Re: [osg-users] Moving 2D graphics on the HUD
Thanks! On 3/6/07, Thibault Genessay <[EMAIL PROTECTED]> wrote: Hi Calin On 3/7/07, Calin Negru <[EMAIL PROTECTED]> wrote: > > How can I get 2D images moving on the screen? I managed to display a > static HUD however I can't figure out how to get the cursor graphics moving > on screen. I took glance at osgcatch but the code is too complicated (and > I'm looking for a quick fix ). > To set the HUD position on the screen I feed a osg::geometry object > with a coordinates array. Is there a way to move the geometry position at > runtime? You can just add your geode - the one that contains your geometry - as a child of a MatrixTransform or PositionAttitudeTransform. Then moving your HUD around only takes a change in the Matrix/Vec3-Quat of the transform node. You have to do this change during the update() phase of the main loop; using an update callback is probably the best way. Have a look at the osggeometry example: it has a moving background that uses this technique. -- Thibault ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Calin Negru ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Re: New build system underway. Please participate/Join osg-build.
I'm cross-posting with the attempt to move this to osg-build. Feel free to create new threads. Yeah, it's a long one. I think Google stopped sending me new messages or something because of the length. Is this the Xcode generator or the Makefile generator? (I'm suspecting Xcode since I haven't tested it recently.) If you remove this line in the root CMakeLists.txt script: SET(CMAKE_DEBUG_POSTFIX "d") (or case it so only Visual Studio sees it), do things work. (I'm expecting all libraries get built without the 'd' postfix.) If this works, a couple of things: 1) Strangely, this command has no effect with the Makefile system so I kind of ignored it as a Visual Studio only thing. I was lazy at the time and didn't bother to case it. We should case this. Mac conventions don't normally use the d postfix as far as I'm aware in this manner (though was it foo_debug inside a build variant framework?), especially for Xcode, so I rather pull it out. 2) I'm a little surprised this broke. I always thought of the "osg" we use in Target_Link_libraries as a target name and not the actual binary name. I might be wrong on this interpretation, but it seems to me that this is where CMake needs to do the book keeping since there could be a lot of variations here. -Eric Hi Eric, Robert I'm nor sure if this is the most appropriate place to post on the build topic, but osg-build has only a looong thread that I couldn't catch up with in reasonable time. Results of some testing from Osx::Xcode 1. libosg[d].dylib compiles ok 2. any dependent libs fail to link Fix (I used it to build osgUtil): TARGET_LINK_LIBRARIES(${LIB_NAME} optimized osg debug osgd ${OPENTHREADS_LIBRARY} ${OPENGL_LIBRARIES} ) by specifying different library names for debug/release the linker line is now appropriate: -losg (in release) -losgd (in debug) This fix will needs to be propagated to all the modules that link with another library, so I am hoping that Cmake wizards can come up with a variable that holds the appropriate name to add to the link line, to avoid being too explicit. I was thinking that ADD_DEPENDENCIES command might do it , but I'm not sure if it appends to the links line from cmake help: ADD_DEPENDENCIES(target-name depend-target1 depend-target2 ...) Make a top-level target depend on other top-level targets. A top-level target is one created by ADD_EXECUTABLE, ADD_LIBRARY, or ADD_CUSTOM_TARGET. cmake is starting to look good, I suggest having a template for individual tests/examples that can be copied to a directory outside of the osg sources, it would help with developing. -- Radu Mihai radu at cm-labs.com ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Moving 2D graphics on the HUD
Hi Calin On 3/7/07, Calin Negru <[EMAIL PROTECTED]> wrote: How can I get 2D images moving on the screen? I managed to display a static HUD however I can't figure out how to get the cursor graphics moving on screen. I took glance at osgcatch but the code is too complicated (and I'm looking for a quick fix ). To set the HUD position on the screen I feed a osg::geometry object with a coordinates array. Is there a way to move the geometry position at runtime? You can just add your geode - the one that contains your geometry - as a child of a MatrixTransform or PositionAttitudeTransform. Then moving your HUD around only takes a change in the Matrix/Vec3-Quat of the transform node. You have to do this change during the update() phase of the main loop; using an update callback is probably the best way. Have a look at the osggeometry example: it has a moving background that uses this technique. -- Thibault ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] SLI
Hi all, I finally got SLI to work, and had a mixed variety of issues that prevented SLI to come in play. The most difficult one to spot is that our brand new SLI FX5500 box was under an up to date RedHat Enterprise Server Linux 4. We had a quarter of the performance of an SLI 6800GT box ! and this one was running an up to date Mandriva linux. After a rapid test at installing it on the new box we found our performance back on and SLI was able to be triggered... No idea what was the offending part of the RedHat distro, might be the kernel or maybe the libc a bit to old for the NVidia drivers ? -- Mathieu ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Moving 2D graphics on the HUD
How can I get 2D images moving on the screen? I managed to display a static HUD however I can't figure out how to get the cursor graphics moving on screen. I took glance at osgcatch but the code is too complicated (and I'm looking for a quick fix ). To set the HUD position on the screen I feed a osg::geometry object with a coordinates array. Is there a way to move the geometry position at runtime? -- Calin Negru ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] New build system underway. Please participate/Join osg-build.
Hi Eric, Robert I'm nor sure if this is the most appropriate place to post on the build topic, but osg-build has only a looong thread that I couldn't catch up with in reasonable time. Results of some testing from Osx::Xcode 1. libosg[d].dylib compiles ok 2. any dependent libs fail to link Fix (I used it to build osgUtil): TARGET_LINK_LIBRARIES(${LIB_NAME} optimized osg debug osgd ${OPENTHREADS_LIBRARY} ${OPENGL_LIBRARIES} ) by specifying different library names for debug/release the linker line is now appropriate: -losg (in release) -losgd (in debug) This fix will needs to be propagated to all the modules that link with another library, so I am hoping that Cmake wizards can come up with a variable that holds the appropriate name to add to the link line, to avoid being too explicit. I was thinking that ADD_DEPENDENCIES command might do it , but I'm not sure if it appends to the links line from cmake help: ADD_DEPENDENCIES(target-name depend-target1 depend-target2 ...) Make a top-level target depend on other top-level targets. A top-level target is one created by ADD_EXECUTABLE, ADD_LIBRARY, or ADD_CUSTOM_TARGET. cmake is starting to look good, I suggest having a template for individual tests/examples that can be copied to a directory outside of the osg sources, it would help with developing. -- Radu Mihai [EMAIL PROTECTED] On 5-Mar-07, at 3:50 PM, E. Wing wrote: Hi all, In case you forgot or didn't know, a (very) preliminary CMake based unified build system is now in the Subversion repository. CMake is one of the proposed systems to unify/replace the current different build systems (GNUMakefiles, Visual Studio, Xcode). Anybody who is interested or affected by the build system decisions is encouraged to participate. There are still many things left to do and many design decisions that need to be made. So hope to see you all there. Page with all lists: http://openscenegraph.org/osgwiki/pmwiki.php/Support/Support osg-build http://groups-beta.google.com/group/osg-build?hl=en -Eric ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Radu Mihai [EMAIL PROTECTED] ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] osgViewer for FOX
Hello all, I am making an FOX toolkit port of osgViewer and have few problems: - timer: in QT implementation there is an timer implemented. It seems that this timer calls osgViewer::SimpleViewer->frame() and therefore cares about framerate and redrawing of the scene. In FLTK, GLUT there is no timer, but this is probably done automaticaly (the frame() is called in "draw" methods). In FOX it seems that timer will be also necessary to get proper behaviour. I am wondering, that the tick time of the timer is not alanysed anyhow...in QT there is constantly set to 10 - how can I disable the continuous move when rotating/zooming the model? I would like to have the scene static when mouse buttons are released. Now when I rotate the model, the model is still rotating after button release. It is nice feature, but I need to disable it and have same behaviour like basic osgUtil::SceneView has. I am displaying models so this is not desirable feature. It's clear that osgGA::TrackballManipulator cares about this, but how can I easily make this? Dirty workaround would be to send keyPress after the keyRelease (the move stops when simply clicking into the window), but this surely could not be the proper way :) many thanks in advance, Tomas ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Help understanding coordinate systems for osg::PositionAttitudeTransform
Hello all, My understanding of PAT's is that they are groupings inside which all objects are in a separate coordinate system different from the rest of the scene. Should the PAT be placed at the root's (0, 0, 0), then its separate coordinate system coincides with the world coordinate system, but if it were to be moved around the scene using setPosition(), then the two coordinate systems diverge. Despite this divergence, objects inside the PAT will maintain their absolute coordinates, so an object that has position (x, y, z) inside the PAT will maintain that position no matter where we place the PAT itself. Is this correct? If so, is there a function in OSG that can return an object's position inside the PAT in world coordinates, not PAT coordinates? Finally, I would assume that what applies to position applies to rotation, is that correct? Thank you all. N. Farr _ Invite your mail contacts to join your friends list with Windows Live Spaces. It's easy! http://spaces.live.com/spacesapi.aspx?wx_action=create&wx_url=/friends.aspx&mkt=en-us___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Weak pointer
On Tue, 2007-03-06 at 10:39 +0100, Ivan Bolčina wrote: > Great, thanks for help. Those circular references are so difficult to > handle right.. Yeah it's an interesting programming topic! The trick is to always establish an owner for an object where the owner's lifetime equals or exceeds the required lifetime of the object. The initial owner is implicitly the creator of the object. Regards, Marcus ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] osg: code for a simple light required
Hello!! Its my first email to the community! I have been to the website and I foudn the codes examples. I am trying to adda simple light or spot light to my scene graf!! However I am not very skilled in coding, and I have an unclean code... I dont know where its my mistake or how to adapt the lamp to my code! Basically I copied: I attached my code in join file so you can have a look if required!/ I believe the problem is there: // create the light osg::StateSet* statelightON_OVRD = new osg::StateSet(); osg::LightSource* lightSource = new osg::LightSource; osg::Light* light = lightSource->getLight(); light->setLightNum(0); light->setPosition(osg::Vec4(0.0f,0.0f,0.0f,1.0f)); // directional light from above light->setAmbient(osg::Vec4(0.8f,0.8f,0.8f,1.0f)); light->setDiffuse(osg::Vec4(0.2f,0.2f,0.2f,1.0f)); light->setSpecular(osg::Vec4(0.2f,0.2f,0.2f,1.0f)); light->setSpotExponent(50.0); light->setDirection(osg::Vec3(1,1,-1)); statelightON_OVRD->setAttribute(light, osg::StateAttribute::ON); group->addChild(lightSource); // mtTwo->addChild(loadedModel); mtTwo->setStateSet(stateTwoFogON_OVRD); loadedModel->setStateSet(stateTwoFogON_OVRD); // mtTwo->setStateSet(statelightON_OVRD); but Maybve its somewhere else!!! Cheers! Jean /**\ * SimpleViewer * * An OSG-based 3D viewer. Almost as simple as possible.* * Leandro Motta Barros (based on Tutorials from TerseSolutions)* * modified slightly by Michael Kriegel * \**/ #include #include #include #include #include #include #include #include #include #include #include #include #include class myKeyboardEventHandler : public osgGA::GUIEventHandler { public: virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&); virtual void accept(osgGA::GUIEventHandlerVisitor& v) { v.visit(*this); }; // }; //declare my global variable int testswitch=1; bool myKeyboardEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa) { switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { switch(ea.getKey()) { case 'c': std::cout << " c key pressed" << std::endl; return false; case 'g': std::cout << " g key pressed" << std::endl; testswitch=1; return testswitch; case 'h': std::cout << " h key pressed" << std::endl; testswitch=0; return testswitch; case 'j': std::cout << " h key pressed" << std::endl; testswitch=2; return testswitch; /* case 'l': std::cout << " l key pressed" << std::endl; testswitch=3; return testswitch;*/ default: return false; } } default: return false; } } int main (int argc, char* argv[]) { // Create a Producer-based viewer osgProducer::Viewer viewer; viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS); myKeyboardEventHandler* myFirstEventHandler = new myKeyboardEventHandler(); viewer.getEventHandlerList().push_front(myFirstEventHandler); // Create a new StateSet with default settings: osg::StateSet* stateTwoFogON_OVRD = new osg::StateSet(); osg::Fog* fog = new osg::Fog(); fog->setMode(osg::Fog::LINEAR); fog->setDensity(0.1f); fog->setColor(osg::Vec4d(.95,0.95,.95,0.95)); fog->setStart(0.30f); fog->setEnd(200.0f); // For stateTwo, turn FOG OFF and set to OVERRIDE. //Descendants in this sub-tree will not be able to change FOG unless //they set the FOG attribute value to PROTECTED // apply the StateSets above to appropriates nodes in the scene graph. //mtTwo->setStateSet(stateTwoFogON_OVRD); /* //fuck osg::ref_ptr mtTwo = new osg::MatrixTransform(); mtTwo->addChild(labelGeode[2]); osg::Geode* boxGeode = new osg::Geode(); mtTwo->setMatrix(osg::Matrixd::translate(-2.5,0.0,-3.0)); mtTwo->addChild(boxGeode); mtTwo->addChild(mtThree.get()); mtTwo->addChild(mtFour.get()); mtTwo->setStateSet(stateTwoFogON_OVRD); */ //refuck osg::ref_ptr mtTwo = new osg::MatrixTransform(); osg::ref_ptr loadedModel = osgDB::readNode
[osg-users] Transparency Help
I have two isosurface models, one contained in the other. Both are slightly transparent so you can see the "shelling" of the model. I'm having rendering problems with the shelling... namely the following: (1) When I move around the scene, sometimes one of the shells just disappears and then pops back into view, depending on my position. Is there a flag I need to turn on/off to prevent this? Thanks, Jeremy Now that's room service! Choose from over 150,000 hotels in 45,000 destinations on Yahoo! Travel to find your fit. http://farechase.yahoo.com/promo-generic-14795097 ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Get geometry data from a Node (Hesicong)
Sorry, I can't resist making some improvements ;) www.hesicong.net wrote on Tuesday, March 06, 2007 9:10 AM: > class findGeoNamedNode: > public osg::NodeVisitor > { > public: > findGeoNamedNode(); > findGeoNamedNode(const std::string name): > osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) > { > > resultNode=NULL; > this->name=name; > } > > virtual void apply(osg::Node &searchNode) You could do this: virtual void apply(osg::Geode& searchNode) and it would work without needing the dynamic_cast below, and would be faster! > { > if(searchNode.getName()==name) > { > osg::Geode* dynamicTry=dynamic_cast(&searchNode); > > if(dynamicTry) > { > resultNode=dynamicTry; > } > } > traverse(searchNode); > } > > osg::Geode* getNode() > { > return resultNode; > } > private: > osg::Geode* resultNode; It's a little bit dangerous to just store a pointer, since OSG Nodes are reference counted; the Geode could be deleted out from under you. It would be better to use osg::ref_ptr<> or osg::observer_ptr<>. > std::string name; > }; > Thanks! Glad we could help! -- Bryan Thrall FlightSafety International [EMAIL PROTECTED] ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Get geometry data from a Node (Hesicong)
Re Subject: [osg-users] Get geometry data from a Node Hello, I load some data from a 3ds file using osgDB::readNodeFile() function, and store the Node to osg::Node* machineNode. Then I want to get all the vertex data from this Node. I tried to convert the point directly to osg::Geometry*, but I get wrong data. Here is my code: osg::Node* machineNode=NULL; machineNode=osgDB::readNodeFile("F:/machine.3DS"); osg::Geometry* geo=(osg::Geometry*)machineNode; osg::Array* ar=geo->getVertexArray(); int size=ar->getDataSize(); size variant is a negative number, so I say the data should be wrong. Please tell me how to get the vertex data from this node, thanks very much I've solved the problem by creating a NodeVisitor class like this: class findGeoNamedNode: public osg::NodeVisitor { public: findGeoNamedNode(); findGeoNamedNode(const std::string name): osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) { resultNode=NULL; this->name=name; } virtual void apply(osg::Node &searchNode) { if(searchNode.getName()==name) { osg::Geode* dynamicTry=dynamic_cast(&searchNode); if(dynamicTry) { resultNode=dynamicTry; } } traverse(searchNode); } osg::Geode* getNode() { return resultNode; } private: osg::Geode* resultNode; std::string name; }; And in my main function, I use the following lines to find the node: osg::Node* testNode=NULL; testNode=dynamic_cast(osgDB::readNodeFile("d:\\1.3ds")); findGeoNamedNode* visitor=new findGeoNamedNode("Box01"); testNode->accept(*visitor); osg::Geode* geode=visitor->getNode(); and the geode node is just what I want. Thanks! ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] New build system underway. Please participate/Join osg-build.
Hi All, On 3/5/07, E. Wing <[EMAIL PROTECTED]> wrote: In case you forgot or didn't know, a (very) preliminary CMake based unified build system is now in the Subversion repository. CMake is one of the proposed systems to unify/replace the current different build systems (GNUMakefiles, Visual Studio, Xcode). Current status is that OpenThreads has CMake support for everything except the sproc build. OpenSceneGraph is a little bit behind OpenThreads virtue of having so many different parts to it, so far all the core library have CMake support, and all the examples and application build with CMake as well. Check-ins that are pending is plugins and wrapper support. I would expect in the next few days that we'll have preliminary plugin support checked in as well. While things are still preliminary, things are shaping out well enough to widen the net to those testing and contributing to the evolution of this build path. All going well CMake will be able to replace all the previous build support and offer a few new build options besides. Perhaps the day when I can do: cd OpenSceneGraph svn delete Make XCode VisualStudio svn commit Isn't too far away, the sooner the better in terms of getting a new build system in place for the next release. Anybody who is interested or affected by the build system decisions is encouraged to participate. Please help out, what we need is testing across platforms and engineers willing to learn a bit about CMake and pitch in with filling in the platform support for hardware/OS's we don't have access to. Minw, Cygin, FreeBSD, AIX, HP-UX, Solaris and IRIX and the ones that we have dearly need other testers/helpers for. As well as the osg-build mailing list there is also the wiki page: http://www.openscenegraph.com/osgwiki/pmwiki.php/Tasks/CMake It's a bit out of date, but we can start updating this as we go along. Robert. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
RE: [osg-users] Stereoscopic images
HI Yes we view LIDAR data in our OSG and other applications ( www.sensor.com ) __ Gordon Tomlinson Email : [EMAIL PROTECTED] YIM/AIM : Gordon3dBrit MSN IM: [EMAIL PROTECTED] Website : www.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] On Behalf Of Clay, Bruce Sent: Tuesday, March 06, 2007 8:21 AM To: osg users Subject: RE: [osg-users] Stereoscopic images On the topic of stereo, has anyone tried using OSG to create a LIDAR viewer? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, March 06, 2007 4:26 AM To: osg users Subject: Re: [osg-users] Stereoscopic images Hi Peter, On 3/5/07, Peter Steibert <[EMAIL PROTECTED]> wrote: > I`m just trying to learn more about the stereoscopic depiction of a > scene with the help of OSG. Are there any good links and code examples > (besides osgstereoimage) out there which clarify the topic? Are you thinking of general 3D scenes working in stereo i.e. spilit stereo, quad buffer, analglyphic? Or just image or video pairs? All the OSG examples support stereo. See the stereo docs on the OSG website. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address." ___ 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] Stereoscopic images
On the topic of stereo, has anyone tried using OSG to create a LIDAR viewer? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Tuesday, March 06, 2007 4:26 AM To: osg users Subject: Re: [osg-users] Stereoscopic images Hi Peter, On 3/5/07, Peter Steibert <[EMAIL PROTECTED]> wrote: > I`m just trying to learn more about the stereoscopic depiction of a > scene with the help of OSG. Are there any good links and code examples > (besides osgstereoimage) out there which clarify the topic? Are you thinking of general 3D scenes working in stereo i.e. spilit stereo, quad buffer, analglyphic? Or just image or video pairs? All the OSG examples support stereo. See the stereo docs on the OSG website. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address." ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Re: Beginner question: Adding cursor graphics
Thanks Robert, I managed to clip the HUD in the second viewport using masking. I will take a look at the SVN example anyways. On 3/6/07, Robert Osfield <[EMAIL PROTECTED]> wrote: Hi Calin, On 3/6/07, Calin Negru <[EMAIL PROTECTED]> wrote: > I've solved my cursor problem but I got into another. I'm using two cameras > and the GUI shows on both of them. I need the second viewport clear. > > http://calinnegru.googlepages.com/Badhud.jpg > > How can I have the HUD only in one viewport? Yes, but you'll need to use the new osgViewer library. Have a look at the osghud example in SVN, it provide three different ways of doing HUDs, one is old Camera in sync trick that exhibits the problems you are seeing, the other methods place the HUD Camera in the viewer and allow for more control over placement. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- Calin Negru ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Stereoscopic images
I always find this guy giving a clear image of what stereo is and is not. Different projection modes, ways to get stereo, off-axis, etc... All with good illustrations. A rather slow website though, from "down under". http://local.wasp.uwa.edu.au/~pbourke/papers/HET409_2001/content.html On 3/6/07, Robert Osfield <[EMAIL PROTECTED]> wrote: Hi Peter, On 3/5/07, Peter Steibert <[EMAIL PROTECTED]> wrote: > I`m just trying to learn more about the stereoscopic depiction of a > scene with the help of OSG. Are there any good links and code examples > (besides osgstereoimage) out there which clarify the topic? Are you thinking of general 3D scenes working in stereo i.e. spilit stereo, quad buffer, analglyphic? Or just image or video pairs? All the OSG examples support stereo. See the stereo docs on the OSG website. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/ -- 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] Re: Beginner question: Adding cursor graphics
Hi Calin, On 3/6/07, Calin Negru <[EMAIL PROTECTED]> wrote: I've solved my cursor problem but I got into another. I'm using two cameras and the GUI shows on both of them. I need the second viewport clear. http://calinnegru.googlepages.com/Badhud.jpg How can I have the HUD only in one viewport? Yes, but you'll need to use the new osgViewer library. Have a look at the osghud example in SVN, it provide three different ways of doing HUDs, one is old Camera in sync trick that exhibits the problems you are seeing, the other methods place the HUD Camera in the viewer and allow for more control over placement. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Multiple DatabasePagers
Hi Zach, On 3/6/07, Zach Deedler <[EMAIL PROTECTED]> wrote: Has anyone ever tried running multiple database pagers? I have a multi-proc system and was wondering if I could take advantage of them. You could use this with multiple scene graphs with one database pager per scene graph, but the database pager is not designed to run in parallel with other pagers on the same scene graph - you'll end up with lots of conflicts such as both pagers trying to read in the same tiles. Better solution would be for the database pager to have more than one thread associated with it and for it to manage things internally. This will require a significant refactor of the database pager, but its where I feel the pager should be heading. Before we get to this point I'd like to see OpenGL compilation and deletion done in the paging thread using shared contexts rather than the present scheme where OpenGL object management all has to be done as a time slice in the main draw thread for each context. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Transparency Help
H Jeremy, Rendering transparent objects in 3D graphics is full of various issues related to the way the hardware z buffer is implemented through to the way data is deliverd, I'll leave it to others to go into details, search the web will also give you a good background. W.r.t managing colours, you could bind it overall but this will just give you a single colour. If you want a colour per group of triangles then you could create a PrimtiveSet for each group and then have BIND_PER_PRIMITIVE_SET, but for large numbers of primitive sets this will be very expensive to dispatch to OpenGL. The other alternative is to replicate the colours for each vertex, this is more expensive of colour array size but more efficient in driving OpenGL. W.r.t tex coords the osg::Geometry only supports per vertex tex coords, no other variations are possible at present. Finally perhaps a custom drawable might the way to drive you app most efficiently. The instancing extensions that NVidia published at end of last year on the release of the 8800 might be particularily useful to you. Robert. On 3/6/07, Jeremy <[EMAIL PROTECTED]> wrote: I think I need a little help to find a better way of rendering transparent objects. I have a large geometry model that consists of a huge amount of triangles. I want to render it such that it's transparent and colored. So is it true that I have to use textures to render it transparently? What is the best way of applying a single color transparently to these millions of triangles? Also, in my code, I have something like: Geometry* geometry = new Geometry; geometry->setVertexArray( vert_ary ); geometry->setNormalArray( norm_ary ); geometry->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE); geometry->addPrimitiveSet(new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, num_vert_indices,vert_indices); geometry->setTexCoordArray(0, tex_ary); Now, something I have an issue with is the tex_ary. Basically I'm repeating the exact same four coordinates from my texture per triangle (a single color). Is there a better way of doing this than repeating potentially millions of the same four texture coords? Thanks, Jeremy Get your own web address. Have a HUGE year through Yahoo! Small Business. http://smallbusiness.yahoo.com/domains/?p=BESTDEAL ___ 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] Weak pointer
Great, thanks for help. Those circular references are so difficult to handle right.. Bye,ivan 2007/3/6, Serge Lages <[EMAIL PROTECTED]>: On 3/6/07, Ivan Bolčina <[EMAIL PROTECTED]> wrote: > > Guess so. Is this SVN version? > > It was introduced into the 1.2 version. -- Serge Lages http://www.magrathea-engine.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] Weak pointer
On 3/6/07, Ivan Bolčina <[EMAIL PROTECTED]> wrote: Guess so. Is this SVN version? It was introduced into the 1.2 version. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Compile from SVN copy in Cygwin Update
Hi Brian, Thanks for the feedback, its good to hear things compiling under Cygwin, less good that the hang is still there. On the updating docs front, we are in a bit of flux point where the 1.2 release request the OT, OP then OSG, but the next release like SVN will be OT then OSG, with an option of OP and osgProducer for those who need it. Until we make the transistion to the new OSG release we can't update all docs. SVN docs will need updating though, please point me in the direction of any places that are wrong. Robert. On 3/5/07, Brian Keener <[EMAIL PROTECTED]> wrote: Robert, Just wanted to let you know that I have changed over my copies of OpenThreads, OSG and Producer in Cygwin to the svn versions and I did get them all to compile. I made a couple of changes to the OpenThreads make files so they would follow the OSG example of using COMPILE_EXAMPLES to either compile the examples or not. I also found that in the makerules file in OpenThreads there was an issue with make debug vs make opt and for some reason in make debug nothing would compile but a cut and paste of the make opt line for OpenThreads to make a new make debug line (changing the appropriate OPTDIR to DEBUGDIR variables in the line resolved the problem - must have been a bad character in there somewhere. During the process though I tried to follow what I thought was the original steps of OpenThreads then Producer and then OSG but Producer failed on -losgText and then I remembered the discussion of OSG's dependency on Producer being removed and realized it was now the other way around so compiling OpenThreads then OSG and then Producer worked and then I was curious if the docs and web pages had been updated accordingly. Also while working in the make files I realized that OpenThreads uses INST_LIBS as well as INST_IMP_LIBS (not documented by the way) which is handy for Cygwin since in Cygwin - files like cygOpenThreads.dll normally go in bin and files like libOpenThreads.dll.a will end up in lib. With the use of INST_LIBS and INST_IMP_LIBS this can be accomplished. I checked Producer and OpenSceneGraph and it does not appear they use INST_IMP_LIBS but wondered if they should. I was curious as well if the Producer should possibly use the COMPILES_EXAMPLES environment as well for determining if it should compile is examples - actually those have been removed in the svn version - right. At any rate I wanted to let you know the SVN for all three compiled on Cygwin - I do still have the hang at the end of the examples (some do some don't as previously documented) but I am still working on that to locate. bk ___ 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] Weak pointer
Guess so. Is this SVN version? 2007/3/6, Serge Lages <[EMAIL PROTECTED]>: Hi, On 3/6/07, Ivan Bolčina <[EMAIL PROTECTED]> wrote: > > Hi. > > I would need weak pointers in my app. OSG doesn't provide one. I heard > that I could transform OSG ref_ptr into boost::shared_ptr and I guess, from > then to boost::weak_ptr? Any ideas. > > I would use it like this: on my HUD I have a target, but when target > dies, I would like to automatically lose track of that target and target to > become NULL. > > Have you looked to observer_ptr ? I think it does what you want. -- Serge Lages http://www.magrathea-engine.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] Re: Beginner question: Adding cursor graphics
I have been following this tutorial: http://www.nps.navy.mil/cs/sullivan/osgtutorials/osgNodeMaskII.htm It uses masks to stop nodes from being displayed on one of the cameras. The example compiles but crashes so I was wandering if there's an 'official' OSG example showing how masks work? thanks. On 3/5/07, Calin Negru <[EMAIL PROTECTED]> wrote: I've solved my cursor problem but I got into another. I'm using two cameras and the GUI shows on both of them. I need the second viewport clear. http://calinnegru.googlepages.com/Badhud.jpg How can I have the HUD only in one viewport? On 3/5/07, Calin Negru <[EMAIL PROTECTED]> wrote: > > There is a spelling mistake in my original message that might make it > hard to understand, here's the corrected text: > > Please help me out with this. > My guess is the cursor node must be attached to the HUD Projection > Matrix. Now I will have to change the cursor position every time the mouse > is moved so I guess I will need to attach to the HUD Projection Matrix a > cursor movement matrix first. And then attach the cursor graphics node to > the cursor movement matrix node. I'd appreciate the input from someone that > has a better grasp on OSG than I. My HUD code so far is this: > >HUDProjectionMatrix->setMatrix > > > > (osg::Matrix::ortho2D(0,1024,0,768)); > > > >osg::MatrixTransform* HUDModelViewMatrix = new > > osg::MatrixTransform; > >HUDModelViewMatrix->setMatrix(osg::Matrix::identity()); > > > >HUDModelViewMatrix->setReferenceFrame(osg::Transform::ABSOLUTE_RF); > >rootNode->addChild(HUDProjectionMatrix); > >HUDProjectionMatrix->addChild(HUDModelViewMatrix); > > > >//Insert HUD controls > > > >HUDModelViewMatrix->addChild( HUDMainFrame ); > > > > // HUDModelViewMatrix->addChild( Cursor ); > > > > On 3/5/07, Calin Negru <[EMAIL PROTECTED]> wrote: > > > > Please help me out with this. > > My guess is the cursor node must be attached to the HUD Projection > > Matrix. Now I will have to change the cursor position every time the mouse > > is moved so I guess I will need to attach to the HUD Projection Matrix a > > cursor movement matrix first. And then attach the cursor graphics node to > > the cursor movement matrix node. I'd appreciate the input from someone that > > has a better grasp on OSG than I. My HUD code so far is this: > > > > > > HUDProjectionMatrix->setMatrix(osg::Matrix::ortho2D(0,1024,0,768)); > > > >osg::MatrixTransform* HUDModelViewMatrix = new > > osg::MatrixTransform; > >HUDModelViewMatrix->setMatrix(osg::Matrix::identity()); > > > >HUDModelViewMatrix->setReferenceFrame(osg::Transform::ABSOLUTE_RF); > >rootNode->addChild(HUDProjectionMatrix); > >HUDProjectionMatrix->addChild(HUDModelViewMatrix); > > > >//Insert HUD controls > > > >HUDModelViewMatrix->addChild( HUDMainFrame ); > > > > // HUDModelViewMatrix->addChild( Cursor ); > > > > -- > > Calin Negru > > > > > -- > Calin Negru -- Calin Negru -- Calin Negru ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] windowing & double-buffering in osgPython
Hi Matt, I double the traits.width has little to do with the issues. One way of checking to see if traits.width has been applied is to read it back and print out the result. As for tracking down the crash, is it possible to get a stack trace when running your app? I'm not familiar with developing Python apps so can't advice directly. Perhaps something you could try is running the OSG with notification level set up high i.e. export OSG_NOTIFY_LEVEL=DEBUG runmyapp myodel.osg Robert. On 3/5/07, Matthew Koichi Grimes <[EMAIL PROTECTED]> wrote: I'm trying to set up a windowed (i.e. non-fullscreen) osgViewer::Viewer that uses double buffering. Following the the example in the osgcamera demo, I'm using the following lines of osgPython code: V = loadWrapper("osg") VV = loadWrapper("osgViewer") # ... self.viewer = VV.Viewer() traits = V.GraphicsContext.Traits() traits.x = 0 traits.y = 0 traits.width = 640 traits.height = 480 traits.windowDecoration = True traits.doubleBuffer = True traits.sharedContext = 0 gc = V.GraphicsContext.createGraphicsContext(traits) cam = self.viewer.getCamera() cam.setGraphicsContext(gc) cam.setViewport(V.Viewport(0,0,traits.width, traits.height)) Unfortunately, I get a crash (python itself actually aborts) at the line where the GraphicsContext is created. The error message reads: Got an X11ErrorHandling call display=0x84edb60 event=0xbf95e7b8 BadValue (integer parameter out of range for operation) Major opcode: 1 Minor opcode: 0 Error code: 2 Request serial: 20 Current serial: 24 Value: 0 Got an X11ErrorHandling call display=0x84edb60 event=0xbf95e7b8 BadWindow (invalid Window parameter) Major opcode: 18 Minor opcode: 0 Error code: 3 Request serial: 21 Current serial: 24 ResourceID: 65011715 The second error message above ("BadWindow... ResourceID: 65011715") repeats itself for pages. One suspicion I have is that when I write python commands like traits.width = 640 maybe it's just tacking on a python "width" property to the traits wrapper object without actually changing the underlying C++ object? Any help would be much appreciated. -- Matt ___ 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] Stereoscopic images
Hi Peter, On 3/5/07, Peter Steibert <[EMAIL PROTECTED]> wrote: I`m just trying to learn more about the stereoscopic depiction of a scene with the help of OSG. Are there any good links and code examples (besides osgstereoimage) out there which clarify the topic? Are you thinking of general 3D scenes working in stereo i.e. spilit stereo, quad buffer, analglyphic? Or just image or video pairs? All the OSG examples support stereo. See the stereo docs on the OSG website. Robert. ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] SLI
Hi, Some time ago we've made some tests using SLI on Linux and indeed observed some performance improvement. It was, however, not possible with ordinary 3D models. I had to create a model which has lots of geometry and very thin hierarchy. I have the results below. The 3D model I used consists of 40 cessna.osg's with display lists enabled. FSAA MODE 5 SLI MODE| FPS --- OFF | 146 | SFR | 249 | AFR | 289 | SLIAA | 145 I guess, unless the application is fill or geometry limited SLI wouldn't bring anything. Now that OSG can do parallel cull and draw maybe for some of us the bottleneck moves towards Graphics Card and SLI might bring some improvement. tugkan Hi Mathieu, I tried it, and was severely disappointed. I didn't notice any noticeable increase in frame rate either. Zach -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mathieu MARACHE Sent: Monday, March 05, 2007 08:17 To: osg users Subject: [osg-users] SLI Hi all, I've looked throughout the mail archive for a explicit use of SLI (2 cards for one output) and didn't find any, the only use found is 2 cards 2 outputs. I did some testing under Windows and Linux and neither tests did have any noticeable acceleration using any of the SLI modes (AFR or SFR) Did anybody tried to use OSG in SLI mode and thus was able to have noticeable acceleration or is this a 'feature' and OSG can't by design use SLI configurations ? -- Mathieu ___ 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/ -- Tugkan Calapoglu - VIRES Simulationstechnologie GmbH Oberaustrasse 34 83026 Rosenheim Germany phone+49.8031.463640 fax +49.8031.463645 email[EMAIL PROTECTED] internet www.vires.com - Sitz der Gesellschaft: Rosenheim Handelsregister Traunstein HRB 10410 Geschaeftsfuehrer: Marius Dupuis Wunibald Karl - ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
Re: [osg-users] Weak pointer
Hi, On 3/6/07, Ivan Bolčina <[EMAIL PROTECTED]> wrote: Hi. I would need weak pointers in my app. OSG doesn't provide one. I heard that I could transform OSG ref_ptr into boost::shared_ptr and I guess, from then to boost::weak_ptr? Any ideas. I would use it like this: on my HUD I have a target, but when target dies, I would like to automatically lose track of that target and target to become NULL. Have you looked to observer_ptr ? I think it does what you want. -- Serge Lages http://www.magrathea-engine.org ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
[osg-users] Weak pointer
Hi. I would need weak pointers in my app. OSG doesn't provide one. I heard that I could transform OSG ref_ptr into boost::shared_ptr and I guess, from then to boost::weak_ptr? Any ideas. I would use it like this: on my HUD I have a target, but when target dies, I would like to automatically lose track of that target and target to become NULL. Bye and thanks, Ivan ___ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/