[osg-users] Have question about the SceneView's cameraNode

2007-04-20 Thread [EMAIL PROTECTED]
Hi,

I was poking around the OSG code and ran across the osg::CameraNode that is 
created in the SceneView class.  I'm curious as to how I can benefit from 
having access to this node.  I notice that it has a node visitor associated 
with it, but what isn't exactly clear is how the CameraNode is actually 
used.  What is its role in OSG?

Hypothetically, if I were to obtain a pointer to this CameraNode, could I 
modify it to render to texture instead of its default rendering method 
(whatever that may be)?  Typically, I have always created separate 
CameraNode objects for use with RTT which works very well, but someone 
pointed out that a CameraNode is already obtainable from the SceneView 
class.  From there I started wondering.

Thanks,
Brian
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RE: [osg-users] Threading model + multi stage texture. Bug(UNCLASSIFIED)

2007-04-20 Thread Wojciech Lewandowski
Thank You,

I noticed that in Windows changing Threading Optimization to ON in NVidia
driver properties does remove the issue in OSG 1.2. Unfortuanately curent
SVN version is still crashing. So suspicion that it may be NVidia seems well
founded.

Big thanks again,
Wojtek


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Craig, Joel S.
(SED/TMI)
Sent: Friday, April 20, 2007 3:57 PM
To: osg users
Subject: RE: [osg-users] Threading model + multi stage texture.
Bug(UNCLASSIFIED)


Classification:  UNCLASSIFIED
Caveats: NONE

I changed to viewer.realize(Producer::CameraGroup::SingleThreaded) and it
does not crash.
I changed back to viewer.realize(Producer::CameraGroup::ThreadPerCamera) and
I get SIG32 signal.

Unfortunately, I am using Nvidia, so I can't rule out the driver
possibility, but it does crash on Red Hat Linux. Actually, outside of the
debugger, it hangs on exit rather than crashes. The screen remains blue and
I have to CTRL-ALT-DEL to interrupt the window manager (GDM).

Joel

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Wojciech
Lewandowski
Sent: Friday, April 20, 2007 12:29 AM
To: osg users
Subject: Re: [osg-users] Threading model + multi stage texture.
Bug?(UNCLASSIFIED)

Thanks, application does just that - its textured redish cube. But all i
wanted to know if it crashes on exit in Linux. And it looks like it does ?
Similar thing happens in Windows

Can you test once again and check if changing viewer.realize to (
osg::Viewer::SingleThreaded ) instead of ( osg::Viewer::ThreadPerCamera )
removes the problem ?

Big Big Thanks,

Wojtek Lewandowski

- Original Message -
From: "Craig, Joel S. (SED/TMI)" <[EMAIL PROTECTED]>
To: "osg users" 
Sent: Thursday, April 19, 2007 5:54 PM
Subject: Re: [osg-users] Threading model + multi stage texture. Bug
?(UNCLASSIFIED)


Classification:  UNCLASSIFIED
Caveats: NONE

Greetings,
I'm not sure what is supposed to happen with your app, but when I ran
it, I got a SIG32 on the "return 0" statement. I used the 1.2 code.

I'm running on a Dell x86-64 dual core processor with Nvidia Quadro FX-1400,
driver version 1.0-8178 with Red Hat Linux.

When I run the app, the display shows the cube. I spin it, then press ESC.
It removes the cube, but sometimes doesn't return control back to the window
manager. Sometimes it does return to the window manager. I ran it with gdb
compiled with "-g". I tried using the breakpoint supplied in the code, but
that's not a valid address in my executable.

(gdb) run
[Thread debugging using libthread_db enabled] [New Thread 182...] [New
Thread 108...] [New Thread 109...] [New Thread 110...] [Thread 110...
exited]

Program received signal SIG32, Real-time event 32 [Switching to thread
108...]
(gdb) backtrace
#0 0x. in __select_nocancel()
#1 0x. in XEnq()
#2 0x. in _XRead()
#3 0x. in _XReadEvents()
#4 0x. in XNextEvent()
#5 0x. in Producer::RenderSurface::_checkEvents()
#6 0x. in Producer::RenderSurface::run()
#7 0x. in OpenThreads::ThreadPrivateActions::StartThread()
#8 0x. in start_thread()
#9 0x. in clone
#10 0x in ?? ()

The other threads were in sched_yield() called from
Producer::RenderSurface::~RenderSurface$delete()

Hope that helps a bit...
Joel
Classification:  UNCLASSIFIED
Caveats: NONE

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Classification:  UNCLASSIFIED
Caveats: NONE



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RE: [osg-users] IntersectVisitor

2007-04-20 Thread Philip Taylor
Four points, one at each corner is the only way to make it move
realistically as you have found. The downside is that you have four times
the workload. Perhaps you could introduce some sort of LOD filter so that a
single calculation is used for distant objects...

PhilT

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Tristan
McMillan
Sent: 20 April 2007 15:18
To: osg users
Subject: Re: [osg-users] IntersectVisitor


Hi Oliver

Your idea works however my tank still digs into the terrain now and
then. I think its a result of sharp curvatures on my terrain at certain
position.

I was wondering if there is a more accurate method? I was thinking of
having 4 points at each corner of the tank, which are checked for
intersection. I've been hacking at this for a while with no success as
of yet.

I think the final ideal model will need to have some form of dynamics,
eg take into account momentum, force and moments. But for now I'm just
trying to get a relatively smooth motion in a graphical implementation.

Thanks
Tristan

- Original Message -
From: "Oliver Schoenborn" <[EMAIL PROTECTED]>
To: "osg users" 
Sent: Thursday, April 19, 2007 7:11 PM
Subject: Re: [osg-users] IntersectVisitor


> IIRC, you use the surface normal of the terrain to create a rotation
> quaternion (easiest) or matrix (bit more involved) and apply it to the
> object.
> HTH,


> Oliver
>
> Tristan McMillan wrote:
>> Hi OSG Community
>>
>> I've been working with the NPS tutorial for the tank being situated
at
>> the height of the terrain.
>>
>> I've adapted this code to allow the tank to move and follow the
terrain
>> for a certain change in the tanks position. However, I can't seem to
get
>> the tank to roll and pitch according to the terrain profile.
>>
>> Has anyone accomplished this or does anyone know how to do this?
>>
>> thanks
>> Tristan
>>
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>
>
> --
> Oliver
> skype: schoenborno
>
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RE: [osg-users] translucent objects disappear

2007-04-20 Thread Jean-Sébastien Guay

Hello Gordon,


Don't believe every thing in Wikies :) ( there quite often misleading)


Please don't open that can of worms. :-)


I'll stick with Binary Separating Planes, this is what I grow up with the
last 15  or more years,
this I know to be fact :) apart from the haze that beer has left now and
then over that time

When they were first introduced back in MultiGen as Binary Separating Planes
and are still called Binary Separating Planes in Multigen-Creator :) and
Files loaders that support them


Ok, that's your experience, and I certainly can understand that... On  
the other hand, I have three books on my desk which state that it's  
Binary Space Partitioning:


Computer Grpahics: Principles and Practice by Foley, Van Dam, Feiner  
and Hughes (p. 675) (even has the reference to the first paper to  
introduce it: Fuchs, H., Z. M. Kedem, and B. F. Naylor, "On Visible  
Surface Generation by A Priori Tree Structures", SIGGRAPH 80, 124-133.


Real-Time Rendering, Second Edition by Tomas Akenine-Möller and Eric  
Haines (p. 349)


and

3D Game Engine Design, Second Edition by David H. Eberly (p. 354)


It's ok to continue using terminology from past experiences, but don't  
blame Wikipedia for being right for a change... :-)


J-S
--
__
Jean-Sebastien Guay [EMAIL PROTECTED]
http://whitestar02.webhop.org/


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[osg-users] Creating a Movement Trail (UNCLASSIFIED)

2007-04-20 Thread Craig, Joel S. (SED/TMI)
Classification:  UNCLASSIFIED 
Caveats: NONE

Greetings...

In my simulation, I have a moving object that I would like to show its path
as it moves through the scene. The original programmer created an osg::Node
each time the object moved using the previous and current locations as the
points of the geometry. This approach worked fairly well, but the LOD
culling made parts of the line disappear at various zoom levels. 

It struck me that it would be better to have one "movementTrail" osg::Node
that contained the list of points where the object moved. Each time the
object changed position, the geometry of the "movementTrail" could be
extended by the current position of the object. 

I researched the e-mail archives and other documentation and came up with
the code shown below. With this code, the "movementTrail" is not shown at
all. Can someone tell me what I've omitted?

Thanks for your help,
Joel Craig


When we have two positions (current and previous) of the moving object, I
call...

osg::Geode* drawLine(osg::Vec3& start, osg::Vec3& end, const osg::Vec4&
color)
{
  osg::ref_ptr verts = new osg::Vec3Array;
  verts->push_back(start);
  verts->push_back(end);
  osg::ref_ptr colors = new osg::Vec4Array;
  colors->push_back(color);

  osg::Geometry* lineNode = new osg::Geometry();
  lineNode->setName("linesNode");
  lineNode->setVertexArray(verts.get());
  lineNode->setColorArray(colors.get());
  lineNode->setColorBinding(osg::Geometry::BIND_OVERALL);
  lineNode->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::LINES,0,verts->size());
  lineNode->setUseDisplayList(false); // added this call when I added
extendLine function(below)
  osg::StateSet* stateSet = new osg::StateSet();
 
stateSet->setMode(GL_LIGHTING,osg::StateAttribute::OFF|osg::StateAttribute::
OVERRIDE);
 
stateSet->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF|osg::State
Attribute::OVERRIDE);
  osg::Geode* geode = new osg::Geode;
  geode->addDrawable(lineNode);
  geode->setStateSet(stateSet);
  return geode;
}

The calling function adds this geode to the scenegraph with
"rootGroup->addChild(geode)" and saves it in an array to be later retrieved.
If I call drawLine each time the object moves, then I get a "movementTrail"
made of many very short lines. The trail is displayed, but parts of it will
appear or disappear depending on the zoom level. 

I added the extendLine function, below. When there are two positions, the
drawLine function is called and the Geode is saved. When the object moves
again, we extend the line with a call to extendLine passing the saved Geode
and the new position.

void extendLine(osg::Node** nodePtr, float x, float y, float z)
{
  osg::Geode* nodeToExtend = (osg::Geode*) *nodePtr;
  osg::Vec3 newEnd = osg::Vec3(x,y,z);
  osg::ref_ptr verts;

// We've only added one drawable on this node as it represents the
movementTrail
  osg::Geometry* lineNode = dynamic_cast
(nodeToExtend->getDrawable(0));
  verts = (osg::Vec3Array*) lineNode->getVertexArray();
  verts->push_back(newEnd);
  verts->dirty();  // do I need to do this or is dirtyBound sufficient?
  lineNode->setVertexArray(verts.get());
  lineNode->dirtyBound(); // do I need this? It seems to be called from
setVertexArray.

}

The number of vertices in the vertex array grows with each movement, but the
trail is not displayed at any zoom level. Should I use a different function
to add a coordinate to the end of the vertex array?

Thanks for your time.
Classification:  UNCLASSIFIED 
Caveats: NONE



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[osg-users] osgEgypt (Just a toy!)

2007-04-20 Thread Jeremy L. Moles
I've been playing around with something I had an idea for a few days
back which allows me to load python scripts as images in OSG. :)
Basically, it consists of two parts: the library (libosgEgypt) and the
plugin for file loading (osgdb_egypt).

The way it works is each .egypt file is actually a python script that is
parsed by the embedded interpreter and expects a call to the module
function osgEgypt.SetBuffer(). Right now there isn't any customization
available, but it does work.

What this means is that using osgEgypt, OSG can load any image format
Python can. An example .egypt file looks like the following:

--

import osgEgypt

...do fancy image stuff (I like using Cairo, personally)...

osgEgypt.SetBuffer("myName", buffer(imgdata), 128, 128)

--

Then, you could use osgviewer to check out the results:

# osgviewer --image file.egypt

...although it doesn't setup alpha properly using osgviewer, so I wrote
a small example application (osgegyptviewer) to do just that.

Anyway, I just wanted to share this fun toy with anyone who might be
interested. You'll need basic Makefile skills to get it to build, since
I just kinda' put this together impromptu, but the code should be clean
and easy to follow.

svn co http://svn.const.lugatgt.org/osgEgypt/trunk osgEgypt

(Eventually, osgEgypt would like to become a full "gadgets" API like
CEGui, except that it uses Python instead of LUA and integrates cleanly
with OSG. Furthermore, I'd really like to encourage the use of Cairo
with this kind of stuff. In fact, the example image I include is a
cairo-based one!)

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Re: [osg-users] cal3d lod

2007-04-20 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

Zach Deedler wrote:
> Lets just start over from scratch.  We'll call it osgchar...
> 
> Just kidding.  All of this stuff is awesome.  I have to thank whomever was
> involved with creating cal3d, rbody, and collada.
> 
> Putting all APIs aside for a moment.  How do we implement hardware skinning?
> Or is someone already halfway there?  
> 
> I am trying to figure out how to apply page 416 of the Orange Book to do
> this.  I am still a novice as far as shaders, but I understand the concept.
> How do we get the keyframe vertices into the shader?  Do we load the model
> with its default stance, and then create a couple uniforms to pass in the
> two keyframes?  I guess I'm just not sure how you get the two keyframes you
> want to blend, into the shader.

You may want to read this first:
http://developer.nvidia.com/object/skinning.html

> I know there are a whole lot of gotchas that you guys know about that I'm
> not aware of.  Like do you do full-body morphing, or submesh morphing.  

Usually full body. Skinning the body part by part and then stitching
these together is a mess. VRlab's (the one in Lausanne, not the one
Anders Backman is from) original code used this approach and it was
incredibly complex and slow. It was done for historical reasons, the
original VRlab's animations were done on segmented, non-skinned bodies
(in the 90-ties the SGI hardware used didn't have sufficient power to do
that in real time). In order to be able to reuse the production pipeline
and the models the new code kept this style of data. It was used until
2001-2002 when there was a need for faster rendering and this was phased
out in favor of deforming the whole mesh at once.

> What
> do we do when you have a guy walking, and then wave while he is walking.
> 
> I need:
> Walk, run, crawl, standing, idle, kneel
> Wave, wave frantic, and various other gestures
> Man, woman, dog, deer, rabbit, bicyclist
> 

Animation blending is done usually using weights or priorities. You
simply calculate the two poses corresponding to two frames from
different animations and for each joint you make a weighted sum of the
transformations. It can get pretty complex once you start considering
that each animation can have different scope (e.g. waving should affect
only arm and not torso) or when you need to integrate procedural
animation - what do you do when you have two animations influencing an
arm or leg? If you just blend them together, you will get a mess - it
will be neither of the two and probably not what you wanted.

You may want to read this thesis by Zhyong Huang:
http://vrlab.epfl.ch/Publications/theses/Z_Huang_Thesis.pdf

It is a ten years old work but it pretty much summarizes how the
animation works. He was focused a lot on motion capture and animation
from mocap data but the techniques are still exactly the same. Look also
for papers by people around Daniel and Nadia Thalmann - they have done a
lot of early work on character animation, whether from keyframes,
procedural or real-time motion capture.

Regards,

Jan


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Re: [osg-users] Advice on laying gridlines on a terrain

2007-04-20 Thread Jason

Jason,

This looks very promising. Thanks for the tip.

Jason


On 4/20/07, Jason Beverage <[EMAIL PROTECTED]> wrote:


 Hi Jason,



OverlayNode would definitely be of use to you here.  There used to be an
example of exactly what you are trying to do in the osgspheresegment
example, but it is no longer in there.  You can see it here though:


http://www.openscenegraph.org/viewcvs/examples/osgspheresegment/osgspheresegment.cpp?rev=1.18&view=markup



Just do a search for createOverlay and you'll find it.



Good luck!



Jason




 --

*From:* [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *On Behalf Of *Jason
*Sent:* Friday, April 20, 2007 10:36 A
*To:* osg-users@openscenegraph.net
*Subject:* [osg-users] Advice on laying gridlines on a terrain



Hi,



I'm currently developing an application that loads in either an FLT or a
TXP terrain. I'm interested in laying down grid lines where the spacing can
be changed by the user. Maybe I'm overthinking this, but I'm looking for a
way to basically lay the gridlines down directly on the 3 dimensional
terrain.



Is there something in OSG that allows someone to lay a texture upon
another texture or am I better off using shaders, or something else to
achieve this effect?



I've checked out various examples...would OverlayNode or TexGenNode be of
any use to me?



Thanks,

Jason





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RE: [osg-users] Advice on laying gridlines on a terrain

2007-04-20 Thread Jason Beverage
Hi Jason,

 

OverlayNode would definitely be of use to you here.  There used to be an 
example of exactly what you are trying to do in the osgspheresegment example, 
but it is no longer in there.  You can see it here though:

http://www.openscenegraph.org/viewcvs/examples/osgspheresegment/osgspheresegment.cpp?rev=1.18&view=markup

 

Just do a search for createOverlay and you'll find it.

 

Good luck!

 

Jason

 

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason
Sent: Friday, April 20, 2007 10:36 A
To: osg-users@openscenegraph.net
Subject: [osg-users] Advice on laying gridlines on a terrain

 

Hi, 

 

I'm currently developing an application that loads in either an FLT or a TXP 
terrain. I'm interested in laying down grid lines where the spacing can be 
changed by the user. Maybe I'm overthinking this, but I'm looking for a way to 
basically lay the gridlines down directly on the 3 dimensional terrain.  

 

Is there something in OSG that allows someone to lay a texture upon another 
texture or am I better off using shaders, or something else to achieve this 
effect?

 

I've checked out various examples...would OverlayNode or TexGenNode be of any 
use to me?

 

Thanks,

Jason 

 

 

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[osg-users] Advice on laying gridlines on a terrain

2007-04-20 Thread Jason

Hi,

I'm currently developing an application that loads in either an FLT or a TXP
terrain. I'm interested in laying down grid lines where the spacing can be
changed by the user. Maybe I'm overthinking this, but I'm looking for a way
to basically lay the gridlines down directly on the 3 dimensional terrain.

Is there something in OSG that allows someone to lay a texture upon another
texture or am I better off using shaders, or something else to achieve this
effect?

I've checked out various examples...would OverlayNode or TexGenNode be of
any use to me?

Thanks,
Jason
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[osg-users] Camera attachments

2007-04-20 Thread Poirier, Guillaume

Hello all,


First of all, I apologize if this question was discussed already... I am 
searching for my questions on 
the email archive (http://openscenegraph.org/archiver/osg-users/) and it looks 
like the search function
only returns old stuff. I remember reading a mail about this issue but I can't 
remember what the conclusion
was...

Now my question... I have an update callback on a group node that swaps input / 
render to textures at each
frame. Basically I render to a texture (FBO attachment) and use this texture on 
an object in my scene.
The values in the texture need to be accumulated, thus the swapping part. After 
doing some tests it looks
like the write to texture only works on even frames, i.e. with the texture it 
was first attached to
(texture B). 

// update callback
virtual void operator() (osg::Node* node, osg::NodeVisitor* nv)
{  
   Swap A and B textures if not first frame

   Set texture A as input to subgraph quad branch

   Attach texture B as camera color buffer

   Set texture B as input to subgraph scene branch
};

I am not sure about the swap texture part. I just swap the texture pointers like
osg::Texture2D *tempTex = TexA.get();
TexA = TexB.get();
TexB = tempTex;

The texture are the same size and have the same attribute. I also tried to add 
a RTT cam post
draw callback to detach the color buffer but without success...

Any help or pointer to a previous thread would be appreciated :)


bill
 
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Re: [osg-users] IntersectVisitor

2007-04-20 Thread Tristan McMillan
Hi Oliver

Your idea works however my tank still digs into the terrain now and
then. I think its a result of sharp curvatures on my terrain at certain
position.

I was wondering if there is a more accurate method? I was thinking of
having 4 points at each corner of the tank, which are checked for
intersection. I've been hacking at this for a while with no success as
of yet.

I think the final ideal model will need to have some form of dynamics,
eg take into account momentum, force and moments. But for now I'm just
trying to get a relatively smooth motion in a graphical implementation.

Thanks
Tristan

- Original Message -
From: "Oliver Schoenborn" <[EMAIL PROTECTED]>
To: "osg users" 
Sent: Thursday, April 19, 2007 7:11 PM
Subject: Re: [osg-users] IntersectVisitor


> IIRC, you use the surface normal of the terrain to create a rotation
> quaternion (easiest) or matrix (bit more involved) and apply it to the
> object.
> HTH,
 
 
> Oliver
>
> Tristan McMillan wrote:
>> Hi OSG Community
>>
>> I've been working with the NPS tutorial for the tank being situated
at
>> the height of the terrain.
>>
>> I've adapted this code to allow the tank to move and follow the
terrain
>> for a certain change in the tanks position. However, I can't seem to
get
>> the tank to roll and pitch according to the terrain profile.
>>
>> Has anyone accomplished this or does anyone know how to do this?
>>
>> thanks
>> Tristan
>>
>> ___
>> osg-users mailing list
>> osg-users@openscenegraph.net
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>>
>
>
> --
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> skype: schoenborno
>
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RE: [osg-users] Threading model + multi stage texture. Bug (UNCLASSIFIED)

2007-04-20 Thread Craig, Joel S. (SED/TMI)
Classification:  UNCLASSIFIED 
Caveats: NONE

I changed to viewer.realize(Producer::CameraGroup::SingleThreaded) and it
does not crash.
I changed back to viewer.realize(Producer::CameraGroup::ThreadPerCamera) and
I get SIG32 signal.

Unfortunately, I am using Nvidia, so I can't rule out the driver
possibility, but it does crash on Red Hat Linux. Actually, outside of the
debugger, it hangs on exit rather than crashes. The screen remains blue and
I have to CTRL-ALT-DEL to interrupt the window manager (GDM).

Joel

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Wojciech
Lewandowski
Sent: Friday, April 20, 2007 12:29 AM
To: osg users
Subject: Re: [osg-users] Threading model + multi stage texture.
Bug?(UNCLASSIFIED)

Thanks, application does just that - its textured redish cube. But all i
wanted to know if it crashes on exit in Linux. And it looks like it does ? 
Similar thing happens in Windows

Can you test once again and check if changing viewer.realize to (
osg::Viewer::SingleThreaded ) instead of ( osg::Viewer::ThreadPerCamera )
removes the problem ?

Big Big Thanks,

Wojtek Lewandowski

- Original Message -
From: "Craig, Joel S. (SED/TMI)" <[EMAIL PROTECTED]>
To: "osg users" 
Sent: Thursday, April 19, 2007 5:54 PM
Subject: Re: [osg-users] Threading model + multi stage texture. Bug
?(UNCLASSIFIED)


Classification:  UNCLASSIFIED
Caveats: NONE

Greetings,
I'm not sure what is supposed to happen with your app, but when I ran
it, I got a SIG32 on the "return 0" statement. I used the 1.2 code.

I'm running on a Dell x86-64 dual core processor with Nvidia Quadro FX-1400,
driver version 1.0-8178 with Red Hat Linux.

When I run the app, the display shows the cube. I spin it, then press ESC.
It removes the cube, but sometimes doesn't return control back to the window
manager. Sometimes it does return to the window manager. I ran it with gdb
compiled with "-g". I tried using the breakpoint supplied in the code, but
that's not a valid address in my executable.

(gdb) run
[Thread debugging using libthread_db enabled] [New Thread 182...] [New
Thread 108...] [New Thread 109...] [New Thread 110...] [Thread 110...
exited]

Program received signal SIG32, Real-time event 32 [Switching to thread
108...]
(gdb) backtrace
#0 0x. in __select_nocancel()
#1 0x. in XEnq()
#2 0x. in _XRead()
#3 0x. in _XReadEvents()
#4 0x. in XNextEvent()
#5 0x. in Producer::RenderSurface::_checkEvents()
#6 0x. in Producer::RenderSurface::run()
#7 0x. in OpenThreads::ThreadPrivateActions::StartThread()
#8 0x. in start_thread()
#9 0x. in clone
#10 0x in ?? ()

The other threads were in sched_yield() called from
Producer::RenderSurface::~RenderSurface$delete()

Hope that helps a bit...
Joel
Classification:  UNCLASSIFIED
Caveats: NONE

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Classification:  UNCLASSIFIED 
Caveats: NONE



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Re: [osg-users] Frustrum

2007-04-20 Thread belthil
Thank you for your reply Markus! So i tried what you told me but with 
setLensFrustrum that makes me something weird... My scene is tiny in the middle 
of my screen and when i rotate the scene it is even more weird.
I tried with this: 
viewer.getCamera(0)->setLensFrustrum(-0.1,0.1,-0.1,0.1,0.001,1e7) (i do not 
know what is xhear and y shear). I put "0.1" because with "1000" my scene is 
just a little point in the middle of my screen.
Then i tried with the other function: setLensPerspective(45,45,0.001,1e7) (i do 
not really know what is the difference between hfov and vfov). This time my 
scene is not a tiny point but it is normal, but the parameters do not seem to 
work...
As a matter of fact, my first problem with the frustrum is that the near plane 
processes the culling too far away from the point of view: i would like the 
objects to come close toward the screen. And finally, i would like the far 
plane quite far away because i need to display some objects (stars that are far 
away) on the far plane.
I hope you will be able to help me more or someone else who would know the 
answer. Thanks a lot!

Bye


> Hi...
>
> you could do something like this:
>
>  osgProducer::Viewer viewer(BuildConfig());
>  viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
>  viewer.getCamera(0)->setLensFrustum
> (left,right,bottom,top,nearClip,farClip,xshear,yshear);
>
> or...if you just need to set a symetrical frustum you could use this one
>
>  viewer.getCamera(0)->setLensPerspective(hfov, vfov, near, far,
> xshear,yshear);
>
> Hope this helps...
> bye, Markus.
>
>
> Am 20.04.2007 um 14:24 schrieb belthil:

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RE: [osg-users] cal3d lod

2007-04-20 Thread Zach Deedler
Lets just start over from scratch.  We'll call it osgchar...

Just kidding.  All of this stuff is awesome.  I have to thank whomever was
involved with creating cal3d, rbody, and collada.

Putting all APIs aside for a moment.  How do we implement hardware skinning?
Or is someone already halfway there?  

I am trying to figure out how to apply page 416 of the Orange Book to do
this.  I am still a novice as far as shaders, but I understand the concept.
How do we get the keyframe vertices into the shader?  Do we load the model
with its default stance, and then create a couple uniforms to pass in the
two keyframes?  I guess I'm just not sure how you get the two keyframes you
want to blend, into the shader.

I know there are a whole lot of gotchas that you guys know about that I'm
not aware of.  Like do you do full-body morphing, or submesh morphing.  What
do we do when you have a guy walking, and then wave while he is walking.

I need:
Walk, run, crawl, standing, idle, kneel
Wave, wave frantic, and various other gestures
Man, woman, dog, deer, rabbit, bicyclist

Zach

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger
Sent: Friday, April 20, 2007 05:19
To: osg users
Subject: Re: [osg-users] cal3d lod

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Anders Backman wrote:
> I think he refers to the fact that Collada does support skinning and 
> skeleton animation together with just about everything else.
> To get an efficient pipeline one would like to avoid 19 different file 
> formats just to get a character to move around.
> There are already exporters for collada, so its more of a matter of 
> writing a CA library that makes use of it.
> But as it is a rather large task, we are very thankful to Bruno for 
> writing the initial version.
> And for everyone else that keeps it going.

That's true, however it doesn't really solve the animation issues, only the
export. I export a Collada file and then what? Do we have code which can
load, animate and control a skinned and animated character from it in a
meaningful manner? I am not aware of that.

I do not see Collada ever replacing tools such as Replicant providing
high-level animation APIs - Collada is an asset exchange format, not an
animation tool. That we can write a simple loader displaying Collada guy
playing a keyframe animation in OSG? Fine, and? Will it support procedural
animation? Non sliding walk? Animation blending? Actions composed out of
several animations? Inverse kinematics? I do not think so. However these are
examples of issues that I commonly need in simulations. Replicant and Cal3D
satisfy them only partially at the moment, but this kind of development
should be done there, not in the Collada standard. Most likely people behind
Collada are not even interested in these issues because that was never the
purpose of this standard.

I am not against Collada, however I see it as a bit of an orthogonal issue
to the problems discussed. Even Cal3D could probably animate
Collada-specified characters, but that still doesn't address the problem
that Cal3D has no hardware skinning at the moment and its design is a bit
deficient in places - for example if you want to support procedural
animation it is a pain to do.

Jan

-BEGIN PGP SIGNATURE-
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Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFGKIV1n11XseNj94gRAi12AKCNAdVDaR94NUtxolO3qcLh4Zj/hACePUjn
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Re: [osg-users] Frustrum

2007-04-20 Thread Markus Stöbe

Hi...

you could do something like this:

osgProducer::Viewer viewer(BuildConfig());
viewer.setUpViewer(osgProducer::Viewer::STANDARD_SETTINGS);
	viewer.getCamera(0)->setLensFrustum 
(left,right,bottom,top,nearClip,farClip,xshear,yshear);


or...if you just need to set a symetrical frustum you could use this one

	viewer.getCamera(0)->setLensPerspective(hfov, vfov, near, far,  
xshear,yshear);


Hope this helps...
bye, Markus.


Am 20.04.2007 um 14:24 schrieb belthil:


Hello,

Within my application, i am using an osgProducer::Viewer, and i  
would like to set the frustrum with my personal parameters. How can  
i do?
If osgProducer::Viewer does not enable to do that, could you please  
tell me, in case, what i have to use and the links with  
osgProducer::Viewer (like: what is the function which is the same  
as viewer.done() or viewer.sync() etc...).


I thank you in advance for all the help you could send me!

Bye


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--

Dipl.-Inform. Markus Stöbe
Gruppenleiter "Simulatoren"

Deutsches Zentrum für Luft- und Raumfahrt e.V.
in der Helmholtz-Gemeinschaft
Institut für Verkehrsführung und Fahrzeugsteuerung
Lilienthalplatz 7
38108 Braunschweig

http://www.dlr.de/fs



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[osg-users] ATI, Linux: osgshaders sample crashes

2007-04-20 Thread Christian Muschick

Hello!

It seems to me the following is an ATI driver problem, but I wanted to 
hear your opinion on it:


I have a brand-new Ubuntu Feisty Fawn system, with the openscenegraph 
package installed. Running the sample osgshaders works, but upon 
quitting with "esc" the error message at the end of my message results.


I get similar errors when the driver compiles a different shader which 
uses depth shadow textures and two other textures. Has anyone 
experienced similar problems with ATI drivers?


thx alot
christian


*** glibc detected *** osgshaders: free(): invalid pointer: 0x084145f0 ***
=== Backtrace: =
/lib/tls/i686/cmov/libc.so.6[0xb76757cd]
/lib/tls/i686/cmov/libc.so.6(cfree+0x90)[0xb7678e30]
/usr/lib/libstdc++.so.5(_ZdlPv+0x23)[0xb6beba53]
/usr/lib/dri/fglrx_dri.so(_ZN12TATICompilerD2Ev+0x150)[0xb73eed30]
/usr/lib/dri/fglrx_dri.so(_ZN20TATIFragmentCompilerD0Ev+0x50)[0xb7321d20]
/usr/lib/dri/fglrx_dri.so(_Z14DeleteCompilerP9TCompiler+0x15)[0xb7321735]
/usr/lib/dri/fglrx_dri.so(__glslATIFreeCompilerInterfaceData+0x16)[0xb6e821e6]
/usr/lib/dri/fglrx_dri.so(__glslDeleteFragmentShaderObject+0x28)[0xb6f0da88]
/usr/lib/dri/fglrx_dri.so(__glslDeleteObject+0xcd)[0xb6f0be5d]
/usr/lib/dri/fglrx_dri.so(__glim_DeleteObjectARB+0x3c)[0xb6f0b77c]
/usr/lib/libosg.so.4(_ZNK3osg13GL2Extensions14glDeleteShaderEj+0x24)[0xb7aea544]
/usr/lib/libosg.so.4(_ZN3osg6Shader21flushDeletedGlShadersEjdRd+0xe5)[0xb7afb915]
/usr/lib/libosgUtil.so.4(_ZN7osgUtil9SceneView24flushAllDeletedGLObjectsEv+0x106)[0xb7c5e8c6]
/usr/lib/libosgProducer.so.4(_ZN11osgProducer15OsgSceneHandler4drawERN8Producer6CameraE+0x7b)[0xb7e160bb]
/usr/lib/libProducer.so.4(_ZN8Producer6Camera6_frameEb+0x17d)[0xb7dcc87d]
/usr/lib/libProducer.so.4(_ZN8Producer6Camera5frameEb+0xd0)[0xb7dccb10]
/usr/lib/libProducer.so.4(_ZN8Producer11CameraGroup20_singleThreadedFrameEv+0x98)[0xb7dd14a8]
/usr/lib/libProducer.so.4(_ZN8Producer11CameraGroup6_frameEv+0x58)[0xb7dd1668]
/usr/lib/libProducer.so.4(_ZN8Producer11CameraGroup5frameEv+0x38)[0xb7dd16f8]
/usr/lib/libosgProducer.so.4(_ZN11osgProducer14OsgCameraGroup5frameEv+0x81)[0xb7e0b391]
/usr/lib/libosgProducer.so.4(_ZN11osgProducer6Viewer5frameEv+0x292)[0xb7e2ab22]
/usr/lib/libosgProducer.so.4(_ZN11osgProducer14OsgCameraGroup13cleanup_frameEv+0x117)[0xb7e0d9c7]
osgshaders[0x805176a]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xdc)[0xb7623ebc]
osgshaders(__gxx_personality_v0+0x145)[0x804c211]
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[osg-users] Frustrum

2007-04-20 Thread belthil
Hello,

Within my application, i am using an osgProducer::Viewer, and i would like 
to set the frustrum with my personal parameters. How can i do?
If osgProducer::Viewer does not enable to do that, could you please tell me, in 
case, what i have to use and the links with osgProducer::Viewer (like: what is 
the function which is the same as viewer.done() or viewer.sync() etc...).

I thank you in advance for all the help you could send me!

Bye

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[osg-users] Re: Multi-Threaded Debugging Dev. Support

2007-04-20 Thread Adrian Egli

2007/4/19, Adrian Egli <[EMAIL PROTECTED]>:


hi

i would like to add to the Thread (OpenThread) interface following
methode:

void setThreadMarkerName(std::string )

setThreadMarkerName(std::String marker ){
CallSetThreadName ( thread id, marker);
}

void CallSetThreadName(unsigned long
dwThreadID, const char* szThreadName){
THREADNAME_INFO info;
{
info.dwType = 0x1000;
info.szName = szThreadName;
info.dwThreadID = dwThreadID;
info.dwFlags = 0;
}
__try
{
RaiseException( 0x406D1388, 0,
sizeof(info)/sizeof(unsigned long), (unsigned long*)&info );
}
__except (-1)
{
}
}


At least for windows and under debug it would be more esier to recognize
the right thread in VS. if the community would be please to get such a
feature included
il will prepare a propre implementation of this feature for check in
(commit)

adegli



Thread
Description: Binary data
/* -*-c++-*- OpenThreads library, Copyright (C) 2002 - 2007  The Open Thread 
Group
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/


//
// Win32Thread.c++
// ~~~
#include 
#include 
#include 

#if defined(_MSC_VER) && (_MSC_VER < 1300)
#ifdef __SGI_STL
using std::size_t;
#endif
#else
using std::size_t;
#endif

#if defined(_MSC_VER)
#pragma warning( disable : 4996 )
#endif

#include "Win32ThreadPrivateData.h"

struct Win32ThreadCanceled{};

using namespace OpenThreads;

DWORD OpenThreads::cooperativeWait(HANDLE waitHandle, unsigned long timeout){
Thread* current = Thread::CurrentThread();
DWORD dwResult ;
if(current)
{
HANDLE cancelHandle = 
static_cast(current->getImplementation())->cancelEvent.get();
HANDLE handleSet[2] = {waitHandle, cancelHandle};

dwResult = WaitForMultipleObjects(2,handleSet,FALSE,timeout);
if(dwResult == WAIT_OBJECT_0 + 1 ) throw Win32ThreadCanceled();
}
else
{
dwResult = WaitForSingleObject(waitHandle,timeout);
}

return dwResult;
}

Win32ThreadPrivateData::TlsHolder Win32ThreadPrivateData::TLS;

Win32ThreadPrivateData::~Win32ThreadPrivateData()
{
}

const std::string OPENTHREAD_VERSION_STRING = "OpenThread v1.2preAlpha, 
WindowThreads (Public Implementation)";


//-
// Initialize thread master priority level
//
Thread::ThreadPriority Thread::s_masterThreadPriority =  
Thread::THREAD_PRIORITY_DEFAULT;

bool Thread::s_isInitialized = false;
//-
// Class to support some static methods necessary for pthread's to work
// correctly.
//
namespace OpenThreads {

class ThreadPrivateActions {

//-
// We're friendly to Thread, so it can issue the methods.
//
friend class Thread;
private:


//-
// Win32Threads standard start routine.
//
static unsigned long __stdcall StartThread(void *data) {

Thread *thread = static_cast(data);
Win32ThreadPrivateData *pd =
static_cast(thread->_prvData);

TlsSetValue(Win32ThreadPrivateData::TLS.ID ,data);

//-
// Set the proper scheduling priorities
//
SetThreadSchedulingParams(thread);

pd->isRunning = true;

try{
thread->run();
}
catch(Win32ThreadCanceled&)
{
// thread is canceled do cleanup
try {
thread->cancelCleanup();
} catch(...) { }
}
catch(...)
{
// abnormal termination but must be caught in win32 anyway
}


std::cout << "  ** OpenThreads::thread::end("

[osg-users] Re: osg::Image Questions

2007-04-20 Thread rpingry

Right,

I found all of the code that does all of that.  I am trying to actually use
the transparency map and apply it to the COLR alpha.  I am almost there.  I
have been able to get the COLR channel and the TRAN channel and I just need
to do the magic on the osg::Images themselves.  I really would like to make
the lwo plugin work the same way it does in LW.

-- Rick


On 4/19/07, Chris Hanson <[EMAIL PROTECTED]> wrote:


[EMAIL PROTECTED] wrote:
> Hello All,
> I am working on the osgDB_lwo plugin.  I am trying to get it to use
> transparency maps.  In OSG, I know I can use the alpha channel of the
> color map to provide a transparency map. In LightWave, there is a
> seperate grey-scale image that is used as the transparency map.  In the
> current implementation of the plug-in by Marco Jez, that block is
ignored.
>
> I have it to the point in the code where I know about both blocks
> (alreadt read in with osgDB from a file).  I have two conditions:
> 1.  There is a color map.  In this case, I need to grab the transparency
> map and place its grey value in the alpha channel of the existing color
map.
> 2.  There is not a color map, but only a base color.  Here I create the
> color map by placing the grey value of the transparency map in the alpha
> channel and I set the RGB values to the base color.
>
> I have a pretty good idea how to do this if the images were already 32
> bit BGRA or whatever.  I am not as secure working with the other image
> types, like if there is not already an alpha channel, or if the thing is
> using grey-scale or an indexed color.  Should I create a new image and
> fill it or can I use the rescale function to change it?  I am not sure
> how to create an image from scratch without reading it from a file.  I
> am not sure about how to read and write values to and from the images
> (except for the 32 bit case, I got that).  Any help would be
> appreciated.  Any reference materials I could read?  Gatchas I should
> watch out for?

  I had this discussion with Marco Jez a while ago:


Hi Chris,

>   I'm curious -- maybe I asked this before. Does the LWO2 loader support
> bitmap transparency on LW surfaces? If it doesn't, that's
understandable,
> but if it does, I must be doing something wrong. I figured I'd ask the
> expert before spending too much time working on it.

Not directly. Only textures applied to the COLR (color) channel are taken
into consideration. The only way to do pixel-level transparency is to use
a
RGBA texture on the color channel. Lightwave will ignore the alpha
channel,
while the LWO loader will ignore any transparency texture, so you can have
both set in the same surface.

>   The goal is to make things like chain-link fences that have simple
> geometry and a small mask texture to cut a complex appearance into the
> visual geometry.

Again, you can do that by using a RGBA texture on the color channel. But
remember that you still have to enable alpha testing, or even alpha
blending
if your texture is semi-transparent. The latter is easily done by setting
the Transparency value of the LWO surface to any value larger than 0. The
LWO loader will automatically enable blending for such surface. If you
just
need alpha testing, you may be required to enable it manually. When I
developed the LWO plugin, alpha testing was enabled by default but now it
isn't (I don't know whether the change occured in OSG or in the nVidia
drivers).

Now that OSG has solid support for shaders, the LWO loader could be
largely
improved. I just need time to do that... :-)

Hth,
Marco

> Thanks in advance for any help,
> -- Rick

  I'd love to see this capability available too.

--
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.

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Re: [osg-users] cal3d lod

2007-04-20 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Anders Backman wrote:
> I think he refers to the fact that Collada does support skinning and
> skeleton animation together with just about everything else.
> To get an efficient pipeline one would like to avoid 19 different file
> formats just to get a character to move around.
> There are already exporters for collada, so its more of a matter of
> writing a CA library that makes use of it.
> But as it is a rather large task, we are very thankful to Bruno for
> writing the initial version.
> And for everyone else that keeps it going.

That's true, however it doesn't really solve the animation issues, only
the export. I export a Collada file and then what? Do we have code which
can load, animate and control a skinned and animated character from it
in a meaningful manner? I am not aware of that.

I do not see Collada ever replacing tools such as Replicant providing
high-level animation APIs - Collada is an asset exchange format, not an
animation tool. That we can write a simple loader displaying Collada guy
playing a keyframe animation in OSG? Fine, and? Will it support
procedural animation? Non sliding walk? Animation blending? Actions
composed out of several animations? Inverse kinematics? I do not think
so. However these are examples of issues that I commonly need in
simulations. Replicant and Cal3D satisfy them only partially at the
moment, but this kind of development should be done there, not in the
Collada standard. Most likely people behind Collada are not even
interested in these issues because that was never the purpose of this
standard.

I am not against Collada, however I see it as a bit of an orthogonal
issue to the problems discussed. Even Cal3D could probably animate
Collada-specified characters, but that still doesn't address the problem
that Cal3D has no hardware skinning at the moment and its design is a
bit deficient in places - for example if you want to support procedural
animation it is a pain to do.

Jan

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Re: [osg-users] cal3d lod

2007-04-20 Thread Anders Backman

I think he refers to the fact that Collada does support skinning and
skeleton animation together with just about everything else.
To get an efficient pipeline one would like to avoid 19 different file
formats just to get a character to move around.
There are already exporters for collada, so its more of a matter of
writing a CA library that makes use of it.
But as it is a rather large task, we are very thankful to Bruno for
writing the initial version.
And for everyone else that keeps it going.

/Anders





On 4/20/07, Jan Ciger <[EMAIL PROTECTED]> wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

>> I did! drawImplementation doesn't take a StateSet anymore; it seems like
>> that has been switched to a RenderInfo reference instead.

Aha, so that is the same issue that I have fixed in Replicant.

>> I think it would be neat to see Collada squash the whole thing, but
>> that's just me. :) A universal language for expressing character
>> animations would rock. Implementations would still have the freedom to
>> optimize as they see fit, but at least interchangeability and whatnot
>> would be out of the way...

What does have Collada to do with this? That is a data format not a
library to render the characters.

Jan
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--



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
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RE: [osg-users] problem reading dds with osgdem

2007-04-20 Thread Gordon Tomlinson
HI

OSGDEM will output DDS, it just cannot currently use DDS as input due to
GDAL not supporting the format, BTW I'm not an OSGdem expert we use our own
internal software that’s does not use GDAL for terrian creation

You will need to convert your DDS files to a GDAL supported format, there
are tools out there that can help
and Nvidia has free plugins on their developer site 

 


__
Gordon Tomlinson 

Email   : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.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 Agustín Trujillo
Sent: 20 April 2007 08:00
To: osg users
Subject: Re: [osg-users] problem reading dds with osgdem

Hi Gordon:

You are right. It seems that GDAL does not support DDS format. But then, the
question is: how could I create a terrain with osgdem using dds textures? I
thought it was in the same way than using tif textures:

osgdem -t texture.tif -d height.tif -l 3 -o test.ive -o test.osga

but it doesn't work!

osgdem -t texture.dds -d height.tif -l 3 -o test.ive -o test.osga


Thanks in advance.


Gordon Tomlinson escribió:
> You might want to ask this over on the GDAL lists http://www.gdal.org
>
> I don't believe GDAL currently supports DDS as an input format 
> http://www.gdal.org/formats_list.html
>
>
>
> __
> Gordon Tomlinson
>
> Email   : [EMAIL PROTECTED]
> Website : www.vis-sim.com www.gordontomlinson.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 Agustín
Trujillo
> Sent: 19 April 2007 12:49
> To: osg-users@openscenegraph.net
> Subject: [osg-users] problem reading dds with osgdem
>
> Hi guys:
>
>
> When trying to load a texture in dds format in this way:
>
> osgdem -t image.dds .
>
> I  obtain this error:
>
> ERROR 4: 'image.dds' not recognized as a supported file format.
>
>
> This error occurs when calling GDALOpen inside DataSet.cpp. It seems like
> gdal could not read dds format. In fact, if I run gdalinfo --formats, it
> prints the list of supported image formats, but dds is not included. I'm
> using gdal-132 and OSG1.2.
>
> Any idea? Thanks in advance.
>
>
> ___
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Re: [osg-users] osgWrappers

2007-04-20 Thread David Callu

Hi Zach

   I am the co-authors of osgDesigner with Laurent Marchal and Louise
Jacquot.
   I work on the introspection part and effectivly, this not very simple.
   But the possibilities are really interested. If you want to learn it,
   you just need patience and motivation.


   First, you must understand the introspection concept.
 - C# and Java provide this functionnality
 - The osgIntrospection
wikipage
is a good source of information
 - The REFLECT
project (SEAL
project evolution) is the best
C++ introspection framework that I found (but only in the design
because I never take the time to try It)


   Then understand the osgIntrospection
 - again The osgIntrospection
wikipage
is a good source of information
 - doxygen

Then take a look to Editor using osgIntrospection:
   - osgEdit 
   - orihalcon -
osgDesigner

   Good cheer
   David Callu
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Re: [osg-users] cal3d lod

2007-04-20 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
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Hi,

>> I did! drawImplementation doesn't take a StateSet anymore; it seems like
>> that has been switched to a RenderInfo reference instead.

Aha, so that is the same issue that I have fixed in Replicant.

>> I think it would be neat to see Collada squash the whole thing, but
>> that's just me. :) A universal language for expressing character
>> animations would rock. Implementations would still have the freedom to
>> optimize as they see fit, but at least interchangeability and whatnot
>> would be out of the way... 

What does have Collada to do with this? That is a data format not a
library to render the characters.

Jan
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Re: [osg-users] problem reading dds with osgdem

2007-04-20 Thread Wojciech Lewandowski

Hi,

Obviously you need to convert your 'texture.dds' to one of general image 
formats supported by GDAL. Try jpeg, png, bmp, tiff or gif.


There are many free tools that let you do it.For example Texture tools 
available in DirectX SDK. I belive NVidia also offers some DDS toolkit.


dds is supported by OSG as a input/output texture image format
but
GDAL does not support dds at all. OSGDEM uses GDAL to import image and gis 
raster files and manage them as satelite imagery and elevation rasters. 
Hence OSGDEM does not accept dds as input.  However, osgdem can output 
generated textures as dds.


Cheers,
Wojtek Lewandowski


- Original Message - 
From: "Agustín Trujillo" <[EMAIL PROTECTED]>

To: "osg users" 
Sent: Friday, April 20, 2007 8:59 AM
Subject: Re: [osg-users] problem reading dds with osgdem



Hi Gordon:

You are right. It seems that GDAL does not support DDS format. But then, 
the question is: how could I create a terrain with osgdem using dds 
textures? I thought it was in the same way than using tif textures:


osgdem -t texture.tif -d height.tif -l 3 -o test.ive -o test.osga

but it doesn't work!

osgdem -t texture.dds -d height.tif -l 3 -o test.ive -o test.osga


Thanks in advance.


Gordon Tomlinson escribió:

You might want to ask this over on the GDAL lists http://www.gdal.org

I don't believe GDAL currently supports DDS as an input format
http://www.gdal.org/formats_list.html



__
Gordon Tomlinson
Email   : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.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 Agustín 
Trujillo

Sent: 19 April 2007 12:49
To: osg-users@openscenegraph.net
Subject: [osg-users] problem reading dds with osgdem

Hi guys:


When trying to load a texture in dds format in this way:

osgdem -t image.dds .

I  obtain this error:

ERROR 4: 'image.dds' not recognized as a supported file format.


This error occurs when calling GDALOpen inside DataSet.cpp. It seems like
gdal could not read dds format. In fact, if I run gdalinfo --formats, it
prints the list of supported image formats, but dds is not included. I'm
using gdal-132 and OSG1.2.

Any idea? Thanks in advance.


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