Re: [osg-users] OSG -- near future
Hi Robert, OpenSceneGraphers,Me and my team are using OpenSceneGraph for over a year now. We recently travelled from home made Makefile/scripts and VisualStudio projects (depending on platforms used) and solution to CMake for a very large multi-platform code base . What a change in our life ! Given the little experience that I have now I could step up and help in point 4 Streamlining of builds. Mathieu.2006/9/20, Robert Osfield [EMAIL PROTECTED]:[...] Next thing to fix is how easy it is to get the OSG compiled, installed and running. The sheer size of the project, and the numerous build options make it very powerful, but it does raise the barrier to entry. Could Cmake streamline it? Scripts for building? [...] So to recamp things to fix and get done: 1) Documentation and book(s) 2) Better viewer classes supporting multiple 3rd party windowing API's 3) Better 3rd party language support 4) Streamlining of builds 5) Streamlining of API No doubt there are other items that need to be added to the list, and priorities to be, so fire away. But remember that someone has to get on and do it, so if you add an item be prepared to roll your sleeves up and help get it done. And on that note, please step forward those who'd like to pitch into various aspect of this work.I'll create a few new pages on the wiki to help documentation the tasks and who's available to make progress on the various items. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Point sprite maximum size?
Brad Colbert wrote: Hi Folks, I've done a web search and but thought that this would be a better place to ask. Is there a maximum size to point sprites? It's starting to look something like 64x64. Is this true? http://www.stevestreeting.com/?p=218 -B Renaissance Sciences Corporation O/M: 480 290-3997 F: 425 675-8044 -- Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus I set the wheels in motion, turn up all the machines, activate the programs, and run behind the scenes. I set the clouds in motion, turn up light and sound, activate the window, and watch the world go 'round. -Prime Mover, Rush. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Highland gathering
On 9/21/06, Don Burns [EMAIL PROTECTED] wrote: Ahem... thanks for the plug on this page for ...um... training in Vigina. I'll fix the spelling, but will need to be careful. Oh my, oh my, what an error. Fruedian flip as this say :)Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] libosgGA dependence in .osg plug-in on Linux
Hi, I've just written a small test app. using Qt and OSG which simply loads up meshes in .osg files and displays them in a QGLWidget. Everything worked fine until I tried to remove all the OSG libraries that I figured I didn't need. When I removed libosgGA I could no longer load meshes and when I put it back everything started working again. Is libosgGA a requirement for libosgDB or the .osg plug-in? Paul ___ Try the all-new Yahoo! Mail. The New Version is radically easier to use The Wall Street Journal http://uk.docs.yahoo.com/nowyoucan.html ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] libosgGA dependence in .osg plug-in on Linux
Hi Paul,osgGA isn't a NodeKit (it doesn't extend the scene graph) so shouldn't be required as a dependency for any of the plugins.Reviewing the src/osgPlugin/osg GNUmakefile I see that it uses OSG_LIBS, and its definition in the Make/makedefs includes osgGA. The .osg plugin really shouldn't include this so I'll tweak the makefile and check it in to CVS. Robert.On 9/21/06, Paul Fotheringham [EMAIL PROTECTED] wrote: Hi,I've just written a small test app. using Qt and OSGwhich simply loads up meshes in .osg files anddisplays them in a QGLWidget.Everything worked fine until I tried to remove all theOSG libraries that I figured I didn't need. When I removed libosgGA I could no longer load meshes andwhen I put it back everything started working again.Is libosgGA a requirement for libosgDB or the .osgplug-in?Paul___ Try the all-new Yahoo! Mail. The New Version is radically easier to use – The Wall Street Journalhttp://uk.docs.yahoo.com/nowyoucan.html___ osg-users mailing listosg-users@openscenegraph.nethttp://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Problemer med smartboard og lyd ifb videokonferanse
Oskar, Vi har problemer med USB forbindelsen til smartboard. Når vi bruker smartboard, hender det rett som det er at USB forbindelsen faller ut, pennene slutter å fungere, for så å fungere igjen etter noen sekunder, men da ofte med feil funksjon (feks viskelær funksjon i stedet for tegnefunksjon). Det hender også at forbindelsen faller såpass ut at for å få den opp i gjen, må vi plugge fra usb i smartboard pc og så koble den til igjen. Ellers er det et problem ved videokonferanse at lyden ikke kobles når videokonferanse velges fra preset menyen (enten foran eller bak). For å høre den andre parten, må vi etterpå velge lydkilde manuellt fra lyd menyen, det blir utrolig tungvindt og resulterer i frustrasjon hos sluttbruker. Hva er status på de andre problemene ? Mvh -- John Ivar Haugland Department of Petroleum Engineering and Applied Geophysics NTNU S.P. Andersens vei 15A N-7491 Trondheim ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Multiple primitives with different materials
Hi,I would like to render a number of submeshes which all share the same vertex buffers etc. Initially I thought I could do this with a Geometry node using multiple primitives. However, each submesh might have a different material and it looks like a geometry can only have a single material regardless of the number of primitives. Is this correct and if so is there any way around it or do I just need a separate Geometry for each submesh? Thanks in advance for any help,Pete. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] osgText Node(wchar_t type)
Hi,Robert, I have usedyour codes to update the sources of pluginIVE,now the text is showed correctly,Thanks. But it also has a bug.when reading the osgText Node form IVE file,I get double length of text(wchar_t type).so ifI compute theboundingbox of the osgText node, itbecomes larger than the original. Xueliang ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Parallel-Split Shadow Map with osg [PSSM]
Hi terry, about the PSSM demo... The osg::View class, where does that come from? Old? New? Never seen it before. Something from your own stew? /Anders Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Terry Welsh Sent: den 21 september 2006 04:33 To: osg-users@openscenegraph.net Subject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM] Hi all, Sounds like a lot of people want PSSM, so here's another contribution to the effort. http://www.reallyslick.com/~terry/stuff/PSSMdemo.tar.gz To run this demo, you'll need a model of a big scene; I didn't supply one. I suggest a nice outdoor scene about 10,000 units in diameter. You also need GLSL support. This implementation is fairly complete, but I would like any opinions that you all have (or code to extend it). I don't know if this would make a better example program or nodekit. The big problem I see with making a nodekit is that there are just too many different ways to implement PSSM; I don't know how you could make one nodekit that would satisfy everyone. The angle I took in writing the DirectionalParallelSplitShadowMaps class was to just produce high quality shadow maps, but not to force people to render their scene any particular way. The demo renders your scene in one stage with a shader, but it would be interesting to see what happens if you split the scene into slices and render each slice with a single shadow map. I also did not implement a split scheme like Adrian did. It seemed like everyone uses a different split scheme, and the split scheme might need to be particular to the scene, so I leave that up to the user of the DirectionalParallelSplitShadowMaps class. The class lets you add your scene in pieces: an opaque piece, and a piece with transparency. Then it applies a different shader to each one for rendering the shadow maps. It might be nice to apply a different shader to the opaque and transparent rendering bins, so that the user doesn't need to make this separation themselves. I don't know if this is possible yet, though. On the other hand, no sorting is necessary for rendering objects with alpha into a shadow map because pieces of those objects either become completely opaque or completely transparent in the shadow map. So maybe the rendering big idea isn't the best solution. The biggest thing missing in this demo is good LOD support. I have been trading emails with Robert about implementing good LOD support for shadows, but this effort isn't complete yet. So you might not see shadows cast by LODed nodes. Anyway, let me know what you all think. -- Terry Welsh - mogumbo 'at' gmail.com www.reallyslick.com | www.mogumbo.com Message: 12 Date: Wed, 20 Sep 2006 18:53:04 +0100 From: Robert Osfield [EMAIL PROTECTED] Subject: Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM] To: osg users osg-users@openscenegraph.net Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=iso-8859-1 On 9/20/06, Radu Mihai [EMAIL PROTECTED] wrote: Here's how I think this could be handled: - SSM NodeKit - standard shadow map, using FBO and GL_DEPTH textures there's an point of interest being discussed in the list about doing a depth-only FBO render after the FBO version is running well, there can be some fall-back methods added - derive a PSSM NodeKit based on the previous one I think the approach here would be to have MultiTexturing used in the SSM kit and use that capability in the PSSM kit to do the texture management additionally there will be code to manage the creation of the splits This kind of approach would allow me to combine job-related work with OSG contributions :) If you're interested, and if you think this is a good way to proceed, I'll post the code I have and we can go forward from there. FYI, I should start work on an osgShadow library for the OSG quite soon. The contract is for stencil volume shadows, so this will probably be the intitial back end implementation, however, I'd like to make the interface classes as generic as possible, and support other shadowing algorithms. How easy this might be is very difficult for me to say until one starts lining up various implementation side by side and working out the commonality and the differences, and finding ways to encapsulate the differences neatly. More info on this once I get underway on it. Robert.
Re: [osg-users] Parallel-Split Shadow Map with osg [PSSM]
Hi Anders,On 9/21/06, Anders Backman [EMAIL PROTECTED] wrote: Hi terry, about the PSSM demo...The osg::View class, where does that come from? Old? New? Never seen itbefore.Something from your own stew?osg::View and osg::RenderInfo are new classes I've introduce to support my work on osgText::FadeText. There are more generally useful than just fade text though, which is why they are in the core osg. More on these new classes later. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] MFC CWnd only renders after resize?
Title: MFC CWnd only renders after resize? Hello all. I know how much the moderators love MFC, which is a great deal more than I. We have designed our software using sceneview and thus it is capable of running on other systems as well, but for one purpose that we have in mind it must work on an existing MFC project. We have to launch the rendering frame-by-frame in a timer thread. For some reason, the frames do not show properly until after the CWnd window is resized at least once. We have already circumvented this issue by programmatically resizing the window, but this doesn't seem like the correct thing to do and I think I am missing something here that should have been done. Has anyone had any similar issues that can help shed some light on this problem I am having? Your time and consideration are much appreciated. Sincerely, John ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] CameraNode PIXEL_BUFFER/-_RTT fails for Release builds under WIndows
Hi, I am rendering a part of my scene into an image to print it out. I am doing this via a cameranode, setting its RenderingTargetImplementation to PIXEL_BUFFER_RTT or PIXEL_BUFFER (FRAME_BUFFER_OBJECT renders the scene in 256 colors, bending occurs) If I compile my application under Windows with VisualStudio 2005 in debug-mode, everything works as expected, but If I compile it in release-mode, I get a *message-box* with the message Can't create temporary window I know, that the ATI-driver for my MacBookPro under windows is crappy, and does not support PixelBufferObjects so the CameraNode falls back to pbuffers, but why do they work onyl in debug-mode? Thanks in advance, Stephan -- Stephan Huber +++ http://digitalmind.de +++ dieses und jenes ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Openscenegraph 1.2
Hi osgs, i am updating the openscenegraph 1.0 to openscenegraph 1.2,i have download itfrom cvs.I compile in this step : openthreads( OK ) Producer ( OK ) OpenScenegraph ( not OK ) I have some compiler error when i try to compile the project osgProducer, it said that : error c2039: "DrawTime is not a member of Producer::Camera" error c2039: "GetnumberofProcessoris not a member of Producer::Camera" error c2039: "SampleBufferis not a member of Producer::Camera" error c2039: "Samplesis not a member of Producer::VisualChooser" error c2039: "Scroll2dis not a member of Producer::KeyboardMouseCallback" error c2039: "Scrollleftis not a member of Producer::KeyboardMouseCallback" error c2039: "ScrollRightis not a member of Producer::KeyboardMouseCallback" error c2039: "TablePointertype is not a member of Producer::KeyboardMouseCallback" error c2039: "ThreadModel is not a member of Producer::CameraGroup" and so on . I check inside the file C:\OpenSceneGraph-1.2\Producer\include\Producer and the DrawTime is not present. Do you know if i do during this step some error? Do I have download something else? Thans a lot Francesco ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] MFC CWnd only renders after resize?
Hi John,I no nothing about MFC so can comment on specifics. In the past I tried integrating QT3 with osgProducer but it didn't work out well due to isses with resizing amoung other things. In the end just integating with SceneView worked out well, but this does entail updating things like Viewport's and projection matrices mannually when the window resizes, there is little you can do to avoid this as SceneView is completely anware of windowing API. Robert.On 9/21/06, Argentieri, John-P63223 [EMAIL PROTECTED] wrote: Hello all. I know how much the moderators love MFC, which is a great deal more than I. We have designed our software using sceneview and thus it is capable of running on other systems as well, but for one purpose that we have in mind it must work on an existing MFC project. We have to launch the rendering frame-by-frame in a timer thread. For some reason, the frames do not show properly until after the CWnd window is resized at least once. We have already circumvented this issue by programmatically resizing the window, but this doesn't seem like the correct thing to do and I think I am missing something here that should have been done. Has anyone had any similar issues that can help shed some light on this problem I am having? Your time and consideration are much appreciated. Sincerely, John ___osg-users mailing listosg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-usershttp://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] CameraNode PIXEL_BUFFER/-_RTT fails for Release builds under WIndows
Hi Stephan,On 9/21/06, Stephan Maximilian Huber [EMAIL PROTECTED] wrote: Hi,I am rendering a part of my scene into an image to print it out. I amdoing this via a cameranode, setting its RenderingTargetImplementationto PIXEL_BUFFER_RTT or PIXEL_BUFFER (FRAME_BUFFER_OBJECT renders the scene in 256 colors, bending occurs)If I compile my application under Windows with VisualStudio 2005 indebug-mode, everything works as expected, but If I compile it inrelease-mode, I get a *message-box* with the message Can't create temporary windowI know, that the ATI-driver for my MacBookPro under windows is crappy,and does not support PixelBufferObjects so the CameraNode falls back topbuffers, but why do they work onyl in debug-mode? In OpenGL and the OSG PixelBufferObjects are entirely seperate from FrameBufferObjects. The osg::CameraNode only deals in Pbuffers, FBO's and frame buffer, without any reference to PBO. I presume you mean FrameBufferObjects in this context. As for working in debug but not release, my best guess would be some unitialized variable perhaps. The message box perhaps in an indicator that the setup of the Pbuffer failed in Producer so I'd recommend digging through this code and placing stop points on the code to see what it does and where the release vs debug difference might be comming in. It might be that the glue code osgProducer that allows CameraNode to set up the pbuffer is causing some difference. See osgProducer::GraphicsContextImplementation for this glue code.Robert.Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] How to walk in the scene graph?
Hi Robert, I not yet use PagedLOD nodes, but go to search as I make for uses it. But what I would like exactly it was to know as to cross the graph to know if the new objects searched in the data base already are in it. With this I do not need to modify the graph all. With the amount of models that I have to load and because of limitations of the hardware I do not have I eat to load everything in the graph of a time. Thanks, Ronald S.Serrao, [EMAIL PROTECTED] São Luís, Brasil. Hi Ronald, osgProducer::Viewer automatically sets up the DatabasePager for you if you have PagedLOD nodes in your scene, it then runs the background thread, merges all the changes, deletes all the exprired subgraphs, downloads all the texture objects and display lists reusing expired ones where possible... This is all done for you, you have to do nothing. Just load the top most tile in your paged database and your done. Robert. On 9/20/06, ronaldss [EMAIL PROTECTED] wrote: Sinisa, Yes, I am using the Viewer of the Producer.How does I make to configure the DataBasePager in it? I need to consult the spatial data base all time that will be made a translation of the camera, because it is through the returns of the database that I can know which the objects near. Thanks, Ronald S.Serrao, [EMAIL PROTECTED] São Luís, Brasil. Hi Ronald, osgsimplepager is one example of DatabasePager's use; there you can see all the calls needed for setting up the DatabasePager, but they are only needed if you do not use osgProducer::Viewer. If you use the Viewer, it sets up the DatabasePager itself, so you just need to follow Robert's advice. Once you have your paged database and you have the DatabasePager managing its loading (previous paragraph), I think there is no need to receive any results from the DatabasePager. Sinisa - Original Message - From: ronaldss [EMAIL PROTECTED] To: osg-users osg-users@openscenegraph.net Sent: Thursday, September 14, 2006 6:58 PM Subject: Re: [osg-users] How to walk in the scene graph? Hi Robert, I use DatabasePager to receive the results from the research of my spacial data base? Exists some example of use of the DatabasePager? Thanks, Ronald S.Serrao, Brasil. Hi Ronald, For this type of big database paging may well be the solution, the OSG has built in support for paging so all you'll need to do is build the paged database and then load the topmost tile and the then the DatabasePager will do all the updating of the scene for the current view position. Robert. On 9/14/06, ronaldss [EMAIL PROTECTED] wrote: Hi all, I am constructing an urban model to visualize a quarter entire, am using data base spatial to get the information of the streets, squares... and each entity has an object 3D for its representation. As the object number is great, I only load in my graph of scene those objects that are near of the camera. I used the osgimpostor example to make my manipulator of the camera, and each movement of the camera I consult in the data base the objects that are near of this position and the loaded. Here my problem appears, to each change in the position of the camera I all erase the content of mine of the scene graph and later I place all again the objects, and believe that is this the reason of mine framerate to fall very. I would like to know as I make to cross the scene graph to verify which nodes must be removed and which must be inserted, not to be necessary to remove all and again place them to each movement of the camera. Thanks, Ronald S.Serrao, Brasil. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] How to walk in the scene graph?
Hi Ronald,I'm afraid I can't follow what you are actually after. Perhaps looking at the examples like osgpagedlod or osgphotoalbum might help, or osgTerrain that builds terrain databases. You could also try writing in your own native language, alas I only speak English, but there are plenty of native spanish speakers on the list perhaps they can help you out. Robert.On 9/21/06, ronaldss [EMAIL PROTECTED] wrote: Hi Robert,I not yet use PagedLOD nodes, but go to search as I make for uses it.But what I would like exactly it was to know as to cross the graph to know if the new objects searched in the data base already are in it. With this I do not need to modify the graph all. With the amount of models that I have to load and because of limitations of the hardware I do not have I eat to load everything in the graph of a time.Thanks,Ronald S.Serrao, [EMAIL PROTECTED]São Luís, Brasil. Hi Ronald, osgProducer::Viewer automatically sets up the DatabasePager for you if you have PagedLOD nodes in your scene, it then runs the background thread, merges all the changes, deletes all the exprired subgraphs, downloads all the texture objects and display lists reusing expired ones where possible... This is all done for you, you have to do nothing.Just load the top most tile in your paged database and your done. Robert. On 9/20/06, ronaldss [EMAIL PROTECTED] wrote: Sinisa, Yes, I am using the Viewer of the Producer.How does I make to configure the DataBasePager in it?I need to consult the spatial data base all time that will be made a translation of the camera, because it is through the returns of the database that I can know which the objects near. Thanks, Ronald S.Serrao, [EMAIL PROTECTED] São Luís, Brasil. Hi Ronald, osgsimplepager is one example of DatabasePager's use; there you can see all the calls needed for setting up the DatabasePager, but they are only needed if you do not use osgProducer::Viewer.If you use the Viewer, it sets up the DatabasePager itself, so you just need to follow Robert's advice. Once you have your paged database and you have the DatabasePager managing its loading (previous paragraph), I think there is no need to receive any results from the DatabasePager. Sinisa - Original Message - From: ronaldss [EMAIL PROTECTED] To: osg-users osg-users@openscenegraph.net Sent: Thursday, September 14, 2006 6:58 PM Subject: Re: [osg-users] How to walk in the scene graph? Hi Robert, I use DatabasePager to receive the results from the research of my spacial data base? Exists some example of use of the DatabasePager? Thanks, Ronald S.Serrao, Brasil.Hi Ronald, For this type of big database paging may well be the solution, the OSG hasbuilt in support for paging so all you'll need to do is build thepageddatabase and then load the topmost tile and the then the DatabasePager willdo all the updating of the scene for the current view position. Robert. On 9/14/06, ronaldss [EMAIL PROTECTED] wrote: Hi all, I am constructing an urban model to visualize a quarter entire, am using data base spatial to get the information of the streets, squares... and each entity has an object 3D for its representation. As the object number is great, I only load in my graph of scene those objects that are near of the camera. I used the osgimpostor example to make my manipulator of the camera, and each movement of the camera I consult in the data base the objects that are near of this position and the loaded. Here my problem appears, to each change in the position of the camera I all erase the content of mine of the scene graph and later I place all again the objects, and believe that is this the reason of mine framerate to fall very. I would like to know as I make to cross the scene graph to verify which nodes must be removed and which must be inserted, not to be necessary to remove all and again place them to each movement of the camera. Thanks, Ronald S.Serrao , Brasil. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users
Re: [osg-users] MFC CWnd only renders after resize?
Hi John,On 9/21/06, Argentieri, John-P63223 [EMAIL PROTECTED] wrote: Robert, Did you still use a Producer::RenderSurface? No, this was the cause of the problems I came across, so I just rolled my own OSGWidget directely from a QGLWidget. Producer::RenderSurface will be provide you with the graphics context, but you should be able to write your own code to create the graphics context. Can SceneView be used some other way that I might not have seen yet? Perhaps if I do the setup the raw OpenGL way that google can tell me, then I can have a SceneView mapped onto that? Right now, I have it render by using rendersurface-swapbuffers() or whatever the call is, but I do a rendersurface-setwindow to map it onto my MFCrap window. You've been a great help to me along the way, friend. Thank you for that, because I know that I must have tested your patience a more than a few times.SceneView is currently the most straight forward way to get just OpenGL rendering working with the OSG, assuming that you already have created a valid graphics context. The osgsimple, osgkeyboardmouse, osgGLUTsimple, osgGLUTkeyboard mouse examples are written to very minimal examples using SceneView. Even though they are Win32 or MFC API it should still give you an idea of what you need to do to get the OSG up and running. Robet. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OSG -- near future
On 9/21/06, Sullivan, Joseph (CDR) [EMAIL PROTECTED] wrote: Speaking of introductory guides... Are any of the other educational institutes that are making use of the OSG able to collaborate on and publish introductory material?Don and Robert,Would making this introductory material available interfere with training that you provide? I have no problem with introductory material being provided and certainly support ways in which we can make this happen.I personally wouldn't expect having better documentation will qwell peoples need for training too much. Those who can afford training are the ones can afford to invest in speeding their employees learning curve, and to top up their skills, face to face training is still great for accelerating learning. There is the other side, the better introductory documentation we have the more likely the OpenSceneGraph will attract new groups to use the software, which in turn will mean more potential customers for training. Good documentation will also provide a more professional shine to the project, good code might impress developers, but pretty bound manuals and books may impress the decision makers more...Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] MFC CWnd only renders after resize?
Title: MFC CWnd only renders after resize? Argentieri, John-P63223 wrote: Hello all. I know how much the moderators love MFC, which is a great deal more than I. We have designed our software using sceneview and thus it is capable of running on other systems as well, but for one purpose that we have in mind it must work on an existing MFC project. We have to launch the rendering frame-by-frame in a timer thread. For some reason, the frames do not show properly until after the CWnd window is resized at least once. We have already circumvented this issue by programmatically resizing the window, but this doesn't seem like the correct thing to do and I think I am missing something here that should have been done. Has anyone had any similar issues that can help shed some light on this problem I am having? Hi, I have used OSG and MFC quite a bit in the past and I can't say that I ever ran into this issue. I used a rendersurface without too many problems. There were a number of osg-mfc examples on the website that may be used as a reference, I'm not sure that they are still there but they often make a good starting point. If you need any further info then I can refer to some of my older apps and see if I can help. Cheers, Tony. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] reply
I am a student of the graduate school of china acadamy of science.A newer to the osg. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Point sprite maximum size?
Chris, Thanks. That was the article I found during the search. I just wanted to make sure it was true. -B --- RSC BDC -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Chris Hanson Sent: Wednesday, September 20, 2006 11:32 PM To: osg users Subject: Re: [osg-users] Point sprite maximum size? Brad Colbert wrote: Hi Folks, I've done a web search and but thought that this would be a better place to ask. Is there a maximum size to point sprites? It's starting to look something like 64x64. Is this true? http://www.stevestreeting.com/?p=218 -B Renaissance Sciences Corporation O/M: 480 290-3997 F: 425 675-8044 -- Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus I set the wheels in motion, turn up all the machines, activate the programs, and run behind the scenes. I set the clouds in motion, turn up light and sound, activate the window, and watch the world go 'round. -Prime Mover, Rush. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Point sprite maximum size?
FYI: Here a are a few threads that talk a little more about it: http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic ;f=3;t=014174#00 http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic ;f=3;t=012745#08 http://www.opengl.org/discussion_boards/ubb/ultimatebb.php?ubb=get_topic ;f=3;t=012061#00 Cheers, Brad --- RSC BDC -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Chris Hanson Sent: Wednesday, September 20, 2006 11:32 PM To: osg users Subject: Re: [osg-users] Point sprite maximum size? Brad Colbert wrote: Hi Folks, I've done a web search and but thought that this would be a better place to ask. Is there a maximum size to point sprites? It's starting to look something like 64x64. Is this true? http://www.stevestreeting.com/?p=218 -B Renaissance Sciences Corporation O/M: 480 290-3997 F: 425 675-8044 -- Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus I set the wheels in motion, turn up all the machines, activate the programs, and run behind the scenes. I set the clouds in motion, turn up light and sound, activate the window, and watch the world go 'round. -Prime Mover, Rush. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] NVIDIA Linux OpenGL Driver 1.0-9XXX Series Preview
http://www.phoronix.com/scan.php?page=articleitem=551num=1 -- Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus I set the wheels in motion, turn up all the machines, activate the programs, and run behind the scenes. I set the clouds in motion, turn up light and sound, activate the window, and watch the world go 'round. -Prime Mover, Rush. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] reply
Good for you, welcome Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM : Gordon3dBrit MSN IM: mailto:[EMAIL PROTECTED] Gordon3dBrit @ 3dscenegraph.com __ Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of ÁõÃ÷ Sent: Thursday, September 21, 2006 11:27 AM To: osg-users@openscenegraph.net Subject: [osg-users] reply I am a student of the graduate school of china acadamy of science.A newer to the osg. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] SIGRAD 2006 - Deadline extended 3 october
The SIGRAD Conference is an annual conference in Computer Graphics held in Sweden. It is arranged by SIGRAD, the Swedish Interest Group for Computer Graphics. The deadline for submissions to SIGRAD2006 has been extended to 3 October. Take the opportunity to send in a paper on work in progress. Goto www.sigrad.se and then click on SIGRAD 2006 for more details. SIGRAD committee Anders Backman Email:[EMAIL PROTECTED] HPC2N/VRlab Phone:+46 (0)90-786 9936 Umea university Cellular: +46 (0)70-392 64 67 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126 http://www.cs.umu.se/~andersb ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] OSG -- near future
Seconded - they're a very good starting point for getting people up-to-speed on scenegraphs. Don On Thu, 2006-09-21 at 09:30 -0400, Gordon Tomlinson wrote: As a guide I think the 'Performer getting start Guide' and Performer Programmers Guide might be a good template to perhaps build of http://www.sgi.com/products/software/performer/manuals.html I think even as they stand for the most part you could just change pf to OSG, I know its not the simple ;), but you get the gist of what I mean ;) When I'm teaching programming Performer/Vega/VegaPrime I still point students to these docs as they are very good IMO and you can down load as PDF etc... Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM : Gordon3dBrit MSN IM: Gordon3dBrit @ 3dscenegraph.com __ Telephone (Cell): (+1) 214-477-8914 Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura -Original Message- From: Sullivan, Joseph (CDR) [mailto:[EMAIL PROTECTED] Behalf Of Sullivan, Joseph (CDR) Sent: Thursday, September 21, 2006 9:14 AM To: osg users Subject: RE: [osg-users] OSG -- near future Speaking of introductory guides... Are any of the other educational institutes that are making use of the OSG able to collaborate on and publish introductory material? Don and Robert, Would making this introductory material available interfere with training that you provide? Joe S. __ From: [EMAIL PROTECTED] on behalf of Robert Osfield Sent: Wed 9/20/2006 7:23 AM To: osg users Subject: Re: [osg-users] OSG -- near future So I've fleshed out a little why expanding the OSG users base is good for the OSG project, its developers, community, the software quallty and the wider industry, but I didn't touch on just how to go about it. Well fixing things in the OSG that turn people off the project is one thing we need to address. The big fat hairy one is obviously documentation. Not the lack of information, but the lack of introductory and advanced programming guides and in depth reference documentation. The book thread address this so I'll not go into this any further here. Next thing to fix is how easy it is to get the OSG compiled, installed and running. The sheer size of the project, and the numerous build options make it very powerful, but it does raise the barrier to entry. Could Cmake streamline it? Scripts for building? Next up is API size, its sheer breadth and depth of functionality is a lot to tackle for the newbee. OpenGL will eventaully become more streamlined, so perhaps too can the OSG. This is part of what I discuss in the Siggraph 2006 talk. Next up is the relatively sophisticated use of C++, this is a hurdle for some in terms of learning curve, partly because of the complexities of C++, and partly down to the fact that C++ no longer has developers sole attention. Then there are other languages Jave, Python, Lua, C# and all vying for attention of developers, we don't yet support these well. If we want to help these developers out then we need to embrace support for them much more emphatically. The C++ core here is a bit of hinderance when it comes to intergration with other languages, with C being the comon denominator. osgIntrospection can come to the resuce here, its a bit heavy weight, but dynamically typed langauges its a good match. Further to the integration story is that awkwardness of getting different types of viewers setup in the multitude of windowing libraries that exist today. Making it easier to build 3d viewers into your existing or new apps is something that I feel strongly about. This what the osgViewer library I've previously talked about is really about. So to recamp things to fix and get done: 1) Documentation and book(s) 2) Better viewer classes supporting multiple 3rd party windowing API's 3) Better 3rd party language support 4) Streamlining of
[osg-users] OpensceneGraph 1.2
Hi Robert, now I am using the OSG_OP_OT-1.2.zip, i compile all the project but when i run ex. osganimate.exe i have an error on producerd.dll [EMAIL PROTECTED]@Procedur@@[EMAIL PROTECTED] Any idea? Thanks lot ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] OpensceneGraph 1.2
Sounds to me like the pipeTime was not included in the project file have a look at your Producer project and maybe manually add the PipeTimer.cpp from the producer source directory cheers Frank From: Francesco Chionna [mailto:[EMAIL PROTECTED] Sent: Thursday, September 21, 2006 9:41 AM To: osg-users@openscenegraph.net Subject: [osg-users] OpensceneGraph 1.2 Hi Robert, now I am using the OSG_OP_OT-1.2.zip, i compile all the project but when i run ex. osganimate.exe i have an error on producerd.dll [EMAIL PROTECTED]@Procedur@@[EMAIL PROTECTED] Any idea? Thanks lot ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] simple question regarding transforms
Hello all, In line with recent discussions regarding documentation and such, what is the recommended way to grab a arbitrary node from the scenegraph and move it manually? I'm working on integrating a physics engine with OSG and I would like to simply bind an osg node to the physics-based object so that the physics transform overwrites that of the OSG node. All nodes are previously loaded before building the physics objects so I have to query the scenegraph for the necessary elements. I can grab a node from the scene graph without issue, but just moving the object seems problematic. I have tried dynamic_cast, using asTransform/asMatrixTransform routines, grabbing the parent and casting/modifying that, but it never moves. What is the recommended method? Thanks E. attachment: winmail.dat___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Shadow mapping vertex program
try for the position in the vertex shader:gl_position=ftransform();It's meant to be more solid than just multiplying the projection matrix (same result as the fixed-functionality)Looking the OrangeBook (lucky it was opened at Chapter 9 (Traditional Shaders)) this is the MultiTexture transform:gl_TexCoord[7] = gl_TextureMatrix[7] * gl_MultiTexCoord7 (they have 0, I assume yoou're using 7)Also look at the listing 9.22 on page 230, it gives the calculation for TexCoords starting fom the eye planes, you'll only need to calculate r for depth comparisonsPlease let me know what works, I'd like to be able to use a vertex shader, in case I have more work to do than just fixed-functionality. --Radu Mihai[EMAIL PROTECTED] On 21-Sep-06, at 6:14 AM, Howard James wrote: I've been trying to get shadow mapping working in my application, and I have read through and used some of the code from the osgdepthshadow example program. I managed to get simple shadow mapping working, but I have an issue when I try to use a vertex program as well as the fragment program. It seems that the vertex program is not calculating the shadow projection coordinates properly, and the shadows are not cast at all. If I take the vertex program out, then the shadows appear fine. This is the code from my shaders: Vertex:// Main functionvoid main(){ // Pass on the texture coordinate from the multitexture gl_TexCoord[7] = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex; // Transform position with projection and model view matrix gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;} Fragment:uniform sampler2DShadow shadowTexture; // Main functionvoid main(){ float shadowed = shadow2DProj(shadowTexture, gl_TexCoord[7]); gl_FragColor.xyz = shadowed; gl_FragColor.w = 1; } What functionality do I need to add to my vertex program to solve this problem? Is it possible that I need to send something else to the shaders from the main program? It seems to be the vertex program at fault, as when it is disabled, shadows render fine. Thanks for any suggestions,James The information contained in this E-Mail and any subsequentcorrespondence is private and is intended solely for the intendedrecipient(s). The information in this communication may be confidentialand/or legally privileged. Nothing in this e-mail is intended toconclude a contract on behalf of QinetiQ or make QinetiQ subject to anyother legally binding commitments, unless the e-mail contains an expressstatement to the contrary or incorporates a formal Purchase Order.For those other than the recipient any disclosure, copying,distribution, or any action taken or omitted to be taken in reliance onsuch information is prohibited and may be unlawful.Emails and other electronic communication with QinetiQ may be monitoredand recorded for business purposes including security, audit andarchival purposes. Any response to this email indicates consent tothis.Telephone calls to QinetiQ may be monitored or recorded for qualitycontrol, security and other business purposes.___osg-users mailing listosg-users@openscenegraph.nethttp://openscenegraph.net/mailman/listinfo/osg-usershttp://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] OSG -- near future
Hi, On 9/21/06, Gordon Tomlinson [EMAIL PROTECTED] wrote: As a guide I think the 'Performer getting start Guide' and Performer Programmers Guide might be a good template to perhaps build of http://www.sgi.com/products/software/performer/manuals.html Have you seen this: http://www.stackedboxes.org/~lmb/OSG/ASIttBPoOSG--02005-10-23.pdf ? I started to write this some time ago, in my spare time, as I learned OSG. I still intend to eork on it, but my spare time has been quite short lately. Anyway, for complete beginners, I believe it is useful as is. It gets about 300 downloads per month, but I never got any feedback about it (apart from a couple emails when I announced it here on the list). Cheers, LMB I think even as they stand for the most part you could just change pf to OSG, I know its not the simple ;), but you get the gist of what I mean ;) When I'm teaching programming Performer/Vega/VegaPrime I still point students to these docs as they are very good IMO and you can down load as PDF etc... Best Regards Gordon __ Gordon Tomlinson Email : gordon.tomlinson @ overwatch.com YIM/AIM : Gordon3dBrit MSN IM: Gordon3dBrit @ 3dscenegraph.com __ Telephone (Cell): (+1) 214-477-8914 Telephone (Work): (+1) 703-437-7651 Self defence is not a function of learning tricks but is a function of how quickly and intensely one can arouse one's instinct for survival - Master Tambo Tetsura -Original Message- From: Sullivan, Joseph (CDR) [mailto:[EMAIL PROTECTED] Behalf Of Sullivan, Joseph (CDR) Sent: Thursday, September 21, 2006 9:14 AM To: osg users Subject: RE: [osg-users] OSG -- near future Speaking of introductory guides... Are any of the other educational institutes that are making use of the OSG able to collaborate on and publish introductory material? Don and Robert, Would making this introductory material available interfere with training that you provide? Joe S. From: [EMAIL PROTECTED] on behalf of Robert Osfield Sent: Wed 9/20/2006 7:23 AM To: osg users Subject: Re: [osg-users] OSG -- near future So I've fleshed out a little why expanding the OSG users base is good for the OSG project, its developers, community, the software quallty and the wider industry, but I didn't touch on just how to go about it. Well fixing things in the OSG that turn people off the project is one thing we need to address. The big fat hairy one is obviously documentation. Not the lack of information, but the lack of introductory and advanced programming guides and in depth reference documentation. The book thread address this so I'll not go into this any further here. Next thing to fix is how easy it is to get the OSG compiled, installed and running. The sheer size of the project, and the numerous build options make it very powerful, but it does raise the barrier to entry. Could Cmake streamline it? Scripts for building? Next up is API size, its sheer breadth and depth of functionality is a lot to tackle for the newbee. OpenGL will eventaully become more streamlined, so perhaps too can the OSG. This is part of what I discuss in the Siggraph 2006 talk. Next up is the relatively sophisticated use of C++, this is a hurdle for some in terms of learning curve, partly because of the complexities of C++, and partly down to the fact that C++ no longer has developers sole attention. Then there are other languages Jave, Python, Lua, C# and all vying for attention of developers, we don't yet support these well. If we want to help these developers out then we need to embrace support for them much more emphatically. The C++ core here is a bit of hinderance when it comes to intergration with other languages, with C being the comon denominator. osgIntrospection can come to the resuce here, its a bit heavy weight, but dynamically typed langauges its a good match. Further to the integration story is that awkwardness of getting different types of viewers setup in the multitude of windowing libraries that exist today. Making it easier to build 3d viewers into your existing or new apps is something that I feel strongly about. This what the osgViewer library I've previously talked about is really about. So to recamp things to fix and get done: 1) Documentation and book(s) 2) Better viewer classes supporting multiple 3rd party windowing API's 3) Better 3rd party language support 4) Streamlining of builds 5) Streamlining of API No doubt there are other items that need to be added to the list, and priorities to be, so fire away. But remember that someone has to get on and do it, so if you add an item be prepared to roll your sleeves up and help get it done. And on that note, please step forward those who'd like to pitch into various aspect of this work. I'll create a few new pages on the wiki to help documentation
Re: [osg-users] simple question regarding transforms
Hi Eric,Moving an abitary subgraph in the scene is done using one of the osg::Transform subclasses. If you physics code works with 4x4 matrices then use MatrixTransform, if you have a position, attitude (quaternion) then PositionAttitudeTransform would be ideal. Inserting these transform nodes is easist done at scene graph construction time, i.e. when you load the seperate items and place them in your scene.If you have a preexisting scene graph that you want to insert new transforms into move previous static objects then you'll need to insert a transform node above the subgraph of interest. To do this you need to create the transfrom, add the subgraph to it, then on the subgraph's original parent(s) you do a parent-.replaceChild(subgraph, transform).Now if you subgraph has parents you need to work out what to do, you have move this one instance around of create multiple transform one for each parent, the later is typically what would work best. Robert.On 9/21/06, Eric Maslowski [EMAIL PROTECTED] wrote: Hello all,In line with recent discussions regarding documentation and such, what isthe recommended way to grab a arbitrary node from the scenegraph and move itmanually? I'm working on integrating a physics engine with OSG and I would like to simply bind an osg node to the physics-based object so that thephysics transform overwrites that of the OSG node. All nodes are previouslyloaded before building the physics objects so I have to query the scenegraph for the necessary elements.I can grab a node from the scene graph without issue, but just moving theobject seems problematic. I have tried dynamic_cast, usingasTransform/asMatrixTransform routines, grabbing the parent and casting/modifying that, but it never moves. What is the recommended method?ThanksE.___osg-users mailing list osg-users@openscenegraph.nethttp://openscenegraph.net/mailman/listinfo/osg-usershttp://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] simple question regarding transforms
Thanks Robert, Unfortunately, I currently don't have the luxury of doing it at construction time, but this is something I will probably address in the near future. Is there an easy way to query whether or not a specific node already has a MatrixTransform sitting above it? (casting the results of getParent() perhaps?) I would like to avoid creating duplicate MatrixTransforms, especially for scenes that may be comprised of many rigid bodies. Thanks again E. --- Eric Maslowski Research Computer Specialist University of Michigan 3D Lab Autodesk 3D Studio Max Certified Trainer email: [EMAIL PROTECTED] office: 734-615-9699 -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Thursday, September 21, 2006 14:55 To: osg users Subject: Re: [osg-users] simple question regarding transforms Hi Eric, Moving an abitary subgraph in the scene is done using one of the osg::Transform subclasses. If you physics code works with 4x4 matrices then use MatrixTransform, if you have a position, attitude (quaternion) then PositionAttitudeTransform would be ideal. Inserting these transform nodes is easist done at scene graph construction time, i.e. when you load the seperate items and place them in your scene. If you have a preexisting scene graph that you want to insert new transforms into move previous static objects then you'll need to insert a transform node above the subgraph of interest. To do this you need to create the transfrom, add the subgraph to it, then on the subgraph's original parent(s) you do a parent-.replaceChild(subgraph, transform). Now if you subgraph has parents you need to work out what to do, you have move this one instance around of create multiple transform one for each parent, the later is typically what would work best. Robert. On 9/21/06, Eric Maslowski [EMAIL PROTECTED] wrote: Hello all, In line with recent discussions regarding documentation and such, what is the recommended way to grab a arbitrary node from the scenegraph and move it manually? I'm working on integrating a physics engine with OSG and I would like to simply bind an osg node to the physics-based object so that the physics transform overwrites that of the OSG node. All nodes are previously loaded before building the physics objects so I have to query the scenegraph for the necessary elements. I can grab a node from the scene graph without issue, but just moving the object seems problematic. I have tried dynamic_cast, using asTransform/asMatrixTransform routines, grabbing the parent and casting/modifying that, but it never moves. What is the recommended method? Thanks E. ___ osg-users mailing list osg-users@openscenegraph.net mailto:osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] simple question regarding transforms
On 9/21/06, Eric Maslowski [EMAIL PROTECTED] wrote: Thanks Robert,Unfortunately, I currently don't have the luxury of doing it atconstruction time, but this is something I will probably address in the nearfuture.Is there an easy way to query whether or not a specific node already has a MatrixTransform sitting above it? (casting the results of getParent()perhaps?) I would like to avoid creating duplicate MatrixTransforms,especially for scenes that may be comprised of many rigid bodies. Sure, just use: for(all my parents) { if (!getParent(i)-asTransform()) { need to insert a parent, but first put this in a list } } // then change the parents over to avoid invalidating parent positions/iterators. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: Highland gathering
On 9/21/06, Robert Osfield [EMAIL PROTECTED] wrote: Current dates that overlap for the most people is the last three days of week 42, so the dates Wednesday 18- Friday 20th October. Followed by the first three days of week 44 - Monday 30th-31st November. OK.. I've seen Scotland in Spring and I've seen it in Summer. Give us a bit of insight on how to dress for November. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] problem with 1.2 and openflight models on mac
I'm in the same situation except I'm on osg 1.1.OS-X 10.4.7 (PPC w/ sec updt)I've got:osg::setNotifyLevel(osg::DEBUG_INFO);and the only thing it prints is:Warning: Could not find plugin to read objects from file t72-tank_des.flt. Error: OpenGL version test failed, requires valid graphics context.I can load .osg models just fine. osgtext.app works fine etc etc...Any thoughts?-Willy On 9/15/06, Robert Osfield [EMAIL PROTECTED] wrote: Hi James,If there is a problem with locating or loading the plugin itself then perhaps one could trace the problem by upping the notification level to debug i.e. setenv OSG_NOTIFY_LEVEL=DEBUG osgviewer mymodel.fltRobert. ___osg-users mailing listosg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] problem with 1.2 and openflight models on mac
Hi Wily -- OSG v1.1 flipped the switch from the old flt plugin to the newflt plugin. So, if the project file was inadvertently not updated, and doesn't build the new flt plugin, then OSG won't be able to load flt files. Make sure that osgdb_OpenFlight (.dll/.so/etc) is part of your project file / makefile, and make sure it actually was built and is in a location that's in your library/binary search path. Or, set OSG_OPEN_FLIGHT_PLUGIN to "old" and see if that works. (This is not a long-term solution, but is the fastest way to get you up and running, assuming the old plugin actually got built.) -Paul From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Willy PSent: Thursday, September 21, 2006 4:11 PMTo: osg usersSubject: Re: [osg-users] problem with 1.2 and openflight models on mac I'm in the same situation except I'm on osg 1.1.OS-X 10.4.7 (PPC w/ sec updt)I've got:osg::setNotifyLevel(osg::DEBUG_INFO);and the only thing it prints is:Warning: Could not find plugin to read objects from file "t72-tank_des.flt". Error: OpenGL version test failed, requires valid graphics context.I can load .osg models just fine. osgtext.app works fine etc etc...Any thoughts?-Willy ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Re: Highland gathering
I am likely to attend if we can keep thenon-airline expensesunder $150US/day and not exceed a 7 day stay. What I hope to get out of the event: Discussion of future OSG. I want to stay on top of any major evolutionary efforts such as rewriting in C, shrinking OSG to create "OSG Lite", etc. Prioritization discussions for any currently non-funded future work, and any creative ideas for funding it. Increasing my overall knowledge of OSG and how it is used. I'd love to see presentations by as many attendees as possible. What drove you to OSG and what are the key features that your software requires? Networking with like-minded folk. Face-to-face with Robert for work on the documentation. Some tasty beer. Brief sightseeing -- castles have always fascinated me. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com 303 859 9466 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] simple question regarding transforms
Eric Maslowski wrote: Hello all, In line with recent discussions regarding documentation and such, what is the recommended way to grab a arbitrary node from the scenegraph and move it manually? I'm working on integrating a physics engine with OSG and I would like to simply bind an osg node to the physics-based object so that the physics transform overwrites that of the OSG node. All nodes are previously loaded before building the physics objects so I have to query the scenegraph for the necessary elements. I can grab a node from the scene graph without issue, but just moving the object seems problematic. I have tried dynamic_cast, using asTransform/asMatrixTransform routines, grabbing the parent and casting/modifying that, but it never moves. What is the recommended method? Thanks E. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ I would use a Transform node and modify the transform matrix. -- They who would give up an essential liberty for temporary security, deserve neither liberty or security --Benjamin Franklin signature.asc Description: OpenPGP digital signature ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] simple question regarding transforms
Hi Eric, Take a look at two things that might be of interest: The Dice example: http://andesengineering.com/misc/dice.zip A snippet from the Training course: http://andesengineering.com/misc/shmmatx.zip The first integrates OSG with ODE a popular open source physics engine. It does so via MatrixTransform callbacks, that reference the ODE structures and convert ODE matrices to OSG matrices. The second example is a teaser for anyone considering taking the OSG Training course. It is an example on how to build Node Kits. The example extends the base osg::MatrixTransform class by providing the capability to allocate the Matrix in shared memory. (shared memory in this case, is implemented with memory mapped files). The reason this might interest you is that you can create a scene that is loaded from a .osg file format containing ShmemMatrixTransforms in it. You can then attach to the shared memory via the file names through an external program. This way you can keep your physics engine code completely separate (and in a different program - if you so choose) from the scene graph and simply update the scene externally. -donOn 9/21/06, Eric Maslowski [EMAIL PROTECTED] wrote: Hello all,In line with recent discussions regarding documentation and such, what isthe recommended way to grab a arbitrary node from the scenegraph and move itmanually? I'm working on integrating a physics engine with OSG and I would like to simply bind an osg node to the physics-based object so that thephysics transform overwrites that of the OSG node. All nodes are previouslyloaded before building the physics objects so I have to query the scenegraph for the necessary elements.I can grab a node from the scene graph without issue, but just moving theobject seems problematic. I have tried dynamic_cast, usingasTransform/asMatrixTransform routines, grabbing the parent and casting/modifying that, but it never moves. What is the recommended method?ThanksE.___osg-users mailing list osg-users@openscenegraph.nethttp://openscenegraph.net/mailman/listinfo/osg-usershttp://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] problem with 1.2 and openflight models on mac
Somehow setting OSG_OPEN_FLIGHT_PLUGIN to oldgot me a bunch more debug info when I ran it. It is looking for osgdb_OpenFlight.so and I thought I had the plugin built when I found osgdb_flt.so but I don't have osgdb_OpenFlight.so Is it possible that building OSG via xcode didn't build:osgdb_OpenFlight.so ?On 9/21/06, Paul Martz [EMAIL PROTECTED] wrote: Hi Wily -- OSG v1.1 flipped the switch from the old flt plugin to the newflt plugin. So, if the project file was inadvertently not updated, and doesn't build the new flt plugin, then OSG won't be able to load flt files. Make sure that osgdb_OpenFlight (.dll/.so/etc) is part of your project file / makefile, and make sure it actually was built and is in a location that's in your library/binary search path. Or, set OSG_OPEN_FLIGHT_PLUGIN to old and see if that works. (This is not a long-term solution, but is the fastest way to get you up and running, assuming the old plugin actually got built.) -Paul From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]] On Behalf Of Willy PSent: Thursday, September 21, 2006 4:11 PMTo: osg usersSubject: Re: [osg-users] problem with 1.2 and openflight models on mac I'm in the same situation except I'm on osg 1.1.OS-X 10.4.7 (PPC w/ sec updt)I've got:osg::setNotifyLevel(osg::DEBUG_INFO);and the only thing it prints is:Warning: Could not find plugin to read objects from file t72-tank_des.flt. Error: OpenGL version test failed, requires valid graphics context.I can load .osg models just fine. osgtext.app works fine etc etc...Any thoughts?-Willy ___osg-users mailing listosg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-usershttp://www.openscenegraph.org/ ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] problem with 1.2 and openflight models on mac
I didn't know about the new plugin so it didn't get added to the Xcode projects or binary distribution until 2 days ago. The Xcode projects have been updated and are now in CVS, but this is too late for the 1.2 release. I did sneak in the plugin into the 1.2rev2 binary package. (This is actually the second binary package I made for rev 2 so it is marked as rev2-2, but the first package never got linked to on the main website.) But I haven't actually tested the plugin. I would recommend updating to at least these binaries. If you are stuck on 1.1, you can build the plugin yourself. If you use the Makefiles, you have to change all the linking instructions to deal with Frameworks. Or in Xcode you could duplicate the old OpenFlight plugin and use its settings as a template. Change the plugin name, uncheck (or remove from the compile list) all the old OpenFlight source files, and add the new folder of OpenFlight source files to the new OpenFlight target. -Eric ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/