RE: [osg-users] Schematic representation of 3D model

2007-03-31 Thread Paul Martz
Write a NodeVisitor and override the apply(Geode) method. In apply(),
iterate over all Drawables, and obtain the bounding box from each one. Add
them to a std::list or whatever.
 
Run the NodeVisitor on your scene graph, then obtain the list of bounding
boxes from the NodeVisitor and create a new scene graph that renders the
bounding boxes.
 
This seems very useful for complex models.
 
Hope that helps.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com  
303 859 9466
 

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ivan Bolcina
Sent: Saturday, March 31, 2007 1:05 PM
To: osg users
Subject: [osg-users] Schematic representation of 3D model


Hi.
I have following problem.

I have a simple 3d model but which has hierarchy of nodes.
I would like to extract all bounding boxes of leafs of this hierarchy.

I would use this to represent schematic top-down model. 
I don't want to represent all lines,just bounding boxes.
I attached image of what I would like to have


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[osg-users] Schematic representation of 3D model

2007-03-31 Thread Ivan Bolčina

Hi.
I have following problem.

I have a simple 3d model but which has hierarchy of nodes.
I would like to extract all bounding boxes of leafs of this hierarchy.

I would use this to represent schematic top-down model.
I don't want to represent all lines,just bounding boxes.
I attached image of what I would like to have


a2.PNG
Description: PNG image
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Re: [osg-users] Audio Integration

2007-03-31 Thread Anders Backman

osgAL is based on OpenAL.

OpenAL under windows will support anything that your current hardware is
capable of, if you have the latest and matching hardware drivers.
For example using a Creative xFi will also give you true HRTF out of the box
using osgAL.
Just set the speaker setting in the drivers for the soundcard to HeadPhones
and you will get HRTF (there could be another setting you have to do for
HRTF, but other than that it should work).
The same goes for 5.1, just set it in the driver for your creative sound
card (any other card will probably only do simulated 3D sound on the CPU
which is not what you want).

Under linux the situation is different. There is as far as I know no hw
support for 3D sound. Creative have stated that they will release hw drivers
supporting EAX4.0 etc under linux, but I havent seen it yet.


/Anders


On 3/31/07, RJ < [EMAIL PROTECTED]> wrote:


Thanks Robert,
I have osgAL installed on my machine and i will try it.
The only thing i was worried about was whether or not
osgAL will support 5 stereo.
Thanks Again
RJ

On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote:
> Hi RJ,
>
> On 3/31/07, RJ < [EMAIL PROTECTED]> wrote:
> > Hi Guys,
> > I want to integrate 5.1 stereo audio in my project.
> > Any Suggestions?
> > best regards and thanks in advance
>
> Would OpenAL suffice?  If so there is an osgAL NodeKit available,
> check the community section for it.
>
> Robert.
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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

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Re: [osg-users] Audio Integration using osgAL

2007-03-31 Thread Anders Backman

If you use the svn version of osgAL it should compile just fine with the
latest svn version of OpenSceneGraph.
Due to some changes in OpenThreads (moving ReentrantMutex from osgDB to
OpenThreads) it needs the latest svn version of OT and OSG.

Cheers,
Anders



On 3/31/07, RJ <[EMAIL PROTECTED]> wrote:


Hi Robert,
One trouble with osgAL is that it require openal++.
But the openal++ sources available on sourceforge
are not compiling and the cvs version is not available .
So i am stuck with osgAL. Is there any other alternative
for integrating audio in OSG.
best reagrds
RJ



On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote:
> Hi RJ,
>
> On 3/31/07, RJ <[EMAIL PROTECTED]> wrote:
> > Hi Guys,
> > I want to integrate 5.1 stereo audio in my project.
> > Any Suggestions?
> > best regards and thanks in advance
>
> Would OpenAL suffice?  If so there is an osgAL NodeKit available,
> check the community section for it.
>
> Robert.
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Re: [osg-users] How to preload and precompile shader.

2007-03-31 Thread Ivan Bolčina

Just this:
Loading shader source file "data/blackify.frag"
Uniform Adding parent

2007/3/30, Mihai Radu <[EMAIL PROTECTED]>:


 Hi Ivan,

Try this before the code creating the program:
osg::setNotifyLevel(osg::INFO);
Then watch the spew on the console to get some idea of supported
extensions, errors etc ...

Mihai

Ivan Bolčina wrote:

Nvidia 6600 GT, driver is 9.1.3.1

Thanks and bye,
ivan

2007/3/28, Mike Weiblen <[EMAIL PROTECTED] >:
>
> What GPU and driver?
> -- mew
>
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:osg-users-
> > [EMAIL PROTECTED] ] On Behalf Of Ivan Bolcina
> > Sent: Wednesday, March 28, 2007 2:21 PM
> > To: osg users
> > Subject: Re: [osg-users] How to preload and precompile shader.
> >
> > It is GLSL.
> > It is not first frame problem.
> > I dont know what you mean my displaylists?
> >
> > That is shader init.
> >
> > mProg = new osg::Program;
> > RefPtr fragmentShader = new osg::Shader(
> > osg::Shader::FRAGMENT );
> > mProg->addShader( fragmentShader.get() );
> > fragmentShader->loadShaderSourceFromFile(
> "data/blackify.frag");
> >
> > This is my shader.
> > uniform float strength;
> >
> > void main(void)
> > {
> >gl_FragColor = vec4(1.0,1.0,1.0,strength);
> > }
> >
> >
> >
> > 2007/3/28, Mike Weiblen <[EMAIL PROTECTED] >:
> >
> >   Hi,
> >   What's your GPU/driver?  Is your shader GLSL or ARB FP?
> >   0.5 second build times are way over anything I've seen.  I've
> run
> > apps
> >   that rebuild the shaders every frame (not a good idea, but not
> > painful
> >   either).  Why do you think it's the shader; could it be some
> other
> >   1st-frame setup (eg displaylists) going on?
> >   Cheers
> >   -- mew
> >
> >
> >
> >   > -Original Message-
> >   > From: [EMAIL PROTECTED]  > [EMAIL PROTECTED]>  [mailto:osg-users-
> >   > [EMAIL PROTECTED] ] On Behalf Of Ivan Bolcina
> >   > Sent: Wednesday, March 28, 2007 8:43 AM
> >   > To: osg users
> >   > Subject: [osg-users] How to preload and precompile shader.
> >   >
> >   > Hi.
> >   >
> >   > I am using very simple fragment shader and it works great. But
> > there
> >   is a
> >   > problem, when I first use ti on scene, it takes about half a
> sec
> > to
> >   > initialize, so my whole app freezes for half a second.
> >   >
> >   > I would like to preload fragment shader and precompile it. Any
> > ideas?
> >   >
> >   > Bye, ivan
> >
> >   ___
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> >   osg-users@openscenegraph.net
> >   http://openscenegraph.net/mailman/listinfo/osg-users
> >   http://www.openscenegraph.org/
> >
> >
>
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RE: [osg-users] build break...

2007-03-31 Thread Mike Wittman
Hi Phil,

It's not actually a compiler bug, it's a quirk in the language itself.
See this entry in the C++ FAQ, which explains the method hiding problem
better than I can, and also gives a workaround:
http://www.parashift.com/c++-faq-lite/strange-inheritance.html#faq-23.9

-Mike

> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Philip Taylor
> Sent: Friday, March 30, 2007 7:15 PM
> To: osg users
> Subject: RE: [osg-users] build break...
> 
> I am surprised that you get the error since the code looks legal. The
> whole
> point of polymorphism is to allow exactly this case - a null method in
the
> base class that a derived class is then free to overload. It is not
just a
> null method, it is also default functionality.
> 
> Unless I am missing something here, it suggests to me that you have
hit a
> C++ compiler bug. b.bar(FOO2) should be calling the base class method,
> otherwise what's the point of inherited methods. You could try putting
a
> semi-colon within the curly braces - not necessary but it may help the
> compiler to understand just what it has got.
> 
> PhilT
> 
> 
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Mike Wittman
> Sent: 30 March 2007 22:37
> To: osg users
> Subject: RE: [osg-users] build break...
> 
> 
> > >Yes, that would definitely work.  The other alternative which is
> cleaner
> > >is to detect when I'm invoking a virtual method defined in a base
class
> > >and generate code that casts the object pointer to the base class
type
> > >before invoking the method.  I've got sufficient type information
to do
> > >that, it's just a matter of putting in the effort to implement
it...
> > >
> > >-Mike
> >
> > Speaking strictly as a C++ guy wouldn't what you're proposing be a
giant
> > no-op?  Isn't the whole point of virtual methods to give you the
ability
> to
> > call derived class methods when using a base class 'this' pointer?
So
> > wouldn't casting from a derived type 'this' pointer to a base type
> 'this'
> > pointer and then calling a virtual method be the same as just using
the
> > derived type?
> >
> > J.
> 
> Yep, it's a no-op from a run-time perspective.  But the problem I'm
> trying to solve actually manifests as a compile-time error, since C++
> overload resolution does not take inherited virtual methods into
> account.  Basically, if you invoke an overloaded virtual method on a
> derived type pointer, and that derived type does not override all of
the
> overloaded instances of that virtual function in the base class, you
can
> get a compilation error.
> Here's a simple example:
> 
>  enum T1 { FOO1 };
>  enum T2 { FOO2 };
> 
>  struct A {
>virtual void bar(T1) { }
>virtual void bar(T2) { }
>  };
> 
>  struct B : public A {
>virtual void bar(T1) { }
>  };
> 
>  void error()
>  {
>B b;
>b.bar(FOO2);  // gives error since compiler cannot find void
bar(T2) in
> B.
>  }
> 
> 
> There are several subclasses in OSG that satisfy this property.  It's
> caused a minor headache when generating code to invoke the virtual
> functions in those classes.
> 
> -Mike
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[osg-users] managing the application loop

2007-03-31 Thread alessandro terenzi

I'd like to do some actions during the main loop of my application but I
have some problems with osgViewer. In particular I can display anything if I
use osgViewer::run method but if I replace the call to run() with:

...
viewer.realize();
while(!viewer.done())
{
  viewer.frame();
}
...

I got a black screen.
What am I missing? Looking at the comments in the source code for the run()
method it looks like that the latter is equivalent to the while loop, isn't
it? Have I to init something earlier in the code?

Thanks.
Alessandro
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RE: [osg-users] Location of world paged database

2007-03-31 Thread Paul Martz
An "openscenegraph.org/Data" directory would be great. My immediate need is
to demonstrate the simplicity of loading a paged database with a few lines
of code, as an example for the Quick Start Guide. For now I'll just go ahead
and use the cow and revise the book later when we have something cooler to
show off.
   -Paul


> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of 
> Robert Osfield
> Sent: Saturday, March 31, 2007 4:25 AM
> To: osg users
> Subject: Re: [osg-users] Location of world paged database
> 
> Hi Paul,
> 
> On 3/30/07, Paul Martz <[EMAIL PROTECTED]> wrote:
> > On this page:
> > 
> http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/SampleDatas
> > et the wiki says that you can issue the following command:osgviewer 
> > http://www.openscenegraph.org/downloads/data/Earth/model.ive
> >
> > However, that file doesn't seem to be there any longer. Has 
> the file 
> > moved to a (hopefully stable and documentable) new location?
> 
> We're still moving stuff across from the old server.  In the 
> case of this dataset I think we should probably build a new 
> version of the data base.  We could possibly place in it a 
> more accessible place too.
> 
> It be nice to have a collection of models that we can 
> download, either across the net using the net plugin, or just 
> downloading.  It'd be great if the community could contribute 
> to this.  I'm open to suggestions on how to arrange it.  
> Perhaps a data directory of openscenegraph.org, perhaps a 
> subdomain for it.
> 
> Robert.
> 
> 
> 
> Robert.
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[osg-users] Audio Integration using osgAL

2007-03-31 Thread RJ
Hi Robert,
One trouble with osgAL is that it require openal++.
But the openal++ sources available on sourceforge 
are not compiling and the cvs version is not available .
So i am stuck with osgAL. Is there any other alternative
for integrating audio in OSG.
best reagrds
RJ



On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote:
> Hi RJ,
> 
> On 3/31/07, RJ <[EMAIL PROTECTED]> wrote:
> > Hi Guys,
> > I want to integrate 5.1 stereo audio in my project.
> > Any Suggestions?
> > best regards and thanks in advance
> 
> Would OpenAL suffice?  If so there is an osgAL NodeKit available,
> check the community section for it.
> 
> Robert.
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Re: [osg-users] ReflectionMacros

2007-03-31 Thread alessandro terenzi

Actually I'm playing with 'osgART' library that has a wrapper...and I find
out that it doesn't build anymore because of the changes I talked
about...actually I'm not sure yet that osgart wrapper is really needed for
building osgart application...

One more problem I'm facing concerns osgViewer and osgart
applications...because osgart apps used the classical while loop in which,
beside refresh and update the viewer, many other things were carried
on...(trackers update...) but now I cannot realize what osgViewer's methods
put in such a loop and how to init the osgViewer in a simple but complete
way.

Alessandro

On 3/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:


Hi Alessandro,

The macro's in osgIntrospection are primarily to assist the automatic
generation of the wrappers, rather to be used directly in user code.

Should I read it that you are manually creating you own wrappers?

Robert.

On 3/31/07, alessandro terenzi <[EMAIL PROTECTED]> wrote:
> I've just moved from OSG September '06 distribution to current svn level
and
> I see that there are many changes.
> Unfortunately, now I have some problems with some 'old' libraries that
are
> based on OSG. In particular I need to build a component that uses the
> I_Constructor1 macro (defined in ReflectionMacros) but I see that now
that
> macro (and macros like that) takes 4 more parameters:
>
> isExplicit, signature, briefHelp, detailHelp
>
> may I use some default values in my component (...or NULL values
maybe...)
> for those parameters and achive the same results?
> At least I'd like to be able to build that component with little
changes...
>
> Thanks.
> Alessandro
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Re: [osg-users] Audio Integration

2007-03-31 Thread RJ
Thanks Robert,
I have osgAL installed on my machine and i will try it.
The only thing i was worried about was whether or not 
osgAL will support 5 stereo. 
Thanks Again
RJ

On Sat, 2007-03-31 at 11:30 +0100, Robert Osfield wrote:
> Hi RJ,
> 
> On 3/31/07, RJ <[EMAIL PROTECTED]> wrote:
> > Hi Guys,
> > I want to integrate 5.1 stereo audio in my project.
> > Any Suggestions?
> > best regards and thanks in advance
> 
> Would OpenAL suffice?  If so there is an osgAL NodeKit available,
> check the community section for it.
> 
> Robert.
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[osg-users] osgGA::NodeTrackerManipulator - disabling rotation after releasing the mouse button

2007-03-31 Thread Pasquale Tricarico

Hi,

I've written a class inheriting from osgGA::NodeTrackerManipulator
that disables the rotation after the release of the mouse left button.
To do so, I've just reimplemented the virtual method
osgGA::NodeTrackerManipulator::handle(...) in the following way:

 bool handle(const osgGA::GUIEventAdapter & ea,
  osgGA::GUIActionAdapter  & us) {
   const bool retVal = osgGA::NodeTrackerManipulator::handle(ea,us);
   us.requestContinuousUpdate(false);
   _thrown = false;
   return retVal;
 }

This does "almost" exactly what I wanted, but now, when I release the
left mouse button, the scene rotates "just a bit" and then stops. This
is a bit annoying, so I'm wondering if there is an easier way to
completely disable any rotation of the scene after any mouse button is
released for the osgGA::NodeTrackerManipulator class.

Regards,

Pasquale
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Re: [osg-users] Audio Integration

2007-03-31 Thread Robert Osfield

Hi RJ,

On 3/31/07, RJ <[EMAIL PROTECTED]> wrote:

Hi Guys,
I want to integrate 5.1 stereo audio in my project.
Any Suggestions?
best regards and thanks in advance


Would OpenAL suffice?  If so there is an osgAL NodeKit available,
check the community section for it.

Robert.
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Re: [osg-users] ReflectionMacros

2007-03-31 Thread Robert Osfield

Hi Alessandro,

The macro's in osgIntrospection are primarily to assist the automatic
generation of the wrappers, rather to be used directly in user code.

Should I read it that you are manually creating you own wrappers?

Robert.

On 3/31/07, alessandro terenzi <[EMAIL PROTECTED]> wrote:

I've just moved from OSG September '06 distribution to current svn level and
I see that there are many changes.
Unfortunately, now I have some problems with some 'old' libraries that are
based on OSG. In particular I need to build a component that uses the
I_Constructor1 macro (defined in ReflectionMacros) but I see that now that
macro (and macros like that) takes 4 more parameters:

isExplicit, signature, briefHelp, detailHelp

may I use some default values in my component (...or NULL values maybe...)
for those parameters and achive the same results?
At least I'd like to be able to build that component with little changes...

Thanks.
Alessandro
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Re: [osg-users] Location of world paged database

2007-03-31 Thread Robert Osfield

Hi Paul,

On 3/30/07, Paul Martz <[EMAIL PROTECTED]> wrote:

On this page:
http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/SampleDataset
the wiki says that you can issue the following command:osgviewer
http://www.openscenegraph.org/downloads/data/Earth/model.ive

However, that file doesn't seem to be there any longer. Has the file moved
to a (hopefully stable and documentable) new location?


We're still moving stuff across from the old server.  In the case of
this dataset I think we should probably build a new version of the
data base.  We could possibly place in it a more accessible place too.

It be nice to have a collection of models that we can download, either
across the net using the net plugin, or just downloading.  It'd be
great if the community could contribute to this.  I'm open to
suggestions on how to arrange it.  Perhaps a data directory of
openscenegraph.org, perhaps a subdomain for it.

Robert.



Robert.
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[osg-users] Audio Integration

2007-03-31 Thread RJ
Hi Guys,
I want to integrate 5.1 stereo audio in my project. 
Any Suggestions?
best regards and thanks in advance
RJ

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Re: [osg-users] VS Syntax Highlighting

2007-03-31 Thread Robert Osfield

Hi Paul,

On 3/30/07, Paul Martz <[EMAIL PROTECTED]> wrote:

Are the syntax highlight registry files (e.g., highlight80.reg) generated
automatically, or should we submit changes to osg-submissions for these
files?


We don't have any public tools to generating thme, s just send me updates.

I'd guess that we could probably use cmake to build the lists since it
already has a list of all the headers.

Robert.
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[osg-users] ReflectionMacros

2007-03-31 Thread alessandro terenzi

I've just moved from OSG September '06 distribution to current svn level and
I see that there are many changes.
Unfortunately, now I have some problems with some 'old' libraries that are
based on OSG. In particular I need to build a component that uses the
I_Constructor1 macro (defined in ReflectionMacros) but I see that now that
macro (and macros like that) takes 4 more parameters:

isExplicit, signature, briefHelp, detailHelp

may I use some default values in my component (...or NULL values maybe...)
for those parameters and achive the same results?
At least I'd like to be able to build that component with little changes...

Thanks.
Alessandro
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