Re: [osg-users] How do remove a node's built in offset?

2013-04-24 Thread Joshua Cook
No dice.  I just end up with a second matrix offset to offset the first matrix 
offset.  This works fine for a simple viewer, say osgviewer, but when loaded by 
our software it still doesn't show up.  I'm wondering if the way OSG performs 
its matrix multiplication has something to do with it.  Not that I think it is 
wrong just that it may not be what I think it is so what I'm thinking is making 
the thing think it is in a different spot.  Oh well, time to see what else I 
can do with this.

Thanks for the suggestion anyhow.

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Re: [osg-users] How do remove a node's built in offset?

2013-04-24 Thread Robert Osfield
Hi Joshua,

From the nature of questions - it's a bit odd to talk about removing a
nodes built in offset as it's kinda meaningless in the general concept of
scene graph - there really isn't any built in offset, objects are just
placed where the modelling tools place them,  I think it might be worth you
going back a few steps and learning about what positions objects in the
scenes that you are loading, and how how you application sets it's camera
up to view the loaded scene.  These things aren't something we can directly
help with because only you have your models and only you have your
application and know how it's all set up.

What I can suggest is that you convert you models to an ascii format so as
by doing a osgconv mymodel.ive mymodel.osg and then just browsing the ascii
file so you can learn exactly what is what.

Robert.
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Re: [osg-users] How do remove a node's built in offset?

2013-04-24 Thread Joshua Cook
Well, here are the objects in question.  My cube and a crossing arm.  If you 
display them both using OSGViewer you end up with the crossing arm inside a 
black box (I didn't set the flag to keep the texture from scaling).  I'm not 
sure how the program I'm working with translates and rotates the objects but 
the crossing arm ends up in just the right place but the box is nowhere to be 
seen.  They should occupy the same position.  Well, in theory that is.  Further 
help is, as always, greatly appreciated.  :)

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http://forum.openscenegraph.org//files/doc_xform2_165.osg


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Re: [osg-users] How do remove a node's built in offset?

2013-04-24 Thread Robert Osfield
Hi Joshua,

The two models are very different in coordinate sizes, it's kinda bizarre
that you are expecting them to somehow to automagically do what you want.
The issue is nothing to do with model offsets but you understanding of how
you application and how scene graphs work.  We can't simply fix your
understanding with a couple of emails, you need to go back to basics and
would suggest purchasing the OSG books and working through various online
tutorials to learn more about scene graphs and OSG in particular.

Also if you have team members that know the software you are working on
better they are best placed to help you as us in the OSG community know
nothing about your what your application is supposed to do, how it does.
We know nothing, yet you are expecting us to tell you to how to fix things.

Robert.


On 24 April 2013 14:36, Joshua Cook countryartis...@gmail.com wrote:

 Well, here are the objects in question.  My cube and a crossing arm.  If
 you display them both using OSGViewer you end up with the crossing arm
 inside a black box (I didn't set the flag to keep the texture from
 scaling).  I'm not sure how the program I'm working with translates and
 rotates the objects but the crossing arm ends up in just the right place
 but the box is nowhere to be seen.  They should occupy the same position.
  Well, in theory that is.  Further help is, as always, greatly appreciated.
  :)

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 http://forum.openscenegraph.org//files/doc_xform2_165.osg


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Re: [osg-users] How do remove a node's built in offset?

2013-04-24 Thread Joshua Cook
As noted from the last reply from robertosfield:

I may not be asking the correct question.  Unfortunately, if that is the case, 
I don't know what the right question is.

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Re: [osg-users] How do remove a node's built in offset?

2013-04-24 Thread Robert Osfield
Hi Joshua,

On 24 April 2013 14:48, Joshua Cook countryartis...@gmail.com wrote:

 I may not be asking the correct question.  Unfortunately, if that is the
 case, I don't know what the right question is.


If you don't know then how are we supposed to guess what you do know and
what gaps to fill in.  The nature questions suggest that you are probably
quite new to scene graphs, but this is just a guess.

As I said the best route for you is probably to go back a few steps and try
to learn about the OSG and scene graphs from books and tutorials rather
than jumping directly into a specific problem that lacks context.

Robert.
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Re: [osg-users] How do remove a node's built in offset?

2013-04-24 Thread Joshua Cook
So it turns out that I have been asking the wrong question.

It is true that I'm new to scene graphs and all the nuances that go along with 
them.  However, I do understand enough about the to know that if you have two 
objects whose local coordinate center is 0,0,0 then they should be 
interchangable in the scenegraph; scale and rotation shouldn't make a 
difference.

To test this I did a variety of things ranging from using the infamous cow.osg 
(as an IVE of course) in place of the rail crossings to combining a multitude 
of IVE files into one and makeing sure I saw a jumble of shapes where I thought 
I should see them.

This all worked perfectly except for the model I converted from a KML file.  No 
matter what I did to the model the box never appeared.  I tried adding other 
modesl with it; they all appeared but the box did not.  I tried turning off all 
culling; no change.  I tried different scales; no change.  I tried adding a few 
lines to represent the coordinate axises (axies, asciis?); I saw the lines but 
not the box.  I set up a viewer that had the box revolve around each of the 
axis while rotating around it's local axies at the same time; this looked 
exactly as expected.

With all culling off, with other viewers displaying the model as expected, I'm 
not sure what could possibly cause this.  I think my best option at the time is 
to hand this over to my boss, explain the situation, and wish whoever gets 
stuck with this the best of all possible luck.

Thanks for all of your help, Robert.

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[osg-users] How do remove a node's built in offset?

2013-04-22 Thread Joshua Cook
Ok, so I have a set of IVE files and each one of them has some sort built in 
offset.  For example: a cube with a center of X, Y, Z.  I really would love to 
be able to save these off as an IVE with a center of 0, 0, 0.

My Google-Fu is weak today, master, and I humbly request assistance with this 
problem.

Thanks,
soulsabr

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Re: [osg-users] How do remove a node's built in offset?

2013-04-22 Thread Paul Martz
You could translate them with the .trans pseudoloader:
osgconv infile.ive.(-x,-y,-z).trans outfile.ive

I'm not sure that's the right syntax for the .trans pseudoloader, but you
can check the source code in src/osgPlugins/trans.


On Mon, Apr 22, 2013 at 12:00 PM, Joshua Cook countryartis...@gmail.comwrote:

 Ok, so I have a set of IVE files and each one of them has some sort built
 in offset.  For example: a cube with a center of X, Y, Z.  I really would
 love to be able to save these off as an IVE with a center of 0, 0, 0.

 My Google-Fu is weak today, master, and I humbly request assistance with
 this problem.

 Thanks,
 soulsabr

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Re: [osg-users] How do remove a node's built in offset?

2013-04-22 Thread Joshua Cook

Paul Martz wrote:
 You could translate them with the .trans pseudoloader:osgconv 
 infile.ive.(-x,-y,-z).trans outfile.ive
 
 
 I'm not sure that's the right syntax for the .trans pseudoloader, but you can 
 check the source code in src/osgPlugins/trans.
 
 
 
 On Mon, Apr 22, 2013 at 12:00 PM, Joshua Cook  () wrote:
 
  Ok, so I have a set of IVE files and each one of them has some sort built 
  in offset.  For example: a cube with a center of X, Y, Z.  I really would 
  love to be able to save these off as an IVE with a center of 0, 0, 0.
  
  My Google-Fu is weak today, master, and I humbly request assistance with 
  this problem.
  
  Thanks,
  soulsabr
  
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  (http://forum.openscenegraph.org/viewtopic.php?p=53725#53725)
  
  
  
  
  
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I have never heard of this thing.  I shall check it out post haste.  Thanks for 
your suggestions.  I'll let you know if it works.

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