Re: [osg-users] How do remove a node's built in offset?
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53780#53780 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do remove a node's built in offset?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do remove a node's built in offset?
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. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53782#53782 Attachments: http://forum.openscenegraph.org//files/test_624.osg http://forum.openscenegraph.org//files/doc_xform2_165.osg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do remove a node's built in offset?
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. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53782#53782 Attachments: http://forum.openscenegraph.org//files/test_624.osg http://forum.openscenegraph.org//files/doc_xform2_165.osg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do remove a node's built in offset?
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53783#53783 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do remove a node's built in offset?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do remove a node's built in offset?
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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53795#53795 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How do remove a node's built in offset?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53725#53725 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do remove a node's built in offset?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53725#53725 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Paul Martz Skew Matrix Software LLC ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How do remove a node's built in offset?
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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53725#53725 (http://forum.openscenegraph.org/viewtopic.php?p=53725#53725) ___ osg-users mailing list () http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) -- Paul Martz Skew Matrix Software LLC -- Post generated by Mail2Forum 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. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53746#53746 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org