmentIntersector is used...

HI Shayne,

Doing a new really shouldn't cause any threading problems.  Does you app
override new and delete?  Is there something else unusual about our set that
might break new and delete's thread safety?

Robert.

On Thu, Nov 18, 2010 at 3:07 PM, Shayne Tueller shayne.tuel...@hill.af.mil
wrote:
 All,

 After further invesigation on why my thread is hanging, I narrowed it 
 down
to when OSG creates an IntersectorGroup() object via the 'new' operator in
the intersection code.

 Just for a sanity check, I did the following in the run() method of my
thread:

 char *start = (char *)malloc(4)

 and it never returns after I issue the malloc() call. It would appear 
 that 'new' or malloc() hangs the thread.

 Do I need to do use some sort of special memory management scheme in
OpenThreads when it comes to dynamic memory allocation?

 As stated earlier, I'm new to threaded programming so I'm probably 
 failing
to do something that is needed in the case of dynamic memory allocation in a
thread...

 Thank you!

 Shayne

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Re: [osg-users] osgdem/vpb OS Open Data and geocentric

2010-11-10 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Try the following gdal command on your data (infile) that is not
geo-referenced...

gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear infile outfile

and feed the resulting outfile into osgdem...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Naylor
Sent: Wednesday, November 10, 2010 11:58 AM
To: 'OpenSceneGraph Users'
Subject: [osg-users] osgdem/vpb OS Open Data and geocentric

Hi all,
I have downloaded the free Ordinance Survey data and have managed to convert
the height data and raster data using gdal_translate.
Everything works brilliant when the option --geocentric is omitted.
Once --geocentric is included osgdem finished within about 20 seconds my
planet now looks like a sphere with bobbles attached, almost like a leather
football.
I am sure it's something to with the data and the format it is in, here is
gdalinfo of my converted data (excluding colour data).
Does anyone know how I should convert it over so I can get a whole earth, I
am guessing it's something to do with the format although osgdem reprojects
the data when --geocentric is included?
Using the latest SVN as of last Friday. The OS data is the best FREE data I
have come across so far, although I am sure there must be higher resolution
height data.


d:\OS OPENDATA\build\ras250_gb_convertedgdalinfo HP.tif-geo.tif
Driver: GTiff/GeoTIFF
Files: HP.tif-geo.tif
Size is 4000, 4000
Coordinate System is `'
Origin = (40.000,130.000)
Pixel Size = (25.000,-25.000)
Metadata:
  TIFFTAG_IMAGEDESCRIPTION=1:250 000 TILE HP.TIF
  TIFFTAG_DATETIME=2010:05:04 10:31:47
  TIFFTAG_COPYRIGHT=ORDNANCE SURVEY CROWN COPYRIGHT 2010
  TIFFTAG_XRESOLUTION=254
  TIFFTAG_YRESOLUTION=254
  TIFFTAG_RESOLUTIONUNIT=2 (pixels/inch)
Image Structure Metadata:
  COMPRESSION=LZW
  INTERLEAVE=BAND
Corner Coordinates:
Upper Left  (  40.000, 130.000)
Lower Left  (  40.000, 120.000)
Upper Right (  50.000, 130.000)
Lower Right (  50.000, 120.000)
Center  (  45.000, 125.000)
Band 1 Block=256x256 Type=Byte, ColorInterp=Palette
  Color Table (RGB with 256 entries)

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Re: [osg-users] VPB problem with large database...

2010-10-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Jp,

Thanks for the suggestion. I'll give it a try.

Thinking that it might be a video card limitation (texture memory), I tried
building the same content on a more capable video card (Nvidia 9800 GTX) and
I'm still having the problem of having the osgdem threads dying out.

I'm suspecting that VPB is having trouble with the large tif files and the
number of them. I have 10,271 tif files in a single directory where each tif
file is ~30MB in size. If I pare down the number of files to just a few, it
builds fine. When I throw the full gamut of tif files at it, VPB chokes.
Apparently there's some sort of limitation here to what it can handle.

I'll continue to investigate and post my findings...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport
Sent: Friday, October 22, 2010 12:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB problem with large database...

Hi,

you can check in the tasks folder to see exactly the osgdem command(s) 
that would be executed by vpb. Try execute one of these manually and see 
if it does not report any useful errors.

jp

On 21/10/10 20:31, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 All,

 I'm seeing some issues with VPB when attempting to build a very large
 database. My command is the following:

 vpbmaster -TERRAIN -PagedLOD -geocentric -whole-globe -t
 wholeearthtexture -t detailtexture -d dted -l 24 -o database.ive

 What I'm seeing is that vpbmaster creates the tasks and logs directories
 followed by the scheduling of tasks. During the scheduling of tasks, I
 see the threads osgdem. created on the machine and then die a few
 seconds later. vpbmaster then just waits for something to happen and
 eventually goes to sleep. I'm guessing that this is happening because
 the threads died for some reason and vpbmaster just sits there waiting
 for them to come back.

 I understand the VPB is able to handle the building of very large
 databases but it seems to be choking in our particular case. If I run
 the same command above on a smaller set of data, things run just fine.

 Our system has 16 processors with ample disk and memory space to handle
 what is needed. It also runs Fadora core 13.

 Has anyone else seen this issue? Is there a flag or setting that I need
 to use to build a large database?

 Any input would be appreciated.

 -Shayne



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Re: [osg-users] VPB problem with large database...

2010-10-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the reply. I can try the latest version of OSG/VPB to build the
database but will the database still be compatible with an app that uses OSG
2.8.2 to fly through the database? I'm not really in a position to update
our application software to the latest version of OSG at this time. If I can
still get by with using OSG 2.8.2 in our app, then I'm more amenable to
upgrading to the latest OSG/VPB for our build machine.

Thanks for your input and help.
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, October 22, 2010 10:32 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB problem with large database...

Hi Shayne,

I don't know what might be causing problems on your system, debugging
this type of thing remotely is next to impossible.

The best I can do is suggest trying the svn/trunk version of the OSG 
VPB.  With VPB is now possible build using NVidia texture tools and
with this avoid the need for graphics context and associated graphics
card - instead you can just compile and run with Mesa libs.  For more
info have a look at the recent threads on osg-users and
osg-submissions about NVidia Texture Tools integration.

Robert.

On Fri, Oct 22, 2010 at 3:48 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Jp,

 Thanks for the suggestion. I'll give it a try.

 Thinking that it might be a video card limitation (texture memory), I
tried
 building the same content on a more capable video card (Nvidia 9800 GTX)
and
 I'm still having the problem of having the osgdem threads dying out.

 I'm suspecting that VPB is having trouble with the large tif files and the
 number of them. I have 10,271 tif files in a single directory where each
tif
 file is ~30MB in size. If I pare down the number of files to just a few,
it
 builds fine. When I throw the full gamut of tif files at it, VPB chokes.
 Apparently there's some sort of limitation here to what it can handle.

 I'll continue to investigate and post my findings...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
 Delport
 Sent: Friday, October 22, 2010 12:30 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] VPB problem with large database...

 Hi,

 you can check in the tasks folder to see exactly the osgdem command(s)
 that would be executed by vpb. Try execute one of these manually and see
 if it does not report any useful errors.

 jp

 On 21/10/10 20:31, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 All,

 I'm seeing some issues with VPB when attempting to build a very large
 database. My command is the following:

 vpbmaster -TERRAIN -PagedLOD -geocentric -whole-globe -t
 wholeearthtexture -t detailtexture -d dted -l 24 -o database.ive

 What I'm seeing is that vpbmaster creates the tasks and logs directories
 followed by the scheduling of tasks. During the scheduling of tasks, I
 see the threads osgdem. created on the machine and then die a few
 seconds later. vpbmaster then just waits for something to happen and
 eventually goes to sleep. I'm guessing that this is happening because
 the threads died for some reason and vpbmaster just sits there waiting
 for them to come back.

 I understand the VPB is able to handle the building of very large
 databases but it seems to be choking in our particular case. If I run
 the same command above on a smaller set of data, things run just fine.

 Our system has 16 processors with ample disk and memory space to handle
 what is needed. It also runs Fadora core 13.

 Has anyone else seen this issue? Is there a flag or setting that I need
 to use to build a large database?

 Any input would be appreciated.

 -Shayne



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 legal notice, and implemented Open Document Format (ODF) standard.
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[osg-users] VPB problem with large database...

2010-10-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I'm seeing some issues with VPB when attempting to build a very large
database. My command is the following:

 

vpbmaster -TERRAIN -PagedLOD -geocentric -whole-globe -t wholeearthtexture
-t detailtexture -d dted -l 24 -o database.ive

 

What I'm seeing is that vpbmaster creates the tasks and logs directories
followed by the scheduling of tasks. During the scheduling of tasks, I see
the threads osgdem. created on the machine and then die a few seconds
later. vpbmaster then just waits for something to happen and eventually goes
to sleep. I'm guessing that this is happening because the threads died for
some reason and vpbmaster just sits there waiting for them to come back. 

 

I understand the VPB is able to handle the building of very large databases
but it seems to be choking in our particular case. If I run the same command
above on a smaller set of data, things run just fine.

 

Our system has 16 processors with ample disk and memory space to handle what
is needed. It also runs Fadora core 13.

 

Has anyone else seen this issue? Is there a flag or setting that I need to
use to build a large database?

 

Any input would be appreciated.

 

-Shayne



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Re: [osg-users] Animation with Cubic Bezier path

2010-10-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Daniele,

Bezier Curves are parametric functions that are defined by their control
points. The number of control points will determine the degree of the curve
minus 1 so four control points will yield curve of degree three (cubic). The
control points can be specified in whatever dimension you want (i.e. 2D or
3D) and whatever coordinate system you want. The resulting curve will lie
within the control point polygon (the convex hull) where the curve will
interpolate the first control point at t=0 and the last control point at
t=1. As the parameter t varies between 0 and 1, the curve will trace out a
smooth path from the first to the last control point. The animation will be
controlled by the parameter t as input and the resulting point (x,y,z) on
the curve will be given as output for a position.

Without going into too much detail mathematically on Bezier curves and
splines, may I suggest you look at the book Curves and Surfaces for
Computer Aided Geometric Design by Gerald Farin to get more information if
you want to learn more about Bezier curves.

Hopefully this will answer your question on how the example works when using
Bezier curves to generate an animation path...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of daniele
argiolas
Sent: Tuesday, October 19, 2010 9:04 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Animation with Cubic Bezier path

Hi,

I tried to understand osganimationmakepath example.

I can't understand how to make an animation if I would use simple points
like these:
v[0] = osg::Vec3(0, 0, 0);
v[1] = osg::Vec3(20, 0, 0);
v[2] = osg::Vec3(40, 0, 0);
v[3] = osg::Vec3(60, 0, 0);

I want an animation without stops between points and with a constant speed.
What keys I have to add on path?

I don't understand the relationship between control points of bezier and the
making of animation.

Is there anybody who can me explain?

Thank you!

Cheers,
daniele

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Re: [osg-users] Creating holes in a PagedLOD

2010-10-06 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
VPB currently does not support this functionality. There have been other
developers that have proposed or even implemented solutions to provide
something like this in the future. Perhaps they can chime in...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
ra...@hush.ai
Sent: Wednesday, October 06, 2010 1:10 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Creating holes in a PagedLOD

Hello All,

I'm using vpb to generate a terrain for a project I'm working on.  
And it is fantastic.  

I do have one question though, I have a need to 'cut' holes in the 
terrain so models can be placed on/into hillsides, or in a hole in 
the ground. e.g. a dam in the side of a hill.

I've looked a bit and do not see an obvious solution?  any pointers 
in the right direction would be much appreciated.

Thanks,
John

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Re: [osg-users] Problem Loading .FLT

2010-10-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Matt,

Just for giggles, have you tried loading your .FLT file in osgviewer? In
other words, try osgviewer campus08-19.flt and see what happens. It should
just load your openflight file for viewing...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matt Caron
Sent: Tuesday, October 05, 2010 10:57 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Problem Loading .FLT

Hi,

I've got an .FLT file that I need to load into OSG.  I am loading it with
the following code:


Code:

osg::Node* pLoadedModel = osgDB::readNodeFile([mypath]/campus08-19.flt);




However when I compile and run the program I get the following error:

Unknown record, opcode=91 size=88

I have no idea what this means and I'm hoping someone here can explain it
and perhaps help me correct it.  I have seen this .FLT run with other
programs so it should not be corrupt or anything.

Thank you!

Cheers,
Matt

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Re: [osg-users] convertLatLongHeightToXYZ

2010-10-01 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Lucie,

If you're on a flat earth, you shouldn't be using the
convertLatLongHeightToXYZ method. This is only used for mapping spheroid
coordinates to geocentric (origin is at the center of the spheroid)
coordinates. Because you were referencing this method, it was assumed that
you were using this type of mapping.

If you want to get X,Y from a Lat,Long pair, you need to use some other
projection or mapping. You could use a Plate Carree projection or something
similar http://en.wikipedia.org/wiki/Equirectangular_projection. May I also
suggest that you use something like GeoTrans or GDAL to assist you in what
you need to do.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucie
lemonnier
Sent: Friday, October 01, 2010 3:06 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] convertLatLongHeightToXYZ

Hi,

In fact, my model is not spheroid, it is a flat terrain.
That's why I need simply the position.

Thank you!

Cheers,
lucie

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Re: [osg-users] convertLatLongHeightToXYZ

2010-09-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Yes, they're both equivalent in that they return position info but the
former returns a matrix for you to use in your transform node so that your
model will be positioned correctly on the spheroid. I believe the up
vector of the model will then match the up vector at that position on the
spheroid so that things are oriented correctly (i.e. a car appears upright
sitting on the ground).

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucie
lemonnier
Sent: Thursday, September 30, 2010 10:09 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] convertLatLongHeightToXYZ

Hi,
The function
ellipsoid-computeLocalToWorldTransformFromLatLongHeight(osg::DegreesToRadia
ns(lat),osg::DegreesToRadians(lon), altitude, position);
give me the same values of X,Y,Z as if I use directly the function 
ellipsoid-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat),osg::Degrees
ToRadians(lon), altitude, position);
I don't understand.
Can you clear up me?

Thank you!

Cheers,
lucie

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Re: [osg-users] convertLatLongHeightToXYZ

2010-09-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Lucie,

This is how you would place your model...

osg::Matrixd position;
ellipsoid-computeLocalToWorldTransformFromLatLongHeight(osg::DegreesToRadia
ns(lat),
osg::DegreesToRadians(lon), altitude, position);
transform-setMatrix(position);

where transform is an osg::MatrixTransform node that has your model as a
child node.

The X,Y,Z geocentric Cartesian coordinates from the lat,lon,alt can be
extracted by:

osg::Vec3d pos = position.getTrans();

Keep in mind that an altitude of zero will yield a point on the surface of
the spheroid for a given lat,lon pair. Any altitude  zero is the height
above the ellipsoid/spheroid.

Hope this helps...

-Shayne



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucie
lemonnier
Sent: Wednesday, September 29, 2010 3:44 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] convertLatLongHeightToXYZ

Hi,

I understood that the XYZ are in Earth Center Earth Fixed coordinates.
So is it normal that X,Y are calculated based on height?
In fact, I put a latitude, longitude and height on a model, I use
osg::EllipsoidModel::convertLatLongHeightToXYZ to obtain the position x,y,z
and I transform my point with the MatrixTransforms applied on the terrain
model and I place my model with the transformed point.
Is it the step to be followed? 

Thank you!

Cheers,
lucie

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[osg-users] osgParticle restart...

2010-09-29 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a simple question regarding osgParticle effects.

 

Is there a simple way to restart the effects once they expire? For example,
I have a burning object emitting a smoke effect that I want to restart after
the smoke disappears. Is there a clean way to restart the smoke effect?

 

Thanks,

-Shayne



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[osg-users] osgParticle effects on a moving object...

2010-09-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a need to attach osgParticle effects on a moving object (i.e smoke
and fire trail from a moving missile). I've looked at the
osgparticleeffects.cpp example in where they attach these effects based off
a hit node from the pick event to see how I might do this. Unfortunately I
need to invoke the effects from the moving object's UpdateCallback event
rather than from a pick event. I have tried several things to get this to
work without success.

 

As anyone else been able to something similar to what I'm trying to
accomplish? I would appreciate any suggestions anyone might have on how to
get this to work.

 

Thanks,

-Shayne



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Re: [osg-users] Compute Terrain Intersection for .flt databases[SEC=UNCLASSIFIED]

2010-09-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

For HAT, you only need one point. LOS requires a start and end point. Both
require that the points be specified in the database coordinates (i.e.
geocentric Cartesian coordinates for round earth databases).

I haven't worked with .flt databases but the osgSim methods appear to work
for paged databases built by VPB...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Pocock
Sent: Thursday, September 02, 2010 11:06 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Compute Terrain Intersection for .flt
databases[SEC=UNCLASSIFIED]

Hi - Whats the best way to get the z down intersect point onto a paged
database. I'm getting what looks like loss of precision errors. I am not
sure if it is because I am using  osgUtil::IntersectVisitor (Which I
believe is deprecated?) or my lack of knowledge of
osgSim::HeightAboveTerrain. Is it my proper understanding that I provide
two points x,y,z (beginning and end) for HAT? Even doing this gives some
very strange results... Is there a very basic example out there to
achieve this? Is it a trivial problem?

Regards
Paul



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Re: [osg-users] transform to screen function

2010-08-31 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Alex,

The short answer is no. 

However, this question has already been addressed...

http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/59941/focus=
59966

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Pecoraro,
Alexander N
Sent: Tuesday, August 31, 2010 9:56 AM
To: OpenSceneGraph Users
Subject: [osg-users] transform to screen function

Is there some easy function on the osg::Camera (or some other osg class)
that I can call to compute the 2d screen position of a 3d point? I couldn't
find one when looking through the documentation, but I figured I would ask
just in case I am missing it.

 

Thanks.

 

Alex



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[osg-users] LineSegmentIntersector...

2010-08-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a question about LineSegmentIntersector. Does it always return all
intersections or does it have a feature that tells you whether or not you
got a hit or not? I have a need to use something for terrain masking from a
viewpoint to another location. In this case, all I want to know is if I hit
terrain or not. I don't care about where the hit is or how many hits there
are. It would certainly be more optimal to test for a single hit in this
case rather than computing ALL intersections along a line of sight.

 

Any feedback on this would be appreciated.

 

Thanks,

-Shayne



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Re: [osg-users] LineSegmentIntersector...

2010-08-24 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I sort of figured that I might have to write my own. I just wanted to make
sure there wasn't already something out there before I pressed forward. It
probably might be a good thing to have in osgSim since terrain masking is a
heavily used feature in simulation environments...

Thanks for your input.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson,
Gordon
Sent: Tuesday, August 24, 2010 11:37 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegmentIntersector...

In the past I would simply write my own 'LineSegementIntersector' to return
just a hit and simply use a node mask to just test against terrain nodes,
just subclass or make a copy of the current 'LineSegementIntersector' and
just later what it returns and data it collects etc 

 

 

Gordon Tomlinson

Product Manager 3d Technology  Project Wyvern

OverwatchR

An Operating Unit of Textron Systems

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severe civil, criminal and administrative penalties.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, August 24, 2010 1:13 PM
To: OpenSceneGraph Users
Subject: [osg-users] LineSegmentIntersector...

 

All,

 

I have a question about LineSegmentIntersector. Does it always return all
intersections or does it have a feature that tells you whether or not you
got a hit or not? I have a need to use something for terrain masking from a
viewpoint to another location. In this case, all I want to know is if I hit
terrain or not. I don't care about where the hit is or how many hits there
are. It would certainly be more optimal to test for a single hit in this
case rather than computing ALL intersections along a line of sight.

 

Any feedback on this would be appreciated.

 

Thanks,

-Shayne



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Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-08-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

If I'm using this KdTree feature correctly then perhaps the next step is
digging down deeper with a debugger.

In my app, I'm collecting both HAT and LOS data on a per frame basis on the
terrain. I've narrowed it down to where the intersections are calculated for
the LOS set. It appears I get a significant performance hit when I invoke
the call:

los.computeIntersections(terrain.get());

where terrain is a pagedLOD VPB database and los is an
osgSim:LineOfSight class. Once I comment this call out, performance is where
it should be. This would seem to suggest that there's no bottleneck outside
the ray/triangle intersection but that there are issues with the
intersection calculations themselves for LOS...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, August 20, 2010 2:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

Hi Shayne,

If KdTree aren't helping performance then you either have a bottleneck
outside the actual ray to triangle intersection, or perhaps the
KdTree's aren't being assigned correctly.

Might I suggest you walk through the code in a debugger to see what is going
on.

Robert.

On Thu, Aug 19, 2010 at 10:41 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Robert,

 Sorry it has been long giving feedback on this. I've been working other
 issues.

 I did try the KdTrees stuff you suggested without any improvement in
 performance. I called


osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Option
 s::BUILDKDTREES);

 before I load my terrain database. Is this the correct way to do this? Is
 there anything else I need to do to enable this or get this to work? In
some
 respects things got even slower than before when I try LOS intersection
 calculations via the osgSim::LineOfSight class...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: Wednesday, July 28, 2010 2:47 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

 Hi Shyane,

 I've not been at my desk too consistently this last few weeks due to
 school holidays, so not able to dig down into all threads.

 A couple of general comments.  If intersections are slow then consider
 enabling the building KdTree's on your scene graph, this will greatly
 improve performance.  In osgDB::Options and osgDB::Registry there is a
 setBuildKdTreesHint(..) method that you can use.

 Robert.

 On Tue, Jul 27, 2010 at 7:25 PM, Tueller, Shayne R Civ USAF AFMC 519
 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Since I didn't receive any input or feedback on my previous inquiry, I'm
 assuming no one has used osgSim very much in an extensive setting.?.?

 At any rate, I've done some further investigation. It appears that
 performance is very poor when HAT inquiries are randomly called in
 different
 portions of the code via the
 osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) method. On the
 other hand, if HAT points via hat.addPoint() are collected up and then
 computed (intersections) in one place, performance improves. I'm assuming
 that this is the correct usage for OSG? If this is true, I must say that
 this is a major problem since HAT inquiries need to be done at different
 times throughout the application due to dependencies on HAT for other
 calculations.

 I would like some feedback from someone in the know on osgSim so I know
 what
 the proper usage is for maximum performance. If it is true that all HAT
 points in OSG need to be consolidated for intersection calculation, then
I
 will attempt to refactor the code to support what OSG wants.

 Thanks,
 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Sent: Friday, July 23, 2010 10:57 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] osgSim HeightAboveTerrain performance...

 All,



 I was wanting some feedback for those who have used osgSim in querying
VPB
 database info such has HAT, LOS, etc., during runtime.



 I'm seeing some performance issues when using
 osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) to get the HAT
 value for a particular location in the database. At times, we need
 multiple
 HAT values per frame which seems to bog the performance down. I would
 surmise that LOS calculations are probably worse since multiple
 intersections are computed.



 My question is, is how efficient is the osgSim HAT function? Is the
 process
 of retrieving HAT a slow one? If so, is there a way to improve
performance
 if one or more HAT requests are issued on a per frame basis?



 Thanks in advance,

 -Shayne

Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-08-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

That sounds like a plausible explanation for the performance hit. I'll
investigate further and try the basic ones as you suggest.

On a related note, I have a couple of questions...

1) Is there a quick way to obtain the closest intersection for a given LOS?
I noticed that for a LOS, all intersections with the terrain are returned
which can be large when my ownship gets close to the ground. Right now, I'm
searching the returned intersection list and extracting the closest one.

2) Does the LOS technique check for occlusion along a given ray or does it
compute every intersection regardless? Are hits with backfaces (as defined
relative to the ownship) computed as well? I'm assuming that the computed
intersection list is random (i.e. not sorted from closest to farthest from
the start point)?

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, August 20, 2010 8:48 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

Hi Shayne,

The LOS and HAT techniques use the osgUtil::IntersectionVisitor and
LineSegmentIntersector to the intersection work, and by default add a
special callback DatabaseCacheReadCallback that enables the
intersection traversal to load external tiles when tiles aren't
already in memory.  This load is synchronous so it may well be that
this is causing the performance hit.

You could you try using the basic osgUtil::IntersectionVisitor and
LineSegmentIntersector, this won't automatically load higher levels of
details, making do with just what is loaded into memory already, but
it will at least not require an IO.

Robert.

On Fri, Aug 20, 2010 at 3:35 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Robert,

 If I'm using this KdTree feature correctly then perhaps the next step is
 digging down deeper with a debugger.

 In my app, I'm collecting both HAT and LOS data on a per frame basis on
the
 terrain. I've narrowed it down to where the intersections are calculated
for
 the LOS set. It appears I get a significant performance hit when I invoke
 the call:

 los.computeIntersections(terrain.get());

 where terrain is a pagedLOD VPB database and los is an
 osgSim:LineOfSight class. Once I comment this call out, performance is
where
 it should be. This would seem to suggest that there's no bottleneck
outside
 the ray/triangle intersection but that there are issues with the
 intersection calculations themselves for LOS...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: Friday, August 20, 2010 2:30 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

 Hi Shayne,

 If KdTree aren't helping performance then you either have a bottleneck
 outside the actual ray to triangle intersection, or perhaps the
 KdTree's aren't being assigned correctly.

 Might I suggest you walk through the code in a debugger to see what is
going
 on.

 Robert.

 On Thu, Aug 19, 2010 at 10:41 PM, Tueller, Shayne R Civ USAF AFMC 519
 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Robert,

 Sorry it has been long giving feedback on this. I've been working other
 issues.

 I did try the KdTrees stuff you suggested without any improvement in
 performance. I called



osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Option
 s::BUILDKDTREES);

 before I load my terrain database. Is this the correct way to do this? Is
 there anything else I need to do to enable this or get this to work? In
 some
 respects things got even slower than before when I try LOS intersection
 calculations via the osgSim::LineOfSight class...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: Wednesday, July 28, 2010 2:47 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

 Hi Shyane,

 I've not been at my desk too consistently this last few weeks due to
 school holidays, so not able to dig down into all threads.

 A couple of general comments.  If intersections are slow then consider
 enabling the building KdTree's on your scene graph, this will greatly
 improve performance.  In osgDB::Options and osgDB::Registry there is a
 setBuildKdTreesHint(..) method that you can use.

 Robert.

 On Tue, Jul 27, 2010 at 7:25 PM, Tueller, Shayne R Civ USAF AFMC 519
 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Since I didn't receive any input or feedback on my previous inquiry, I'm
 assuming no one has used osgSim very much in an extensive setting.?.?

 At any rate, I've done some further investigation. It appears that
 performance is very poor when HAT inquiries are randomly called

Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-08-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Just as a follow up on the issue at hand, I bumped up the maximum number of
files to cache in the DatabaseCacheReadCallback to a higher number than the
default 2000. This greatly improved performance. I'm supposing that since
there were not as many external paged tiles being read in from disk, this
accounted for the performance improvement. This would seem to collaborate
your earlier statement that the synchronous load of external tiles was
possibly the culprit for my performance degradation...

Thanks for your help...
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, August 20, 2010 8:48 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

Hi Shayne,

The LOS and HAT techniques use the osgUtil::IntersectionVisitor and
LineSegmentIntersector to the intersection work, and by default add a
special callback DatabaseCacheReadCallback that enables the
intersection traversal to load external tiles when tiles aren't
already in memory.  This load is synchronous so it may well be that
this is causing the performance hit.

You could you try using the basic osgUtil::IntersectionVisitor and
LineSegmentIntersector, this won't automatically load higher levels of
details, making do with just what is loaded into memory already, but
it will at least not require an IO.

Robert.

On Fri, Aug 20, 2010 at 3:35 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Robert,

 If I'm using this KdTree feature correctly then perhaps the next step is
 digging down deeper with a debugger.

 In my app, I'm collecting both HAT and LOS data on a per frame basis on
the
 terrain. I've narrowed it down to where the intersections are calculated
for
 the LOS set. It appears I get a significant performance hit when I invoke
 the call:

 los.computeIntersections(terrain.get());

 where terrain is a pagedLOD VPB database and los is an
 osgSim:LineOfSight class. Once I comment this call out, performance is
where
 it should be. This would seem to suggest that there's no bottleneck
outside
 the ray/triangle intersection but that there are issues with the
 intersection calculations themselves for LOS...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: Friday, August 20, 2010 2:30 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

 Hi Shayne,

 If KdTree aren't helping performance then you either have a bottleneck
 outside the actual ray to triangle intersection, or perhaps the
 KdTree's aren't being assigned correctly.

 Might I suggest you walk through the code in a debugger to see what is
going
 on.

 Robert.

 On Thu, Aug 19, 2010 at 10:41 PM, Tueller, Shayne R Civ USAF AFMC 519
 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Robert,

 Sorry it has been long giving feedback on this. I've been working other
 issues.

 I did try the KdTrees stuff you suggested without any improvement in
 performance. I called



osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Option
 s::BUILDKDTREES);

 before I load my terrain database. Is this the correct way to do this? Is
 there anything else I need to do to enable this or get this to work? In
 some
 respects things got even slower than before when I try LOS intersection
 calculations via the osgSim::LineOfSight class...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
 Osfield
 Sent: Wednesday, July 28, 2010 2:47 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

 Hi Shyane,

 I've not been at my desk too consistently this last few weeks due to
 school holidays, so not able to dig down into all threads.

 A couple of general comments.  If intersections are slow then consider
 enabling the building KdTree's on your scene graph, this will greatly
 improve performance.  In osgDB::Options and osgDB::Registry there is a
 setBuildKdTreesHint(..) method that you can use.

 Robert.

 On Tue, Jul 27, 2010 at 7:25 PM, Tueller, Shayne R Civ USAF AFMC 519
 SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Since I didn't receive any input or feedback on my previous inquiry, I'm
 assuming no one has used osgSim very much in an extensive setting.?.?

 At any rate, I've done some further investigation. It appears that
 performance is very poor when HAT inquiries are randomly called in
 different
 portions of the code via the
 osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) method. On the
 other hand, if HAT points via hat.addPoint() are collected up and then
 computed (intersections) in one place, performance improves. I'm
assuming
 that this is the correct usage

Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-08-19 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Sorry it has been long giving feedback on this. I've been working other
issues.

I did try the KdTrees stuff you suggested without any improvement in
performance. I called

osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Option
s::BUILDKDTREES);

before I load my terrain database. Is this the correct way to do this? Is
there anything else I need to do to enable this or get this to work? In some
respects things got even slower than before when I try LOS intersection
calculations via the osgSim::LineOfSight class...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, July 28, 2010 2:47 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgSim HeightAboveTerrain performance...

Hi Shyane,

I've not been at my desk too consistently this last few weeks due to
school holidays, so not able to dig down into all threads.

A couple of general comments.  If intersections are slow then consider
enabling the building KdTree's on your scene graph, this will greatly
improve performance.  In osgDB::Options and osgDB::Registry there is a
setBuildKdTreesHint(..) method that you can use.

Robert.

On Tue, Jul 27, 2010 at 7:25 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Since I didn't receive any input or feedback on my previous inquiry, I'm
 assuming no one has used osgSim very much in an extensive setting.?.?

 At any rate, I've done some further investigation. It appears that
 performance is very poor when HAT inquiries are randomly called in
different
 portions of the code via the
 osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) method. On the
 other hand, if HAT points via hat.addPoint() are collected up and then
 computed (intersections) in one place, performance improves. I'm assuming
 that this is the correct usage for OSG? If this is true, I must say that
 this is a major problem since HAT inquiries need to be done at different
 times throughout the application due to dependencies on HAT for other
 calculations.

 I would like some feedback from someone in the know on osgSim so I know
what
 the proper usage is for maximum performance. If it is true that all HAT
 points in OSG need to be consolidated for intersection calculation, then I
 will attempt to refactor the code to support what OSG wants.

 Thanks,
 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Sent: Friday, July 23, 2010 10:57 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] osgSim HeightAboveTerrain performance...

 All,



 I was wanting some feedback for those who have used osgSim in querying VPB
 database info such has HAT, LOS, etc., during runtime.



 I'm seeing some performance issues when using
 osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) to get the HAT
 value for a particular location in the database. At times, we need
multiple
 HAT values per frame which seems to bog the performance down. I would
 surmise that LOS calculations are probably worse since multiple
 intersections are computed.



 My question is, is how efficient is the osgSim HAT function? Is the
process
 of retrieving HAT a slow one? If so, is there a way to improve performance
 if one or more HAT requests are issued on a per frame basis?



 Thanks in advance,

 -Shayne


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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] osgSim HeightAboveTerrain performance...

2010-07-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Since I didn't receive any input or feedback on my previous inquiry, I'm
assuming no one has used osgSim very much in an extensive setting.?.?

At any rate, I've done some further investigation. It appears that
performance is very poor when HAT inquiries are randomly called in different
portions of the code via the
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) method. On the
other hand, if HAT points via hat.addPoint() are collected up and then
computed (intersections) in one place, performance improves. I'm assuming
that this is the correct usage for OSG? If this is true, I must say that
this is a major problem since HAT inquiries need to be done at different
times throughout the application due to dependencies on HAT for other
calculations.

I would like some feedback from someone in the know on osgSim so I know what
the proper usage is for maximum performance. If it is true that all HAT
points in OSG need to be consolidated for intersection calculation, then I
will attempt to refactor the code to support what OSG wants.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Friday, July 23, 2010 10:57 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgSim HeightAboveTerrain performance...

All,

 

I was wanting some feedback for those who have used osgSim in querying VPB
database info such has HAT, LOS, etc., during runtime. 

 

I'm seeing some performance issues when using
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) to get the HAT
value for a particular location in the database. At times, we need multiple
HAT values per frame which seems to bog the performance down. I would
surmise that LOS calculations are probably worse since multiple
intersections are computed.

 

My question is, is how efficient is the osgSim HAT function? Is the process
of retrieving HAT a slow one? If so, is there a way to improve performance
if one or more HAT requests are issued on a per frame basis?

 

Thanks in advance,

-Shayne



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[osg-users] osgSim HeightAboveTerrain performance...

2010-07-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I was wanting some feedback for those who have used osgSim in querying VPB
database info such has HAT, LOS, etc., during runtime. 

 

I'm seeing some performance issues when using
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(.) to get the HAT
value for a particular location in the database. At times, we need multiple
HAT values per frame which seems to bog the performance down. I would
surmise that LOS calculations are probably worse since multiple
intersections are computed.

 

My question is, is how efficient is the osgSim HAT function? Is the process
of retrieving HAT a slow one? If so, is there a way to improve performance
if one or more HAT requests are issued on a per frame basis?

 

Thanks in advance,

-Shayne



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Re: [osg-users] 3D software for OSG objects and general licensingquestion

2010-07-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Peter,

I'm not a modeler per se, but using either 3D Studio Max (3ds file format)
or the Multigen-Paradigm (flt file format) tools would work well. OSG will
allow you to import these popular file formats into OSG for rendering.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Peter
Sonnek
Sent: Friday, July 23, 2010 12:30 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] 3D software for OSG objects and general
licensingquestion

Hello OSG and user community,

 I am new to OSG and would like to ask for advice on additional 3D software
for creating OSG objects and licensing issues. I was asked to look into the
possibility to create a 3D first person walk through of a large research
facility by my colleges at University. I have made my self a little familiar
with OSG through some of the examples posted and believe it may be a viable
tool to achieve this goal. For this I will have to create several realistic
looking buildings and scientific apparatus and I would like to do so using a
3rd party 3D studio (to avoid having to do it all with programing it from GL
primitives). I have not worked with these studios before but the OSG website
mentions several which are compatible with OSG. Could anyone make a
suggestion
on which will be useful for my purposes so I can make an informed purchase?
 Also, when finished, the software will be offered for public download as
part of the outreach program for this facility. The facility is non-profit
and
government funded and the release will be free of charge through its
collaboration. From what I have read the OSG license supports this without
royalty fees or restrictions, but I wanted to ask in case I have
misinterpreted this.
 This is my first post to this mailing list and I want to apologize if it is
not in conformation with posting standards or rules. Thank you for your help
and suggestions. I am looking forward to productive work with the OSG
software.

bye

Peter 

--
Open WebMail Project (http://openwebmail.org)
Debian Project (http://www.debian.org)

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Re: [osg-users] Fwd: Re: floating point exeption in VPB...

2010-07-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
JP,

Thanks for the info. So I guess we can conclude that this is an esoteric
problem.?.? Have you tried VPB 0.9.10 with different versions of GDAL? I may
try that and see what happens (I'm using GDAL 1.7.2). I know it fails on
both Linux 64 bit and 32 bit i386 (Fedora 10). I haven't tried it with
Windows but it sounds like you have. 

I'm glad you guys came up with a fix...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport
Sent: Wednesday, July 14, 2010 12:40 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB...

Hi Shayne,

On 13/07/10 23:34, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 Just a follow up email...the fix that Bernardt proposed in SourceData.cpp
of
 the VPB code, seems to have fixed the problem. I don't have any issues
 building my database with VPB 0.9.10 now. This seems like a pretty blatant
 problem so I'm somewhat surprised that this problem hasn't come on the
radar
 screen of the OSG community in general...

Bernardt  I have speculated that it might be some floating point 
representation issue with various gdal libs or maybe the intersection 
code. We've built many databases using the same dataset on a Linux 
cluster, with a range of vpb versions, and have never encountered this 
problem. In the last week Bernardt tried to build on a Windows machine 
to enable a client to build some terrains for themselves and encountered 
this problem.

rgds
jp


 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Sent: Tuesday, July 13, 2010 10:01 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB...

 Bernardt,

 Thanks much for that input. I definitely ruled out that my problem was due
 to the 64-bit architecture because I was able to reproduce it on 32-bit
 Linux using VPB 0.9.10. Using the same tif file, I did not see this
problem
 using VPB 0.9.7.

 I will try your fix to see if that works for my situation. I will report
the
 results.

 Your contribution is most appreciated...

 Regards,
 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bernardt
 Duvenhage
 Sent: Tuesday, July 13, 2010 7:07 AM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB...

 Hi Shayne

 I'm experiencing a similar problem. The SourceData::readImage(...) method
in
 \src\vpb\SourceData.cpp gives a destWidth and readWidth of zero which
 results in a tempImage of zero size (tempImage = new unsigned
 char[readWidth*readHeight*pixelSpace]).

 This is due to (I think) a failure of the two pass 360-degree shift test
for
 intersection of the destination and source bounding boxes. The
intersection
 is tested for 'valid()', but might still be of zero size. I adapted the
'if
 (!intersect_bb.valid())' test as shown below and it seems to work now.

 if ((!intersect_bb.valid()) || (intersect_bb.xMin()==intersect_bb.xMax())
)
 {
log(osg::INFO,Reading image but it does not intersect destination -
 ignoring);
continue;
 }

 I'm building a simple terrain with BMNG data only. The destination bb is
 therefore (-180,180]. The intersection test however generates a valid
 intersection for the B1 tiff which is at (-270,-180] at some stage in the
 two pass test. The generated intersection is valid, but of zero size and
 hence the added condition in the above if.

 I attach my SourceData.cpp as reference.

 Regards,
 Bernardt


 J.P. Delportjpdelp...@csir.co.za  07/13/10 2:37 PM

 =
 Bernardt Duvenhage
 Senior Researcher: Optronic Sensor Systems South African Council for
 Scientific and Industrial Research (CSIR)
 Tel: +27 12 841 2414






  Original Message 
 Subject: Re: [osg-users] floating point exeption in VPB...
 Date: Mon, 12 Jul 2010 11:05:19 -0600
 From: Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 shayne.tuel...@hill.af.mil
 Reply-To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
 To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org

 Robert,

 After running osgdem in the debugger, it is crashing in gdalrasterband.cpp
 where an integer divide by zero is happening. Tracing up further, it
appears

 that in the method SourceData::readImage(...) in SourceData.cpp, the
 variable
 destWidth is coming in as zero. Interestingly, the first pass through
the
 loop in that method yields a destWidth of 256. On the next time around, it
 is
 zero which is causing the crash in GDAL.

 The .tif file is a file that I have used before with osgdem on another
 machined with no problems so I know the image file is good.

 I will try to dig further to get more on what's happening

Re: [osg-users] Fwd: Re: floating point exeption in VPB...

2010-07-13 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Bernardt,

Thanks much for that input. I definitely ruled out that my problem was due to 
the 64-bit architecture because I was able to reproduce it on 32-bit Linux 
using VPB 0.9.10. Using the same tif file, I did not see this problem using 
VPB 0.9.7.

I will try your fix to see if that works for my situation. I will report the 
results.

Your contribution is most appreciated...

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bernardt 
Duvenhage
Sent: Tuesday, July 13, 2010 7:07 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB...

Hi Shayne

I'm experiencing a similar problem. The SourceData::readImage(...) method in 
\src\vpb\SourceData.cpp gives a destWidth and readWidth of zero which results 
in a tempImage of zero size (tempImage = new unsigned 
char[readWidth*readHeight*pixelSpace]).

This is due to (I think) a failure of the two pass 360-degree shift test for 
intersection of the destination and source bounding boxes. The intersection is 
tested for 'valid()', but might still be of zero size. I adapted the 'if 
(!intersect_bb.valid())' test as shown below and it seems to work now.

if ((!intersect_bb.valid()) || (intersect_bb.xMin()==intersect_bb.xMax()) ) {
  log(osg::INFO,Reading image but it does not intersect destination - 
ignoring);
  continue;
}

I'm building a simple terrain with BMNG data only. The destination bb is 
therefore (-180,180]. The intersection test however generates a valid 
intersection for the B1 tiff which is at (-270,-180] at some stage in the two 
pass test. The generated intersection is valid, but of zero size and hence the 
added condition in the above if.

I attach my SourceData.cpp as reference.

Regards,
Bernardt


 J.P. Delport jpdelp...@csir.co.za 07/13/10 2:37 PM

=
Bernardt Duvenhage
Senior Researcher: Optronic Sensor Systems South African Council for 
Scientific and Industrial Research (CSIR)
Tel: +27 12 841 2414






 Original Message 
Subject: Re: [osg-users] floating point exeption in VPB...
Date: Mon, 12 Jul 2010 11:05:19 -0600
From: Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil
Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org

Robert,

After running osgdem in the debugger, it is crashing in gdalrasterband.cpp 
where an integer divide by zero is happening. Tracing up further, it appears 
that in the method SourceData::readImage(...) in SourceData.cpp, the variable 
destWidth is coming in as zero. Interestingly, the first pass through the 
loop in that method yields a destWidth of 256. On the next time around, it is 
zero which is causing the crash in GDAL.

The .tif file is a file that I have used before with osgdem on another 
machined with no problems so I know the image file is good.

I will try to dig further to get more on what's happening...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
Osfield
Sent: Saturday, July 10, 2010 3:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] floating point exeption in VPB...

Hi Shayne,

I develop under 64bit system and haven't encountered any floating point 
exceptions issues with 64bit build of VPB.

Could you please run osgdem in a debugger and see what happens. Could you also 
update to svn/trunk for OSG and VPB to see if the problem persists.

Robert.

On Thu, Jul 8, 2010 at 11:01 PM, Tueller, Shayne R Civ USAF AFMC 519 
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I'm using VPB 0.9.10 along with OSG 2.8.2 on a system that is using
 64-bit Linux (Fadora core 10) i386. Both packages were built from source.



 No matter what database I try to build, I get a floating point
 exception when running osgdem. I know the DTED and imagery are good
 since I've built VPB databases with this content on a windows 32-bit system.



 Here is a sample command that fails: osgdem -TERRAIN -geocentric
 -PagedLOD -whole-globe -t wholeearthtexture.tif -l 10 -o output.ive



 My question is, has anyone else seen problems with VPB in a similar
 environment. Are there some 64-bit issues going on here? I'm at a loss
 as
to
 why I'm getting this floating point exception. If I use any other
 content (i.e. dted or imagery), I get the same results.



 Any help or input would be most appreciated.

 -Shayne

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 osg-users@lists.openscenegraph.org
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 org


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--
This message is subject

Re: [osg-users] Fwd: Re: floating point exeption in VPB...

2010-07-13 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a follow up email...the fix that Bernardt proposed in SourceData.cpp of
the VPB code, seems to have fixed the problem. I don't have any issues
building my database with VPB 0.9.10 now. This seems like a pretty blatant
problem so I'm somewhat surprised that this problem hasn't come on the radar
screen of the OSG community in general...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, July 13, 2010 10:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB...

Bernardt,

Thanks much for that input. I definitely ruled out that my problem was due
to the 64-bit architecture because I was able to reproduce it on 32-bit
Linux using VPB 0.9.10. Using the same tif file, I did not see this problem
using VPB 0.9.7.

I will try your fix to see if that works for my situation. I will report the
results.

Your contribution is most appreciated...

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bernardt
Duvenhage
Sent: Tuesday, July 13, 2010 7:07 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Fwd: Re: floating point exeption in VPB...

Hi Shayne

I'm experiencing a similar problem. The SourceData::readImage(...) method in
\src\vpb\SourceData.cpp gives a destWidth and readWidth of zero which
results in a tempImage of zero size (tempImage = new unsigned
char[readWidth*readHeight*pixelSpace]).

This is due to (I think) a failure of the two pass 360-degree shift test for
intersection of the destination and source bounding boxes. The intersection
is tested for 'valid()', but might still be of zero size. I adapted the 'if
(!intersect_bb.valid())' test as shown below and it seems to work now.

if ((!intersect_bb.valid()) || (intersect_bb.xMin()==intersect_bb.xMax()) )
{
  log(osg::INFO,Reading image but it does not intersect destination -
ignoring);
  continue;
}

I'm building a simple terrain with BMNG data only. The destination bb is
therefore (-180,180]. The intersection test however generates a valid
intersection for the B1 tiff which is at (-270,-180] at some stage in the
two pass test. The generated intersection is valid, but of zero size and
hence the added condition in the above if.

I attach my SourceData.cpp as reference.

Regards,
Bernardt


 J.P. Delport jpdelp...@csir.co.za 07/13/10 2:37 PM

=
Bernardt Duvenhage
Senior Researcher: Optronic Sensor Systems South African Council for
Scientific and Industrial Research (CSIR)
Tel: +27 12 841 2414






 Original Message 
Subject: Re: [osg-users] floating point exeption in VPB...
Date: Mon, 12 Jul 2010 11:05:19 -0600
From: Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil
Reply-To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org

Robert,

After running osgdem in the debugger, it is crashing in gdalrasterband.cpp 
where an integer divide by zero is happening. Tracing up further, it appears

that in the method SourceData::readImage(...) in SourceData.cpp, the
variable 
destWidth is coming in as zero. Interestingly, the first pass through the 
loop in that method yields a destWidth of 256. On the next time around, it
is 
zero which is causing the crash in GDAL.

The .tif file is a file that I have used before with osgdem on another 
machined with no problems so I know the image file is good.

I will try to dig further to get more on what's happening...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
Osfield
Sent: Saturday, July 10, 2010 3:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] floating point exeption in VPB...

Hi Shayne,

I develop under 64bit system and haven't encountered any floating point 
exceptions issues with 64bit build of VPB.

Could you please run osgdem in a debugger and see what happens. Could you
also 
update to svn/trunk for OSG and VPB to see if the problem persists.

Robert.

On Thu, Jul 8, 2010 at 11:01 PM, Tueller, Shayne R Civ USAF AFMC 519 
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I'm using VPB 0.9.10 along with OSG 2.8.2 on a system that is using
 64-bit Linux (Fadora core 10) i386. Both packages were built from source.



 No matter what database I try to build, I get a floating point
 exception when running osgdem. I know the DTED and imagery are good
 since I've built VPB databases with this content on a windows 32-bit
system.



 Here is a sample command that fails: osgdem -TERRAIN -geocentric
 -PagedLOD -whole-globe -t wholeearthtexture.tif -l 10 -o output.ive



 My question is, has anyone else seen problems with VPB in a similar
 environment

Re: [osg-users] floating point exeption in VPB...

2010-07-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

After running osgdem in the debugger, it is crashing in gdalrasterband.cpp
where an integer divide by zero is happening. Tracing up further, it appears
that in the method SourceData::readImage(...) in SourceData.cpp, the
variable destWidth is coming in as zero. Interestingly, the first pass
through the loop in that method yields a destWidth of 256. On the next time
around, it is zero which is causing the crash in GDAL.

The .tif file is a file that I have used before with osgdem on another
machined with no problems so I know the image file is good.

I will try to dig further to get more on what's happening...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Saturday, July 10, 2010 3:30 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] floating point exeption in VPB...

Hi Shayne,

I develop under 64bit system and haven't encountered any floating
point exceptions issues with 64bit build of VPB.

Could you please run osgdem in a debugger and see what happens.  Could
you also update to svn/trunk for OSG and VPB to see if the problem
persists.

Robert.

On Thu, Jul 8, 2010 at 11:01 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I'm using VPB 0.9.10 along with OSG 2.8.2 on a system that is using 64-bit
 Linux (Fadora core 10) i386. Both packages were built from source.



 No matter what database I try to build, I get a floating point exception
 when running osgdem. I know the DTED and imagery are good since I've built
 VPB databases with this content on a windows 32-bit system.



 Here is a sample command that fails: osgdem -TERRAIN -geocentric -PagedLOD
 -whole-globe -t wholeearthtexture.tif -l 10 -o output.ive



 My question is, has anyone else seen problems with VPB in a similar
 environment. Are there some 64-bit issues going on here? I'm at a loss as
to
 why I'm getting this floating point exception. If I use any other content
 (i.e. dted or imagery), I get the same results.



 Any help or input would be most appreciated.

 -Shayne

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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


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Re: [osg-users] [vpb] .tif and .tfw

2010-07-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Hi Lucie,

Did you attempt to reproject the tif file using gdalwarp? Try that and then
use osgdem with the new reprojected file to see if that works.

I didn't receive your attachment. Please resend to
shayne.tuel...@comcast.net and I'll take a look at it. If you can, send me
the actual tif and dt1 files...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucie
lemonnier
Sent: Thursday, July 08, 2010 9:45 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] .tif and .tfw

Hi,

I also tried with dem and orthoimage downloaded at:
http://www.geobase.ca/geobase/en/index.html
I get the same problem, the projection doesn't work.

With gdal_info data.dem, I get :
Driver: USGSDEM/USGS Optional ASCII DEM (and CDED)
Files: 013c07_0100_deme.dem
Size is 1201, 1201
Coordinate System is:
GEOGCS[NAD83,
DATUM[North_American_Datum_1983,
SPHEROID[GRS 1980,6378137,298.257222101,
AUTHORITY[EPSG,7019]],
TOWGS84[0,0,0,0,0,0,0],
AUTHORITY[EPSG,6269]],
PRIMEM[Greenwich,0,
AUTHORITY[EPSG,8901]],
UNIT[degree,0.0174532925199433,
AUTHORITY[EPSG,9108]],
AXIS[Lat,NORTH],
AXIS[Long,EAST],
AUTHORITY[EPSG,4269]]
Origin = (-60.75010416667,52.50010416667)
Pixel Size = (0.0002083,-0.0002083)
Metadata:
  AREA_OR_POINT=Point
Corner Coordinates:
Upper Left  ( -60.7501042,  52.5001042) ( 60d45'0.38W, 52d30'0.38N)
Lower Left  ( -60.7501042,  52.2498958) ( 60d45'0.38W, 52d14'59.63N)
Upper Right ( -60.4998958,  52.5001042) ( 60d29'59.63W, 52d30'0.38N)
Lower Right ( -60.4998958,  52.2498958) ( 60d29'59.63W, 52d14'59.63N)
Center  ( -60.625,  52.375) ( 60d37'30.00W, 52d22'30.00N)
Band 1 Block=1201x1201 Type=Int16, ColorInterp=Undefined
  NoData Value=-32767
  Unit Type: m

and with gdal_info data.tif, I get : 

Driver: GTiff/GeoTIFF
Files: S4_06032_5215_20061018_m20_1_utm20.tif
Size is 3826, 3622
Coordinate System is:
PROJCS[unnamed,
GEOGCS[NAD83,
DATUM[North_American_Datum_1983,
SPHEROID[GRS 1980,6378137,298.2572221010002,
AUTHORITY[EPSG,7019]],
AUTHORITY[EPSG,6269]],
PRIMEM[Greenwich,0],
UNIT[degree,0.0174532925199433],
AUTHORITY[EPSG,4269]],
PROJECTION[Transverse_Mercator],
PARAMETER[latitude_of_origin,0],
PARAMETER[central_meridian,-63],
PARAMETER[scale_factor,0.9996],
PARAMETER[false_easting,50],
PARAMETER[false_northing,0],
UNIT[metre,1,
AUTHORITY[EPSG,9001]],
AUTHORITY[EPSG,26920]]
Origin = (630040.000,5828260.000)
Pixel Size = (20.000,-20.000)
Metadata:
  AREA_OR_POINT=Area
Image Structure Metadata:
  INTERLEAVE=BAND
Corner Coordinates:
Upper Left  (  630040.000, 5828260.000) ( 61d 4'49.40W, 52d35'19.68N)
Lower Left  (  630040.000, 5755820.000) ( 61d 6'29.89W, 51d56'16.38N)
Upper Right (  706560.000, 5828260.000) ( 59d57'8.07W, 52d33'54.44N)
Lower Right (  706560.000, 5755820.000) ( 59d59'47.44W, 51d54'53.11N)
Center  (  668300.000, 5792040.000) ( 60d32'3.63W, 52d15'10.72N)
Band 1 Block=3826x2 Type=Byte, ColorInterp=Gray

I don't understand why it doesn't work.
I tried with --geocentric and without.
I'm sending you what I obtain with osgdem --geocentric -d data.dem -t
data.tif -l 3 -o data.osg in attachment.


Thank you!

Cheers,
lucie

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[osg-users] floating point exeption in VPB...

2010-07-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I'm using VPB 0.9.10 along with OSG 2.8.2 on a system that is using 64-bit
Linux (Fadora core 10) i386. Both packages were built from source.

 

No matter what database I try to build, I get a floating point exception
when running osgdem. I know the DTED and imagery are good since I've built
VPB databases with this content on a windows 32-bit system.

 

Here is a sample command that fails: osgdem -TERRAIN -geocentric -PagedLOD
-whole-globe -t wholeearthtexture.tif -l 10 -o output.ive

 

My question is, has anyone else seen problems with VPB in a similar
environment. Are there some 64-bit issues going on here? I'm at a loss as to
why I'm getting this floating point exception. If I use any other content
(i.e. dted or imagery), I get the same results.

 

Any help or input would be most appreciated.

-Shayne



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Re: [osg-users] [vpb] .tif and .tfw

2010-07-07 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Have you tried using the --geocentric flag? I've used .tif files before just
fine but they were georeferenced. Try running

gdalinfo data.tif

to see what projection the file is using. If it's not geocentric, you can
reproject the data by

gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear data.tif data2.tif

then try using

osgdem --geocentric -d data.dt1 -t data2.tif -l 3 -o data.ive

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucie
lemonnier
Sent: Wednesday, July 07, 2010 9:29 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] .tif and .tfw

Hi,

I have a file of elevation data DTED and an orthoimage .tif with a .tfw
file. A .tfw file is used to georeference a .tif file. When I use osgdem -d
data.dt1 -l 3 -o data.osg, I get a terrain model without texture and when I
use osgdem -d data.dt1 -t data.tif -l 3 -o data.osg, the projection of the
orthoimage isn't correct. 
Does anyone know how to use .tif with .tfw with VPB?

Thank you!

Cheers,
lucie

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Re: [osg-users] looking for a terrain database building

2010-04-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Chris,

I'd definitely be interested in your terrain tools when you release them...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Friday, April 02, 2010 7:30 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] looking for a terrain database building

On 4/2/2010 7:20 AM, Torben Dannhauer wrote:
 Hi,
 modifying source data is the approach I plan. For elevation data I'm in
discussion with some colleagues for an algorithy which outputs elevation per
vertice wich results, if applied to the ellipsoid of the geocentric
database, a flat area. Maybe this approach could be extendet to provide
arbitrariy elevation modification.
 The other aspect I'd like to understand is the modification during
runtime. except the modified database dynamic modification would be great
for placing dynamic objects.

  I've done modification of terrain elevation data at build time (both to
the source GIS
data, as well as within VPB), at post-build convert-time, and at run-time
(during load and
post-load).

  I'm working on packaging up some terrain tools that provide the framework
for doing
(some of) the above. It hasn't been published yet because it relied on some
changes that
Robert didn't accept into OSG, so I have to rework the structure to operate
in a more
supported fashion. But, I anticipate getting it out there this month.

 Cheers,
 Torben

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon
AlphaPixel.com
PixelSense Landsat processing now available!
http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. -
Xen
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Re: [osg-users] Off Topic: EPX-50 Anyone know anything about these?

2010-03-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brian,

What info are you looking for in particular? 

I had some exposure to the EPX product a while back while working at Evans 
Sutherland (now bought out by Rockwell-Collins). That was about 6 years ago
so I'm sure things have evolved since that time. At that time, it was an IG
that used COTS graphics hardware. I believe that is still the case. It's
their lower end IG product which is competitive with most other products out
there that employ a similar strategy.

I personally like the EPX stuff but then I'm a little biased...:)

http://www.rockwellcollins.com/service/simulation/visual-products/image-gene
rators/epx-50/index.html

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brian ...
Sent: Friday, March 12, 2010 1:33 PM
To: OpenSceneGraph Users
Subject: [osg-users] Off Topic: EPX-50 Anyone know anything about these?

Folks,

I'm looking for any info I can find on the Rockwell Collins EPX-50. One of
our marketing guys wants to move our visual applications to these. We
currently run osg on commodity hardware.

Brian




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[osg-users] managing views in composite viewer...

2010-03-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a need to turn certain views on and off in a composite viewer
during runtime. I know that the composite viewer has the capability of
adding and removing views but I'm not sure this is the proper mechanism to
use for what I want to do. The views I want to manage sit on top of a
background view so when I want to turn them off, they need to behave as
though they aren't even there (i.e. no blank regions).

 

My question is, is adding and removing the views during runtime the way to
go or is there a more efficient/elegant way of turning my views on and off?
Is there an equivalent of a switch node for managing views in a composite
viewer?

 

Hopefully the description of my dilemma above is clear.

 

Thanks in advance.

-Shayne



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Re: [osg-users] managing views in composite viewer...

2010-03-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
J-S,

Thanks for the input. Controlling the node mask does the trick...:)

Thank you!

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Thursday, March 11, 2010 11:28 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] managing views in composite viewer...

Hi Shayne,

 My question is, is adding and removing the views during runtime the way
 to go or is there a more efficient/elegant way of turning my views on
 and off? Is there an equivalent of a switch node for managing views in a
 composite viewer?

To add/remove views at runtime you have to stop threading in the viewer, 
which is a pretty major disruption. Instead, you can just set the view's 
camera's node mask to 0.

   view-getCamera()-setNodeMask(0)

This means the camera won't be traversed and thus it won't draw 
anything, which is what you want. When you want to re-enable the view, 
set its node mask to 0x.

   view-getCamera()-setNodeMask(0x)

Hope this helps,

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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[osg-users] no osgTerrain showing up on Linux...

2010-03-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I'm seeing a problem that I'm hoping someone can shed some light on. 

 

I have an application that uses an OSG viewer (OSG version 2.8.2) embedded
in a GLUT window. This application runs on both Windows XP and Linux
(currently using RHEL 5.4). The machine is dual boot so the hardware is the
same in both cases. The embedded OSG viewer is rendering a database which
includes a VPB terrain using osgTerrain. When I run this application on
Windows, everything (terrain, models, sky, etc.) renders fine. However, when
I run the same application on Linux, using the same database, the terrain
does not show up at all. I've verified that the terrain is being read in and
added to the scenegraph as usual, but it is not being rendered for some
strange reason on Linux when viewer-frame() is called. Everything else
renders just fine in the rendering loop.

 

Is there something special I need to do for Linux in the application to get
the terrain to render? At this point, I'm at a loss as to what is causing
this problem. For a sanity check, I've looked at the terrain database using
osgViewer on the Linux box and everything renders fine. Is GLUT causing
problems on Linux that aren't seen on Windows for rendering the terrain? Is
there something else I can do to debug this problem on Linux?

 

Any help or input would most appreciated.

 

Thanks,

-Shayne



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Re: [osg-users] no osgTerrain showing up on Linux...

2010-03-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I appreciate the reply. Like you, I'm perplexed as to what is going on with
this app on Linux when it comes to rendering the terrain.

I understand the issues and shortcomings with using GLUT. We eventually plan
on porting our whole application to using osgViewer and getting rid of GLUT
altogether. Unfortunately, for the time being (due to scheduling
constraints), we're having to use the viewer embedded in the GLUT window for
our 3D view. At the moment, this is our interim solution for using OSG in
our application for the 3D rendering.

Do you have any suggestions on how I can further debug this problem?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, March 05, 2010 10:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] no osgTerrain showing up on Linux...

Hi Shayne,

There isn't nothing platform specific about osgTerrain, and I do all my dev
and testing of osgTerrain under Linux.  There shouldn't be any correlation
between GLUT and osgTerrain either.  I'm afraid I no explanation for your
findings.

What I can say is that GLUT is a truely awful API and shouldn't be used
anywhere any modern graphics application.  It was written for tiny OpenGL
demos, and long exceeded it's intended life a decade ago, let alone now,
it's survived not because it's actually any good, but because well... lots
of people copied those early demos.

osgViewer itself is a far better tool for a modern graphics application.
Might I suggest you use it rather than GLUT.

Robert.


On Fri, Mar 5, 2010 at 4:55 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


All,

 

I'm seeing a problem that I'm hoping someone can shed some light on.


 

I have an application that uses an OSG viewer (OSG version 2.8.2)
embedded in a GLUT window. This application runs on both Windows XP and
Linux (currently using RHEL 5.4). The machine is dual boot so the hardware
is the same in both cases. The embedded OSG viewer is rendering a database
which includes a VPB terrain using osgTerrain. When I run this application
on Windows, everything (terrain, models, sky, etc.) renders fine. However,
when I run the same application on Linux, using the same database, the
terrain does not show up at all. I've verified that the terrain is being
read in and added to the scenegraph as usual, but it is not being rendered
for some strange reason on Linux when viewer-frame() is called. Everything
else renders just fine in the rendering loop.

 

Is there something special I need to do for Linux in the application
to get the terrain to render? At this point, I'm at a loss as to what is
causing this problem. For a sanity check, I've looked at the terrain
database using osgViewer on the Linux box and everything renders fine. Is
GLUT causing problems on Linux that aren't seen on Windows for rendering the
terrain? Is there something else I can do to debug this problem on Linux?

 

Any help or input would most appreciated.

 

Thanks,

-Shayne


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Re: [osg-users] freetype fonts on Windows...

2010-02-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

Thanks for all your help. Given the suggestions, we were able to track down
the problem. It was a mix up between using the Release version vs. the Debug
version of the freetype lib. The suggestion of using OSG Notify was very
helpful for tracking the problem down.

Thanks again.
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson,
Gordon
Sent: Tuesday, February 23, 2010 4:59 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...

HI

Has the freetype library and its dependancies been build with the same
compiler, patches and re-distributables as your application and no
mixing of release or debug libs?  As in the past this has been the
problem for many

Also a goolgle or archive search should throw similar responses that
others have had with freetype 


Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, February 23, 2010 6:34 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...

Thanks guys.

We'll investigate it more given the suggestions. It's probably something
silly we're failing to do...

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon
Hammett
Sent: Tuesday, February 23, 2010 4:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...



On 23 February 2010 23:17, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


Mourad,

Yes. We know the path setting is correct because we can use the
other plugin
dlls that reside in the folder without any problems.

Thanks for the input.


-Shayne




FYI, my build of freetype-2.3.9 is just static libs, no dlls.
So my osg plugin is obv. using just those libs.

Been ages since I built it, so I forget the details:

but if you get desperate I can send you the solutions and vcproj files
for freetype  the osg freetype plugin.

Then again, I'm pretty sure I didn't do anything special to get it to
work.
So you must be a muppet! ;)

--
http://www.ssTk.co.uk

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Re: [osg-users] Changing scenes on the fly

2010-02-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
I haven't done what you're wanting to do. I only support the case where I
have multiple scenes that I add before I enter the rendering loop. I then
switch to whatever one I want during the rendering. Obviously this is
trivial. Rendering more than one at the same time with the effect you want
is more problematic. Perhaps someone else could offer some input here.

Whatever you attach before the rendering traversal will get rendered. I
suppose you could load up all your osg files into nodes and then attach the
nodes you want to render on the fly, per your suggestion, and see what
happens. I don't know how you would fade between two scenes. Maybe use RTT
with FBOs and do linear interpolation between them or employ some sort of a
shader.?.?

Just some rambling thoughts...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
Wheaton
Sent: Monday, February 22, 2010 6:20 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Changing scenes on the fly

Thanks, I have seen Switch nodes. Some wrinkles though - I need a  
dynamic system, and there may be multiples active at a time, for  
instance in between a cross-fade. But my main question still applies -  
should I load the .osg file and attach the whole graph downstream of  
the switch on the fly?

Bruce



On Feb 22, 2010, at 4:02 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/ 
MXDEC wrote:

 Bruce,

 I would recommend using the switch node osg::Switch to change  
 between
 scenegraphs. You can add the scenegraphs that the switch node can  
 render at
 any one time during setup and then select which one you want  
 rendered using
 the method setSingleChildOn.

 Hope this helps...
 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
 Wheaton
 Sent: Monday, February 22, 2010 11:33 AM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Changing scenes on the fly

 What's the recommended way to change scenes? I'll have a static setup
 of multiple cameras, then need to change what scene is being viewed.

 I feel that one big issue is the scale of the scene I want to load, so
 I guess I need a master PAT, which I may have to add, since I need to
 keep the setup up on a few different cameras.

 Is it best to switch the whole scene, or add the scene's top node as a
 child of my existing graph? I should add that I'll have multiple
 scenes, if for nothing else than to cross-fade between the two scenes.
 Am I answering my own question then? I need a master node, maybe a
 switch, a PAT for each scene, then load the scene and place it as a
 child of the PAT node?

 Let me guess - there's an example that shows this exact thing?

 Thanks,

 Bruce Wheaton
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[osg-users] freetype fonts on Windows...

2010-02-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

We're having some issues with the OSG freetype font plugin? We're using VC++
2008 on Windows and we're having trouble reading ttf files. We get the
message could not find plugin to read objects from file arial.ttf. The
plugin is in the OSG solution but it doesn't seem to be getting registered.
The plugin appears to build fine and the dll resides in the plugins
directory.

 

Can someone enlighten us on what we need to do to get the true type font
plugin to work?

 

Thanks,

-Shayne



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Re: [osg-users] freetype fonts on Windows...

2010-02-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
It's in the same place as the other plugins. The other plugins appear to
work fine. It's only with this one that things don't work.

We'll look at the module load messages to see if that will clue us into
what's going on...

Thanks for the help,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon
Hammett
Sent: Tuesday, February 23, 2010 3:43 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...



On 23 February 2010 22:23, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:


All,

 

We're having some issues with the OSG freetype font plugin? We're
using VC++ 2008 on Windows and we're having trouble reading ttf files. We
get the message could not find plugin to read objects from file arial.ttf.
The plugin is in the OSG solution but it doesn't seem to be getting
registered. The plugin appears to build fine and the dll resides in the
plugins directory.



Can someone enlighten us on what we need to do to get the true type
font plugin to work?

Works fine for me. I don't think that osg does any magic about looking up a
plugin directory.

Is the plugin in an accessible place?

It needs to be in any one of:

The .exe directory,
a directory in the PATH environment var, or the current directory

Just look at the module load messages in the debug output window of VS to
see of the plugin is being loaded. If it is then either the font file is
buggered or your build of freetype is screwed up.


--
http://www.ssTk.co.uk



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Re: [osg-users] freetype fonts on Windows...

2010-02-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Mourad, 

Yes. We know the path setting is correct because we can use the other plugin
dlls that reside in the folder without any problems.

Thanks for the input.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad
Boufarguine
Sent: Tuesday, February 23, 2010 4:05 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...

Hi,
did you add the folder containing the 3rdparty freetype dll to your path?
Mourad


On Tue, Feb 23, 2010 at 11:59 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


It's in the same place as the other plugins. The other plugins
appear to
work fine. It's only with this one that things don't work.

We'll look at the module load messages to see if that will clue us
into
what's going on...

Thanks for the help,
-Shayne


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Simon
Hammett
Sent: Tuesday, February 23, 2010 3:43 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...



On 23 February 2010 22:23, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:


   All,



   We're having some issues with the OSG freetype font plugin?
We're
using VC++ 2008 on Windows and we're having trouble reading ttf
files. We
get the message could not find plugin to read objects from file
arial.ttf.
The plugin is in the OSG solution but it doesn't seem to be getting
registered. The plugin appears to build fine and the dll resides in
the
plugins directory.



   Can someone enlighten us on what we need to do to get the
true type
font plugin to work?

Works fine for me. I don't think that osg does any magic about
looking up a
plugin directory.

Is the plugin in an accessible place?

It needs to be in any one of:

The .exe directory,
a directory in the PATH environment var, or the current directory

Just look at the module load messages in the debug output window of
VS to
see of the plugin is being loaded. If it is then either the font
file is
buggered or your build of freetype is screwed up.


--
http://www.ssTk.co.uk



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Re: [osg-users] freetype fonts on Windows...

2010-02-23 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Thanks guys.

We'll investigate it more given the suggestions. It's probably something
silly we're failing to do...

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon
Hammett
Sent: Tuesday, February 23, 2010 4:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...



On 23 February 2010 23:17, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:


Mourad,

Yes. We know the path setting is correct because we can use the
other plugin
dlls that reside in the folder without any problems.

Thanks for the input.


-Shayne




FYI, my build of freetype-2.3.9 is just static libs, no dlls.
So my osg plugin is obv. using just those libs.

Been ages since I built it, so I forget the details:

but if you get desperate I can send you the solutions and vcproj files for
freetype  the osg freetype plugin.

Then again, I'm pretty sure I didn't do anything special to get it to work.
So you must be a muppet! ;)

--
http://www.ssTk.co.uk



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Re: [osg-users] Changing scenes on the fly

2010-02-22 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Bruce,

I would recommend using the switch node osg::Switch to change between
scenegraphs. You can add the scenegraphs that the switch node can render at
any one time during setup and then select which one you want rendered using
the method setSingleChildOn.

Hope this helps...
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
Wheaton
Sent: Monday, February 22, 2010 11:33 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Changing scenes on the fly

What's the recommended way to change scenes? I'll have a static setup  
of multiple cameras, then need to change what scene is being viewed.

I feel that one big issue is the scale of the scene I want to load, so  
I guess I need a master PAT, which I may have to add, since I need to  
keep the setup up on a few different cameras.

Is it best to switch the whole scene, or add the scene's top node as a  
child of my existing graph? I should add that I'll have multiple  
scenes, if for nothing else than to cross-fade between the two scenes.  
Am I answering my own question then? I need a master node, maybe a  
switch, a PAT for each scene, then load the scene and place it as a  
child of the PAT node?

Let me guess - there's an example that shows this exact thing?

Thanks,

Bruce Wheaton
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Re: [osg-users] Survey: Is there interest for an OSG Users Group atITEC or I/ITSEC?

2010-02-17 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
1) I/ITSEC
2) Yes

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brett
Wiesner
Sent: Tuesday, February 16, 2010 6:56 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Survey: Is there interest for an OSG Users Group atITEC
or I/ITSEC?

Hey everyone,

I know a lot of OSG users are building things in the ModSim space and I 
know that two of the bigger industry conferences are ITEC (Europe) and 
I/ITSEC (USA). I was wondering how many people from this list go to 
either of those and if there is any interest in a OSG Users Group 
meeting? I was thinking it would be a great opportunity to meet other 
OSG users. Perhaps everyone can speak a little about what they are 
building with OSG and share some of their experiences.

So, the questions are:

1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one)

2) Would you go to a OSG Users Group Meeting?

Thanks,
Brett Wiesner

-- 
Product Manager, VR-Vantage
OSG Based Battlefield Information Station, Desktop IG and SDK
http://www.VR-Vantage.com 

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Re: [osg-users] 2D rendering priority...

2010-02-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brad,

I'll look over your implementation. Thanks for sharing this...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Thursday, February 11, 2010 2:35 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

We used this approach for rendering a 2D scene using the painters
algorithm (i.e. render back to front according to our own order
definition). I have included the most relevent code snippets. No
comments on their quality please ;  ). 

1) Added a 'user data' object (which contains the rendering priority) to
each of our leaves. 

2) As required, we run a 'RenderPriorityVisitor' over the scene to set
the correct priorities into our user data objects.

3) Create a custom render bin and setup your 2D graph to use it:
e.g. root2DstateSet-setRenderBinDetails(0, RenderBin2D::BIN_NAME,
osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); 

We use OVERRIDE_RENDERBIN_DETAILS as some of the objects bellow the root
of our 2D scene are also rendered in 3D, in which case they may already
have different bin details set (e.g transparent bin).

The key bit of the custom bin is setting the sort callback. This
callback sorts the leaves based on the priority set in the 'user data'
object.

Hopefully this all makes sence. I implemented this code ~7 years ago so
there may be a neater way to do this now, but it is still working well
against the latest OSG releases. 

Cheers,

Brad

Code snippets:

 Custom Render Bin
/** Automatically registers the bin prototype. */
static osgUtil::RegisterRenderBinProxy
s_registerBin(RenderBin2D::BIN_NAME,new RenderBin2D());

RenderBin2D() { //extends RenderBin
  setSortCallback(new SortCallback2D());  
}

 SortCallback2D

void SortCallback2D::sortImplementation(osgUtil::RenderBin* renderBin) {
  renderBin-copyLeavesFromStateGraphListToRenderLeafList();
 
std::sort(renderBin-getRenderLeafList().begin(),renderBin-getRenderLea
fList().end(),RenderPrioritySortFunctor());  
}

--- RenderPrioritySortFunctor
int RenderPrioritySortFunctor::getRenderOrder(const osgUtil::RenderLeaf*
leaf) const {
const osg::Referenced* ud = leaf-getDrawable()-getUserData();
if(ud) { 
  const DrawableData* data = dynamic_castconst DrawableData*(ud);
  return data-getRenderOrder();
}
return 0;
}

bool RenderPrioritySortFunctor::operator() (const osg::Node* lhs,const
osg::Node* rhs) const {
int leftOrder = getRenderOrder(lhs);
int rightOrder = getRenderOrder(rhs);

if(m_sortMode == SORT_ASCENDING) {
  return leftOrder  rightOrder;
} else { //sort descending
  return leftOrder  rightOrder;
}
}



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 11:49 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Brad,

Please elaborate...:)

I have not played with RenderBin so any code snippets/examples would be
appreciated.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Wednesday, February 10, 2010 12:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

I use a RenderBin / NodeMask combination to exactly this and it works
well. I can elaborate more if you wish.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 8:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares,
simple line primitives, etc.). It's very rare that all levels are on
simultaneously but those that are on, need to stack in priority relative
to every other level/group that is on. Realistically, we'll have around
10-15 levels being rendered at the same time. Hopefully this
quantity/complexity won't present a problem.

I really didn't have any reservations per se about using the RenderBin
and NodeMask mechanisms. I suspected that I needed to use them but I
wanted to ping the group just to make sure I was on the right track.
When using OSG, it's always good to have a reality check before
proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote

Re: [osg-users] 2D rendering priority...

2010-02-10 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brad,

Please elaborate...:)

I have not played with RenderBin so any code snippets/examples would be
appreciated.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Wednesday, February 10, 2010 12:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

I use a RenderBin / NodeMask combination to exactly this and it works
well. I can elaborate more if you wish.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 8:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares,
simple line primitives, etc.). It's very rare that all levels are on
simultaneously but those that are on, need to stack in priority relative
to every other level/group that is on. Realistically, we'll have around
10-15 levels being rendered at the same time. Hopefully this
quantity/complexity won't present a problem.

I really didn't have any reservations per se about using the RenderBin
and NodeMask mechanisms. I suspected that I needed to use them but I
wanted to ping the group just to make sure I was on the right track.
When using OSG, it's always good to have a reality check before
proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 I have a need to render a bunch of 2D geometry groups that have 
 different priorities for display (one group rendered on top of the 
 other according to their priority). I also need to have the ability to

 turn the rendering off and on for some of the groups while maintaining

 rendering priority.

How many different groups do you have, and what is the total data size
of all the groups?

 I wanted some input or ideas on what might be the best way to handle 
 this in OSG. So far I've looked at the RenderBin mechanism for 
 possible priority rendering and the setNodeMask for turning rendering
on and off.
 I'm not sure this is the most elegant way to accomplish what I need to
do.

In addition to setting the RenderBin, you'd need to disable depth test
to get the painter's algorithm to work properly, of course.

The RenderBin and NodeMask mechanisms seem like they're designed for
just the tasks you describe. Can you elaborate on why you have
reservations about their suitability?
-Paul


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[osg-users] 2D rendering priority...

2010-02-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I have a need to render a bunch of 2D geometry groups that have different
priorities for display (one group rendered on top of the other according to
their priority). I also need to have the ability to turn the rendering off
and on for some of the groups while maintaining rendering priority.

 

I wanted some input or ideas on what might be the best way to handle this in
OSG. So far I've looked at the RenderBin mechanism for possible priority
rendering and the setNodeMask for turning rendering on and off. I'm not sure
this is the most elegant way to accomplish what I need to do.

 

Any input or suggestions would be appreciated.

 

Thanks,

-Shayne



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Re: [osg-users] 2D rendering priority...

2010-02-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares, simple
line primitives, etc.). It's very rare that all levels are on simultaneously
but those that are on, need to stack in priority relative to every other
level/group that is on. Realistically, we'll have around 10-15 levels being
rendered at the same time. Hopefully this quantity/complexity won't present
a problem.

I really didn't have any reservations per se about using the RenderBin and
NodeMask mechanisms. I suspected that I needed to use them but I wanted to
ping the group just to make sure I was on the right track. When using OSG,
it's always good to have a reality check before proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 I have a need to render a bunch of 2D geometry groups that have 
 different priorities for display (one group rendered on top of the other 
 according to their priority). I also need to have the ability to turn 
 the rendering off and on for some of the groups while maintaining 
 rendering priority.

How many different groups do you have, and what is the total data size 
of all the groups?

 I wanted some input or ideas on what might be the best way to handle 
 this in OSG. So far I've looked at the RenderBin mechanism for possible 
 priority rendering and the setNodeMask for turning rendering on and off. 
 I'm not sure this is the most elegant way to accomplish what I need to do.

In addition to setting the RenderBin, you'd need to disable depth test 
to get the painter's algorithm to work properly, of course.

The RenderBin and NodeMask mechanisms seem like they're designed for 
just the tasks you describe. Can you elaborate on why you have 
reservations about their suitability?
-Paul


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Re: [osg-users] dynamic_cast of referenced objects

2010-02-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Kevin,

Thanks for sharing. I'm sure it will come in handy...:)

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kevin
Wilder
Sent: Tuesday, February 09, 2010 4:57 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] dynamic_cast of referenced objects

Hi,

For anyone who is still following this thread (or for anyone who stumbles
upon it while trying to solve a similar problem in the future), I figured
I'd post my findings:

The bit about the object reference pointers vs. standard C++ pointers turned
out to be a red herring. Seems the crashes resulted from my method of
updating 2D text in the scene. I was just calling -settext(blah) from
the main loop whenever I wanted to change the displayed characters. The
crashes went away when I implemented a callback function to update the text.
Here's an example of my text update callback function:


Code:


struct TextUpdateCallback : public osg::Drawable::UpdateCallback
{
  virtual void update(osg::NodeVisitor* nv, osg::Drawable* drawable)
  {
osgText::Text * TextPointer = dynamic_castosgText::Text*(drawable) ;

if ( TextPointer )
{
  TextPointer-setText(NewText) ;
  TextPointer-setColor(NewColour) ;
}
  }
}



 

I hope this helps.

Cheers,

Kevin[/quote]

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Re: [osg-users] Displaying elevation values while navigatingterrain elevation files

2010-02-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Phanindra,

Look at the osghud example. It will show you how to set up a 2D camera with
a view that you can use as an overlay on top of your 3D scene. You can use
osgText to print out the values on screen...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Phanindra
Talabathula
Sent: Saturday, February 06, 2010 11:33 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Displaying elevation values while navigatingterrain
elevation files

Hi Chris,

Is it also possible to display latitude, longitude along with elevation
values as the user tries to navigate/fly thro' the terrain elevation file in
osgviewer?

Regards,
Phanindra

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Re: [osg-users] Example of geographical position

2010-02-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Tony,

In answer to your question, you want to do the former. Assuming you have a
geocentric database, you must convert your lat,lon,elev to a geocentric
X,Y,Z (i.e. origin is the center of the earth) and then use these
coordinates to set the position accordingly...

Osg::Matrix position;
earth-computeLocalToWorldTransformFromLatLongHeight(osg::DegreesToRadians(l
at),
Osg::DegreesToRadians(lon), elev, position);
transform-setMatrix(position);

transform is the node that is part of the entity class I discussed
earlier. If you want your entity to move along, you'll need to update the
code above in an update callback...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony Vasile
Sent: Sunday, February 07, 2010 8:01 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Example of geographical position

Hi Shayne,
   Excuse my newbie status so how do I set up the MatrixTransform do I just
use the latitude, longitude and altitude as a translation or do I just set
the position of my vehicle using the latitude, longitude to set the position
of the vehicle some how. 



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Re: [osg-users] Example of geographical position

2010-02-05 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Tony,

Entity is just my own class that can represent an airplane, tank, or
whatever.

The member Entity-transform is an osg::MatrixTransform which you'll need
for moving models. 

entityGrp is an osg::Group*.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony Vasile
Sent: Thursday, February 04, 2010 11:25 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Example of geographical position

Shayne,
   What is the type of Entity and entityGrp in the following code snippet?

Along with Robert's suggestion, you can use the following code snippet to
place a vehicle on a spheroid that has VPB terrain, into the scenegraph.
You'll need osgSim and osg::EllipsoidModel to do this.

Entity-lat = 36.4;
Entity-lon = -115.015;
Entity-alt = GetHeightOnTerrain(Entity-
lat, Entity-lon);
entityGrp-addChild(Entity-transform);

double GetHeightOnTerrain(double lat, double lon) {
   double X,Y,Z;
   double maxElevation = 13000 / 3.281;
   earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat),
osg::DegreesToRadians(lon),maxElevation, X,Y,Z);
   double hat =
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain.get(),
osg::Vec3(X,Y,Z), -1);
   return (maxElevation - hat);
}

The earth is an osg::EllipsoidModel object and the terrain is a node
loaded in from the ive file build by VPB. The entity group node is simply
added to your scenegraph and you're ready to go.

Hopefully this will get you started...:)

-Shayne



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Re: [osg-users] OSG and GL studio...

2010-02-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brett and Paul,

Thanks for your responses. My initial inquiry was to ping the OSG group to
see if anyone had any experience regarding OSG and GL studio. Specific
questions will be forthcoming as we embark on this.

In answer to Paul's question, we are essentially using a Drawable callback
that calls into the GL Studio DLL live component. One of the problems we're
having is getting the buttons to work properly when we have our GL studio
instrument embedded in the OSG viewer. The GL studio button graphic doesn't
reflect the OSG mouse action we're expecting when we depress and release the
mouse button. The behavior is suggestive of some sort of mismatch in
handling the events.

Again, thanks for the replies...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brett
Wiesner
Sent: Thursday, February 04, 2010 6:45 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG and GL studio...

Shayne,

We've integrated GL Studio with our OSG application (VR-Vantage). It works
really well! I'm not sure I can help you with your issues but I'll try.
What's the problem?

Thanks,
Brett Wiesner
Product Manager, VR-Vantage
VR-Vantage: OSG Based Battlefield Information Station, Desktop Image
Generator and SDK!!!

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:

 All,

 Does anyone have any experience using OSG with GL studio? We are 
 having some issues that we would like some input on. I wanted to place 
 a general inquiry before getting specific on the problem at hand.

 Thanks,

 -Shayne

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Re: [osg-users] Example of geographical position

2010-02-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Tony,

Along with Robert's suggestion, you can use the following code snippet to
place a vehicle on a spheroid that has VPB terrain, into the scenegraph.
You'll need osgSim and osg::EllipsoidModel to do this.

Entity-lat = 36.4;
Entity-lon = -115.015;
Entity-alt = GetHeightOnTerrain(Entity-lat, Entity-lon);
entityGrp-addChild(Entity-transform);

double GetHeightOnTerrain(double lat, double lon)
{
double X,Y,Z;
double maxElevation = 13000 / 3.281;
earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat),
osg::DegreesToRadians(lon),maxElevation, X,Y,Z);
double hat =
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain.get(),
osg::Vec3(X,Y,Z), -1);
return (maxElevation - hat);
}

The earth is an osg::EllipsoidModel object and the terrain is a node
loaded in from the ive file build by VPB. The entity group node is simply
added to your scenegraph and you're ready to go.

Hopefully this will get you started...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony Vasile
Sent: Wednesday, February 03, 2010 5:13 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Example of geographical position

Hi,
   I'm a newbie and trying to find as many examples as I can. What I am
looking for is an example of using a vehicle in latitude, longitude and
altitude and placing it in the scene graph. Unfortunately most of the
applications I have found programs such as Flightgear and Simgear and they
just have far too much code to understand the general ideas quickly.
Any help would be most appreciated.


Another problem I have is with VPB. I have some level 1 DTED data that I
wish to use in my scene graph for collision and occlusion events. Do I need
to have an image overlayed on the DTED data before I can see anything with
osgviewer?

Tony Vasile

CSC Australia



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[osg-users] OSG and GL studio...

2010-02-03 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Does anyone have any experience using OSG with GL studio? We are having some
issues that we would like some input on. I wanted to place a general inquiry
before getting specific on the problem at hand.

 

Thanks,

-Shayne



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Re: [osg-users] altering terrain texture...

2010-01-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I think your proposal would be a great benefit and would make things more
flexible.

For the record, the cards we're using are Nvidia GeForce 295s so they're
fairly good cards. I would assume the drivers are as good but I don't know
what algorithms they're resorting to for filtering on the texture...

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, January 27, 2010 2:09 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

Hi Shayne,

On Tue, Jan 26, 2010 at 6:42 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 Robert,

 In answer to your inquiry, I'm using a database based on
 osgTerrain::TerrainTile so the texture settings are embedded in the tiles
as
 you asserted earlier. I wasn't planning on using linear filtering. I was
 just giving it as an example on how I wanted to issue a particular call
 programmatically.

 Rather than attempt to tweak the texture settings per your suggestions, I
 was able to change the settings on the graphics card to get what I wanted
 thereby overriding the settings in the database. With anisotropic
filtering
 in the database set at 16x, it was actually adding to the problem of
texture
 crawling at far distances when flying low. Setting the anisotropic
 filtering down to 2x blurred the texture a bit more out far but it got rid
 of the crawling artifacts. We are using high resolution texture imagery
 (.25m texture) in the database which exacerbates the problem.

 In this case, the devil is truly in the details. Thanks again for your
 help...

Interesting results, makes me wonder if the mipmap quality of
filtering quality of the driver isn't that great.  I have generally
got best results with a high value of max anisotropy.

As for the OSG, perhaps it's time to make the max anisotropy a
variable in osgTerrain::Layer so that you can set in your application.
 The DatabasePager variable for setting could also be then used to set
the value automatically.

Robert.
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Re: [osg-users] altering terrain texture...

2010-01-27 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I'll take a look and see what I can do...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, January 27, 2010 8:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

Hi Shayne,

On Wed, Jan 27, 2010 at 3:11 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 I think your proposal would be a great benefit and would make things more
 flexible.

I'm rather busy working on submissions, so if you can dive in and
implement it would sure shorted the features time to market :-)

Robert.
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Re: [osg-users] altering terrain texture...

2010-01-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

In answer to your inquiry, I'm using a database based on
osgTerrain::TerrainTile so the texture settings are embedded in the tiles as
you asserted earlier. I wasn't planning on using linear filtering. I was
just giving it as an example on how I wanted to issue a particular call
programmatically.

Rather than attempt to tweak the texture settings per your suggestions, I
was able to change the settings on the graphics card to get what I wanted
thereby overriding the settings in the database. With anisotropic filtering
in the database set at 16x, it was actually adding to the problem of texture
crawling at far distances when flying low. Setting the anisotropic
filtering down to 2x blurred the texture a bit more out far but it got rid
of the crawling artifacts. We are using high resolution texture imagery
(.25m texture) in the database which exacerbates the problem.

In this case, the devil is truly in the details. Thanks again for your
help...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, January 26, 2010 2:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

Hi Shayne,

On Mon, Jan 25, 2010 at 9:28 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 What I'm trying to do is minimize the texture crawling artifact I see
when
 I fly at a low azimuth view looking out along the terrain skin to the
 horizon. I thought that playing with the texture filter setting on the
 terrain texture might cure the problem. When I pipe the video out to a
 projector, the crawling is even more pronounced.

Changing the filtering to linear will likely make the texture aliasing
far worse.

You'll need to use anisotropic filtering to improve the quality of
textures at low viewing levels.  osgTerrain::GeometryTechnique set the
value to 16.0 which is the highest value so you won't be able to
improve on it.

You haven't said what type of database you have - an osg::Geometry
based one or an osgTerrain::TerrainTile based one. Current svn/trunk
version of VPB builds osgTerrain databases by default, while older
versions built osg::Geometry polygonal based models.  For the later
you could set the max anisotropy filtering via an option, and also set
it in the DatabasePager.


Robert.
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Re: [osg-users] Navigating terrain elevation files using OSG

2010-01-26 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Phanindra,

You'll need to build an OSG database from your .tif and dted content using
Virtual Planet Builder (VPB). Documentation is available on how to do this.
Once the database is built, you can either using osgViewer to browse the
database or you can write your own OSG app to fly through it. The OSG flight
manipulator is a good choice. It allows you to fly around the database with
your mouse.

Regards,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Phanindra
Talabathula
Sent: Sunday, January 24, 2010 6:02 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Navigating terrain elevation files using OSG

Hi,

I am relatively new to OSG. Not sure if the camera, flight manipulator
classes available could be used to navigate through the .tif or .dt0 files.

I would like to add navigation support (i.e. the user should be able to fly
through the terrain elevation files using mouse/keyboard) to the dted files
or tif files.

Is this achievable?

Thank you!

Regards,
Phanindra

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[osg-users] altering terrain texture...

2010-01-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Is there a way of programmatically altering texture state such as filtering
on a chunk of terrain built with VPB? 

 

Everything I've tried thus far has not worked.

 

Thanks in advance.

-Shayne



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Re: [osg-users] altering terrain texture...

2010-01-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Chris, thanks for the reply.

I'm reading into a terrain node from an ive file as usual in my application.
The ive file/tiles were built by VPB from 1 meter imagery and level 1 DTED.
After I've loaded in my terrain into the scenegraph, I want to change the
texture filtering by using something like

texture-setFilter(osg::Texture2D::MIN_FILTER, osg::TEXTURE2D::LINEAR);

which then would apply to the whole terrain database. I thought that setting
the stateset in the terrain node would do the trick but this has no effect
on the terrain texture. 

What I'm trying to do is minimize the texture crawling artifact I see when
I fly at a low azimuth view looking out along the terrain skin to the
horizon. I thought that playing with the texture filter setting on the
terrain texture might cure the problem. When I pipe the video out to a
projector, the crawling is even more pronounced.

Any ideas on how I can tweak the texture settings on the terrain would be
most appreciated. Obviously what I'm currently doing isn't correct.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Monday, January 25, 2010 12:35 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

On 1/25/2010 12:23 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 Is there a way of programmatically altering texture state such as
 filtering on a chunk of terrain built with VPB?
 Everything I've tried thus far has not worked.

  Should be -- there's nothing magic about VPB databases. What are you
trying to do and
how are you doing it?

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon
AlphaPixel.com
PixelSense Landsat processing now available!
http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. -
Xen
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Re: [osg-users] altering terrain texture...

2010-01-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

I just read your reply after I had sent my email response to Chris. This
helps me understand why my approach wasn't working in the first place.

I will take your advice and explore this further. I will probably have more
questions as I proceed to find a solution to meet my needs...

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Monday, January 25, 2010 12:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altering terrain texture...

Hi Shane,


There are a couple of texture policy settings in the
osgDB::DatabasePager that can tweak things a bit, but not generally:

/** Set whether newly loaded textures should have their
UnrefImageDataAfterApply set to a specified value.*/
void setUnrefImageDataAfterApplyPolicy(bool changeAutoUnRef,
bool valueAutoUnRef) { _changeAutoUnRef = changeAutoUnRef;
_valueAutoUnRef = valueAutoUnRef; }

/** Get whether newly loaded textures should have their
UnrefImageDataAfterApply set to a specified value.*/
void getUnrefImageDataAfterApplyPolicy(bool changeAutoUnRef,
bool valueAutoUnRef) const { changeAutoUnRef = _changeAutoUnRef;
valueAutoUnRef = _valueAutoUnRef; }


/** Set whether newly loaded textures should have their
MaxAnisotopy set to a specified value.*/
void setMaxAnisotropyPolicy(bool changeAnisotropy, float
valueAnisotropy) { _changeAnisotropy = changeAnisotropy;
_valueAnisotropy = valueAnisotropy; }

/** Set whether newly loaded textures should have their
MaxAnisotopy set to a specified value.*/
void getMaxAnisotropyPolicy(bool changeAnisotropy, float
valueAnisotropy) const { changeAnisotropy = _changeAnisotropy;
valueAnisotropy = _valueAnisotropy; }



In the case osgTerrain::TerrainTile based paged database the above
settings won't work as it's osgTerrain that creates the osg::Texture
objects, so instead you'd need to modify the osgTerrain::ImageLayer
settings on the TerrainTiles.  A custom Registry::ReadFileCallback
could probably be implemented to do this for you.

Beyond this you could write a pre-processing tool to modify the .ive
files on disk.

Robert.
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[osg-users] osg window on top...

2010-01-21 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

Is there a way to force an OSG window (osgViewer) to always be on top of all
the other windows being displayed? 

 

Thanks in advance.

-Shayne



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Re: [osg-users] general questions from a newbie

2010-01-14 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Just a follow up question on this, does QT allow a multi-threaded embedded 
osgViewer or is it knocked down to single threaded like what happens to 
osgViewer embedded in GLUT?

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin 
Beckett
Sent: Thursday, January 14, 2010 1:28 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] general questions from a newbie


jterpstra wrote:
 1) Is this type of integration even possible with QT?

Yes, you can embed a OSG view into a Qt frame, dock window etc.
There are two ways to do this shown in the osgViewerQt  example.
Adapterwindow is easiest, the oosgwidget needs a little fix on windows to stop 
a redrawing bug. (see http://forum.openscenegraph.org/viewtopic.php?t=4432)



 2) I am lost when they talk about Views, Viewports, Cameras, etc.  Where is 
 a good source to learn about this stuff?

These are roughly the same as in Opengl.
The more important thing to learn is how osg:: Nodes, Geoeds, Geometries and 
Drawables go together
The best place to start is Paul Marz's book 
http://www.osgbooks.com/books/osg_qs.html


All this migth be overkill for a 2d map. The new Qt drawing canvas is very 
good, have you looked at the quartely newslatter on Qt's site?

It's free as a download or you can buy a paper copy.

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Re: [osg-users] resizing embedded windows...

2010-01-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the advice. As a follow up question that may be obvious (forgive
me), how do I enable the clear on the graphics context? I've poked around
and I can't find where this is done.

Per your suggestion, I tried my own brute force clear which appears to
solve the problem but I would rather use the context's clear if possible. It
seems more elegant for what I'm trying to accomplish.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Monday, January 11, 2010 3:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] resizing embedded windows...

Hi Shayne,

I haven't personally tried doing exactly what you are doing, but try
changing the GraphicsWindowEmbedded context's size, and also try
enable it's clear as the graphics context by default leaves it's own
clear disabled leaving it to the clear done during the rendering of
the Camera's scene graph that is clamped to the Camera's viewport.

Another thing you could try is doing your own clear before the call to
viewer.frame().

Robert.

On Fri, Jan 8, 2010 at 11:05 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
 All,



 I'm in the process of porting an OGL app using GLUT to OSG using
osgViewer.



 Currently this app has multiple viewports embedded in a single GLUT window
 where one of the viewports is rendering a 3D view into a scene. Due to
time
 constraints, I want to replace the 3D viewport with an embedded OSG viewer
 into the GLUT window as an interim solution. It should be noted, that the
 embedded window is a small subset of the larger GLUT window (GLUT is using
 game mode). Using the osgviewerGLUT example as a guide, I've been able to
 get things working but I've run into a snag. I have a need to resize the
 embedded window on occasion and I can't get it to work properly. When I
 resize the embedded window by setting viewer-getCamera()-setViewport(x,
y,
 width, height), the new embedded window appears just fine but I still have
 portions of the old embedded window left over as if the clear didn't
 happen. I've tried several ways of getting the old embedded window to
clear
 out without success. It's as if I can't override the original settings
when
 I created the embedded window using
 viewer-setUpViewerAsEmbeddedInWindow(.).



 Has anyone run into this problem or know of a good/correct way of resizing
 or moving embedded OSG windows in a larger GLUT window? If it can't be
done,
 it would be nice to know so that I don't spend an exorbitant amount of
time
 trying to get it to work.



 For the record, I'm aware of the shortcomings and drawbacks about using
GLUT
 with OSG. Again, my attempt here is to come up with a stopgap measure
until
 I can get the entire port to osgViewer completed.



 Thanks in advance,

 -Shayne

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[osg-users] resizing embedded windows...

2010-01-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
All,

 

I'm in the process of porting an OGL app using GLUT to OSG using osgViewer. 

 

Currently this app has multiple viewports embedded in a single GLUT window
where one of the viewports is rendering a 3D view into a scene. Due to time
constraints, I want to replace the 3D viewport with an embedded OSG viewer
into the GLUT window as an interim solution. It should be noted, that the
embedded window is a small subset of the larger GLUT window (GLUT is using
game mode). Using the osgviewerGLUT example as a guide, I've been able to
get things working but I've run into a snag. I have a need to resize the
embedded window on occasion and I can't get it to work properly. When I
resize the embedded window by setting viewer-getCamera()-setViewport(x, y,
width, height), the new embedded window appears just fine but I still have
portions of the old embedded window left over as if the clear didn't
happen. I've tried several ways of getting the old embedded window to clear
out without success. It's as if I can't override the original settings when
I created the embedded window using
viewer-setUpViewerAsEmbeddedInWindow(.).

 

Has anyone run into this problem or know of a good/correct way of resizing
or moving embedded OSG windows in a larger GLUT window? If it can't be done,
it would be nice to know so that I don't spend an exorbitant amount of time
trying to get it to work.

 

For the record, I'm aware of the shortcomings and drawbacks about using GLUT
with OSG. Again, my attempt here is to come up with a stopgap measure until
I can get the entire port to osgViewer completed.

 

Thanks in advance,

-Shayne



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