[osg-users] Demo.... Kd-Tree

2007-11-01 Thread Adrian Egli
http://webaddon3d.assoftware.ch/AE/RTTest.rar /adegli -- Adrian Egli ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] How to detect collisions? (2nd try)

2007-11-01 Thread Cervantes Pintor Pedro
Hi, I apologize for double posting, but my last mail was sent as html, i wasn't aware that this feature was activated. I'm trying to detect a collision between two objects by simply using the bounding sphere of those objects. So i need to collect the world transformation for each object and then

Re: [osg-users] translate transformation on projection

2007-11-01 Thread Robert Osfield
On 10/31/07, Terry Welsh <[EMAIL PROTECTED]> wrote: > > If you didn't multiply this translation into the projection matrix, then all > > cameras would render the same eye space, and you'd get the same image from > > all cameras. > > > > If you tried to do this by modifying the modelview matrix inst

Re: [osg-users] Binding the Trackball Manipulator To Cameras

2007-11-01 Thread Robert Osfield
Hi Kim, Have a look at the way osgdistortion works, it renders the scene to a texture that inherits the master cameras projection and view matrix. Then a slave camera works as in HUD style, with an absolute projection and view matrix to render the distorted mesh. You'll want to do something quite

Re: [osg-users] A parameter in VirtualPlanetBuilder-0.9.1

2007-11-01 Thread Robert Osfield
On 10/31/07, GuiYe <[EMAIL PROTECTED]> wrote: > >arguments.getApplicationUsage()->addCommandLineOption("--layer > ","Specify the layer that the next source Texture will contribute > to.."); > >Who can tell me the meaning of the parameter and how to use this > parameter? > I can't really ad

Re: [osg-users] How to detect collisions ?

2007-11-01 Thread Robert Osfield
Try Node::getWorldMatrices() On 11/1/07, Cervantes Pintor Pedro <[EMAIL PROTECTED]> wrote: > > Hi, > > I'm trying to detect a collision between two objects by simply using the > bounding sphere of those objects. > > So i need to collect the world transformation for each object and then > translat

Re: [osg-users] Changing shapes attributes

2007-11-01 Thread Robert Osfield
On 11/1/07, Renan Mendes <[EMAIL PROTECTED]> wrote: > Hello, everyone. > > To achieve my goal in my OSG application, I need the shapes that are on the > screen to change their colors when selected by mouse picking. All the shapes > that are on the screen, from the class "Sphere", for instance, hav

[osg-users] HUD in multiple display

2007-11-01 Thread santosh
Hi Guys I had created a HUD for text display and added in the root node. For multiple screen display I added the slaves in viewer. Now I am getting the text on every slave camera which I don't want. I want it to be in only one display. What sould I do for this ? Thanks - Santosh __

Re: [osg-users] OSG + sky

2007-11-01 Thread Cole, Charles E. (LARC-B702)[GENEX SYSTEMS]
Just some more suggestions for references ... (1) osgEphemeris, by Don Burns (http://andesengineering.com/Projects/OsgEphemeris) - uses OSG (and osgProducer) to create virtual environments for sky, moon, planets, and stars. (2) Delta3D (http://www.delta3d.org ) - u

Re: [osg-users] Demo.... Kd-Tree

2007-11-01 Thread Cedric Pinson
I can't test it under Linux, do you have the source tree, i ll try to compile it Adrian Egli wrote: > http://webaddon3d.assoftware.ch/AE/RTTest.rar > > /adegli > > -- > > Adrian Egli > -

Re: [osg-users] HUD in multiple display

2007-11-01 Thread Robert Osfield
Hi Santosh, On 11/1/07, santosh <[EMAIL PROTECTED]> wrote: > I had created a HUD for text display and added in the root node. For > multiple screen display I added the slaves in viewer. > Now I am getting the text on every slave camera which I don't want. I > want it to be in only one display. >

Re: [osg-users] HUD in multiple display

2007-11-01 Thread Vican, Justin E.
Hi Santosh, You can do this with node masks. Set the node mask for the HUD camera to 0x1: hudCamera->setNodeMask(0x0001); Then set the cull mask for all cameras in viewer. For the camera in which you want the HUD to display: masterCamera->setCullMask(0xfffF); For all other c

Re: [osg-users] OSG + sky

2007-11-01 Thread [EMAIL PROTECTED]
Adrian Egli wrote: > Hi Jim, > > do you have a example or demo The Combat Simulator Project (CSP) http://csp.sourceforge.net/wiki/Main_Page the sky is also used by: Global Conflict Blue (GCB) http://gcblue.com/wiki/index.php/Main_Page both are gpl projects regards :)

Re: [osg-users] Demo.... Kd-Tree

2007-11-01 Thread Adrian Egli
:-) no source at the moment for this version, look through the forum and you will find the source 2007/11/1, Cedric Pinson <[EMAIL PROTECTED]>: > > I can't test it under Linux, do you have the source tree, i ll try to > compile it > > > Adrian Egli wrote: > > http://webaddon3d.assoftware.ch/AE/RT

[osg-users] osgconv

2007-11-01 Thread Argentieri, John-P63223
Robert, "osgconv --compressed" still doesn't work in windows. Here's the output from osg 2.2: Failed to create pbuffer, failing back to normal graphics window. Error: Unable to create graphis context - cannot run compression Data written to 'xxx.ive'. John ___

Re: [osg-users] OSG crash in _lock_fhandle

2007-11-01 Thread Felix Bwire
Hi there, I would like to upload .net files in osg. How do I go about it? Thanx, Felix On 9/26/07, Gert van Maren <[EMAIL PROTECTED]> wrote: > > Hi Robert, > > > Thanks for the stack trace but it doesn't really help me much in > > working out what might be amiss. Does this crash on exit occur i

[osg-users] When is it safe to modify the scenegraph?

2007-11-01 Thread Stephan Maximilian Huber
Hi, I am updating to osg2.2 and wnat to use the new threading models, but I am experiencing problems when using a threading model different to SingleThreaded. So when it is safe to modify the scenegraph? My scenegraph is very dynamic, lots of geometries get added, recomputed or removed. my ru

Re: [osg-users] OSG crash in _lock_fhandle

2007-11-01 Thread Robert Osfield
On 11/1/07, Felix Bwire <[EMAIL PROTECTED]> wrote: > Hi there, > > I would like to upload .net files in osg. How do I go about it? Has this anything to do with crash in _lock_fhandle Might I suggest you start a separate thread for separate topic. You might also want to explain what "upload .

Re: [osg-users] When is it safe to modify the scenegraph?

2007-11-01 Thread Robert Osfield
HI Stephan, Any Drawable or StateSet that is modified needs to have its DataVariance set to DYNAMIC when you take advantage of the DrawThreadPerContext and CullThreadPerCameraDrawThreadPerContext threading models. This prevents the next frame from starting till all the dynamic bits of the scene g

[osg-users] Scene renders black when replacing a ShadowedScene

2007-11-01 Thread Chris Denham
I'm getting a problem when assigning a new shadowed scene to the viewer. What seems to happen is that once the first scene has been rendered, the assignment of a new shadowed scene results in a everything in the scene being drawn black. Also odd is the fact that there doesn't seem to be a problem w

Re: [osg-users] Scene renders black when replacing a ShadowedScene

2007-11-01 Thread Mihai Radu
Just to make sure I understand the issue: from what you are describing, the problem is that non-textured scene is drawn is black. This is a result of the shader in use, if you are using the one for textured objects, it will do a texture access on unit 0, and since there is no bound texture the res

Re: [osg-users] Demo.... Kd-Tree

2007-11-01 Thread Mihai Radu
Hi Adrian, kd-tree looks like a nice structure to have, in my case for other things than ray-tracing, like optimizing collisions and path-finding, to be local to one partition. Are you planning to integrate kd-tree into osg as a generic algorithm ? In that case how could it be used ? If you want

[osg-users] Shadowmap fidelity for an enironment and objects within it

2007-11-01 Thread Guerrero, Michael (CIV)
Hi, I'm a developer with Delta3D which uses OSG and I've recently converted a scene to use shadowmaps. I've managed to get decent results on the level using a 2048x2048 shadow map but any smaller object within the level such as a character produces shadows of unacceptable quality. Please see the f

Re: [osg-users] Shadowmap fidelity for an enironment and objects within it

2007-11-01 Thread Mihai Radu
Hi Michael, Right now there is no implementation that uses multiple simple shadow maps in osg. There is ParalelSplitShadowMap, that uses multiple maps but the split is based on the view frustum, not individual characters. Try and see if it gives you nice results, it's meant for use large terrains

[osg-users] How to get eye positions in passive stereo?

2007-11-01 Thread Jurgen Schulze
Hi, We are trying to figure out at what positions the eyes are in stereo mode. The scene gets rendered correctly, but the following code returns the same exact positions for leftEye and rightEye: osg::Camera* camLeft = _renderStageLeft->getCamera(); osg::Camera* camRight = _rende

Re: [osg-users] Scene renders black when replacing a ShadowedScene

2007-11-01 Thread Adrian Egli
:-) Yes a fake texture can help GLSL shader based issue. Feel free to migrate the other shadow technics. And if you like working with PSSM feel free to fix the little issues we still have. i don't get the time to work on PSSM for next generation. /adegli 2007/11/1, Mihai Radu <[EMAIL PROTECTED]>

Re: [osg-users] Scene renders black when replacing a ShadowedScene

2007-11-01 Thread Mihai Radu
Hi Chris, Adrian Here's an updated version of ShadowMap[.cpp] that includes the 'fake' texture. Now any model will show up properly, textured or nor. To see run [the dumptruck is not textured] : osgshadow dumptruck.osg Adrian, in your code (PSSM) you assign black(0,0,0,0) as the color for the 'f

Re: [osg-users] Shadowmap fidelity for an enironment and objects within it

2007-11-01 Thread Adrian Egli
Hi Michael, may you need just to change to the parallel split shadow map. osgshadow --pssm ... /adegli 2007/11/1, Guerrero, Michael (CIV) <[EMAIL PROTECTED]>: > > Hi, I'm a developer with Delta3D which uses OSG and I've recently > converted a scene to use shadowmaps. I've managed to get decent

Re: [osg-users] Scene renders black when replacing a ShadowedScene

2007-11-01 Thread Adrian Egli
Thanks Mihai, can you also change the PSSM implementation and update the code, so robert has only one review to do ! if i will submiss the pssm stuff, he has to review two equal changes. thanks. may you can also have a look at PSSM, there are other mails on this topic. the GLSL shader doesn't work

[osg-users] PSSM ... second

2007-11-01 Thread Adrian Egli
hi here is the topic terry send me some days ago, i didn't yet found the time to review it, may in the mean time some has time to check it out, and the we can submiss it. /adegli -- Forwarded message -- From: Terry Welsh <[EMAIL PROTECTED]> Date: 18.10.2007 23:04 Subject: pssm fi