Re: [osg-users] [build] how to build basicGeometry example?

2009-10-29 Thread Mathieu MARACHE
Hi Thomas, you need to do a couple of things, first take a copy of the CMakeModules folder of OSG itself : http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/CMakeModules Then you need to tell CMake via your CMakeLists.txt where to find those set(CMAKE_MODULE_PATH

Re: [osg-users] [build] how to build basicGeometry example?

2009-10-29 Thread J.P. Delport
Hi, it seems like it found the headers and is breaking on linking. I attach a CMakeLists.txt I use for simple test apps. It assumes OSG is installed and the linker can find it (e.g. mine is installed in /usr/local and /usr/local/lib is added in /etc/ld.so.conf). You could also have a look

Re: [osg-users] [vpb] Can I build a round earth with DEM?

2009-10-29 Thread J.P. Delport
Hi, you can use vpbmaster instead of osgdem to make large earth DBs. I takes the same parameters. You can use multiple DEM/texture sources in one command. E.g. see the command line used here: http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD You can also

Re: [osg-users] multiple root graphs?

2009-10-29 Thread J.P. Delport
Hi, Cory Riddell wrote: I want to create a graph where some nodes have more than one parent, but every parent node doesn't necessary have a non-backtracking path back to the root node. Does this make sense? How about some bad ascii art: A | B C | / D A has been designated as the root but

Re: [osg-users] TerrainManipulator Questions

2009-10-29 Thread J.P. Delport
Hi, Allen Saucier wrote: Hi, I'm trying to use the TerrainManipulator class and I am scratching my head. Problem: I use a patch of terrain w/in a simple program and the terrainmanipulator works great. In another example of mine: I then add a sky-dome by simply putting a sphere around the

[osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-10-29 Thread Angus Lau
Hi, I am trying to build a viewer that can display millions of points and lines. How should I organize or structure the scene graph to maximize the performance and minimize the memory usage? Thank you! Cheers, Angus -- Read this topic online here:

Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-10-29 Thread J.P. Delport
Hi, how much of this dataset do you want visible at one time? jp Angus Lau wrote: Hi, I am trying to build a viewer that can display millions of points and lines. How should I organize or structure the scene graph to maximize the performance and minimize the memory usage? Thank you!

Re: [osg-users] runtime bug when loading obj model in OpenSceneGraph 2.8.2

2009-10-29 Thread Ulrich Hertlein
On 29/10/09 12:27 AM, Nguyen Tien Dat wrote: texture. Do you need to compare all properties of each material in order to find duplicate? Everything except the name ;-D Cheers, /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] sRGB frame buffer

2009-10-29 Thread Tugkan Calapoglu
Hi, I couldn't find sRGB related GLX tokens in the source code so it looks like sRGB color space is not supported by OSG at the moment. Am I right or did I miss something? Does anybody here have experience with sRGB frame buffers under Linux with NVidia hardware? tugkan

Re: [osg-users] First pass at Optional compile paths now checked in.

2009-10-29 Thread Robert Osfield
Hi Paul, On Thu, Oct 29, 2009 at 1:25 AM, Paul Martz pma...@skew-matrix.com wrote: Thanks. Builds clean when set for GL3 on VS2009, at r10699. Excellent. So does this mean we've just the GL3 context to implement to start test GL3 support... :-) Robert.

Re: [osg-users] Rotating models with respect to CoordinateSystemNode / EllipsoidModel

2009-10-29 Thread Michael Weber
Has no one ever done this before? ;) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=18847#18847 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [osgOcean] Is it possible to combine the effect of osgOcean to the terrain model which is build by VPB?

2009-10-29 Thread Kim Bale
Hi Lv, I've not used VPB so I don't know if it would work or not. osgOcean in it's present state only renders a flat plane of ocean and if I understand correctly there is an ellipsoid distortion involved in large planet sized terrains. If you'd like to jump in and modify it to work with vpb I'd

Re: [osg-users] Rotating models with respect to CoordinateSystemNode / EllipsoidModel

2009-10-29 Thread J.P. Delport
I'm sure many people do. Maybe check how osgearth does it. I think no one understood the problem/question well enough to help. Could you explain the exact problem, maybe some pictures :) jp Michael Weber wrote: Has no one ever done this before? ;) -- Read this topic online

Re: [osg-users] [osgOcean] Is it possible to combine the effect of osgOcean to the terrain model which is build by VPB?

2009-10-29 Thread Jean-Sébastien Guay
Hi Lv, I have build some terrain model by VPB(VirtualPlanetBuilder) which including some area of ocean.Is it possible to combine the effect of osgOcean to the terrain model which is build by VPB? VPB terrain, as long as it's not built in geocentric mode (i.e. as long as it's flat terrain),

Re: [osg-users] Errors on svn trunk

2009-10-29 Thread Jean-Sébastien Guay
Hi Robert, Hi Gusy, I assume you meant Hi J-S since apart from the typo, Guay is my last name as you well know :-) Was there are resolution to the build issue under VS? There was no resolution needed, it seems that Paul had an incomplete update or had updated before you merged in

Re: [osg-users] Errors on svn trunk

2009-10-29 Thread Jean-Sébastien Guay
Hi Tom, Try virtual public T in the derived class. No effect, and I also tried adding virtual in the other places and that doesn't change anything either. Of course, removing virtual in the base class's inheritance of osg::Object results in errors about ambiguity, as expected. Perhaps

Re: [osg-users] Errors on svn trunk

2009-10-29 Thread Robert Osfield
On Thu, Oct 29, 2009 at 1:30 PM, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Robert, Hi Gusy, I assume you meant Hi J-S since apart from the typo, Guay is my last name as you well know :-) I actually meant Guys as in people :-) Was there are resolution to the build issue

Re: [osg-users] Rotating models with respect to CoordinateSystemNode / EllipsoidModel

2009-10-29 Thread Michael Weber
Well, my programm is pretty much like the osgsimulation example. But instead of a aircraft which flies a constant route I use a model which flies an arbitrary trajectory. For the positioning of the model I just use makeTranslate with the new X,Y,Z coordinates, which works as expected. Now I

Re: [osg-users] OSG and QT problem

2009-10-29 Thread Eric ZAREMBA
Hi, I experiment this. I used an already displayed scene in another viewer. (I think you do not reload your nodes). So, they are a marker in the osg::Texture which indicates to unref the image after apply. I thinks it a save memory trick. But in our case, the image does not exist anymore

Re: [osg-users] Errors on svn trunk

2009-10-29 Thread Jean-Sébastien Guay
Hi Robert, I actually meant Guys as in people :-) Hah! Darn ambiguous typos... :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/

Re: [osg-users] Errors on svn trunk

2009-10-29 Thread Paul Martz
Jean-Sébastien Guay wrote: Perhaps I'm not the best placed to fix this warning - I need to read up on virtual inheritance first. Anyone else have any ideas? It tends to be one of those dark corners of C++ where few developers tread. I once used this style of coding quite often, but found it

Re: [osg-users] First pass at Optional compile paths now checked in.

2009-10-29 Thread Paul Martz
Robert Osfield wrote: Excellent. So does this mean we've just the GL3 context to implement to start test GL3 support... :-) That's one of the shovel-ready projects I've identified so far. I also want to do some performance measurements between the old Geometry and the new Geometry.

Re: [osg-users] Errors on svn trunk (now: osgAnimation and virtual inheritance)

2009-10-29 Thread Jean-Sébastien Guay
Hi Paul, I'd recommend we not use this code style in OSG, if we can avoid it. It makes the code harder to understand. Can the class that derives from NodeCallback use the has a pattern instead? Only Cedric can answer that and perhaps refactor the code so that it doesn't use virtual

Re: [osg-users] multiple root graphs?

2009-10-29 Thread Paul Martz
Cory Riddell wrote: I want to create a graph where some nodes have more than one parent, but every parent node doesn't necessary have a non-backtracking path back to the root node. Does this make sense? How about some bad ascii art: A | B C | / D A has been designated as the root but there is

Re: [osg-users] Rotating models with respect to CoordinateSystemNode / EllipsoidModel

2009-10-29 Thread J.P. Delport
Hi, I'm guessing here, but I think you might be misunderstanding what the from and to parameters for makeRotate do. It creates a rotation from one _vector_ to another, not from one position to another (have a look at the makeRotate docs in osg::Quat). You could try to use a unit vector (to

Re: [osg-users] TerrainManipulator Questions

2009-10-29 Thread Allen Saucier
Hi JP, thanks for the idea. I'd forgotten that about aspect of the Terrain Manipulator. Hum, so I've got to get the Terrain Manipulator (TM) to actually intersect w/ the terrain node I really want instead of the sphere surrounding the terrain. As for what I passed, I sent in the address of

Re: [osg-users] sRGB frame buffer

2009-10-29 Thread Jason Daly
Tugkan Calapoglu wrote: Hi, I couldn't find sRGB related GLX tokens in the source code so it looks like sRGB color space is not supported by OSG at the moment. Am I right or did I miss something? I don't have any experience with sRGB framebuffers (apart from hearing about them at SIGGRAPH

Re: [osg-users] TerrainManipulator Questions

2009-10-29 Thread J.P. Delport
Hi Allen, Allen Saucier wrote: Hi JP, thanks for the idea. I'd forgotten that about aspect of the Terrain Manipulator. Hum, so I've got to get the Terrain Manipulator (TM) to actually intersect w/ the terrain node I really want instead of the sphere surrounding the terrain. As for what I

Re: [osg-users] Suggestion: Add components in nodes (aggregation)

2009-10-29 Thread Ulrich Hertlein
Hi Sukender, On 29/10/09 3:38 PM, Sukender wrote: And once again, don't you think supporting metadata (Name, value) directly in the osg::Object wouldn't be nice? Or could we code something like: if UserData is an osg::Object (or another given type), read from/write to file using

Re: [osg-users] Errors on svn trunk (now: osgAnimation and virtual inheritance)

2009-10-29 Thread Cedric Pinson
Hi, I found a fix to remove the ambiguous call. I will commit when checked everything is correct. Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Thu, 2009-10-29 at 10:17 -0400, Jean-Sébastien Guay wrote: Hi Paul, I'd

Re: [osg-users] Suggestion: Add components in nodes (aggregation)

2009-10-29 Thread Sukender
Hi Ulrich, I agree putting serialization in the object breaks the reader/writer phylosophy. This is why the idea of Meta/Component/osg::KeyValue is nice. And I think this could be a few lines. However I disagree with the name collisions problem: this should be an user-dependant

Re: [osg-users] Rotating models with respect to CoordinateSystemNode / EllipsoidModel

2009-10-29 Thread Michael Weber
Hi, I forgot to say, that right now I don't care about the roll of the model. But the point is that it is not even heading in the right direction. Thats my top concern right now, but I just don't get it... Michael -- Read this topic online here:

Re: [osg-users] multiple root graphs?

2009-10-29 Thread Cory Riddell
Paul Martz wrote: Cory Riddell wrote: I want to create a graph where some nodes have more than one parent, but every parent node doesn't necessary have a non-backtracking path back to the root node. Does this make sense? How about some bad ascii art: A | B C | / D A has been

Re: [osg-users] Rotating models with respect to CoordinateSystemNode / EllipsoidModel

2009-10-29 Thread Svanur Palsson
Hi You might want to use osg::Matrix::makeLookAt( to, from, upVector ) instead of osg::Quat::makeRotate. Best regards, Svanur On 10/29/2009 03:24 PM, Michael Weber wrote: Hi, I forgot to say, that right now I don't care about the roll of the model. But the point is that it is not even

Re: [osg-users] Suggestion: Add components in nodes (aggregation)

2009-10-29 Thread Ulrich Hertlein
Hi Sukender, On 29/10/09 4:09 PM, Sukender wrote: And what do you mean by the problem with typing the contained data? The key/value map I have in mind only contains strings, but it would be nice to have typed data as well, like float. Cheers, /ulrich

Re: [osg-users] multiple root graphs?

2009-10-29 Thread Paul Martz
Cory Riddell wrote: Unless you've hidden some deeper question within your question, the answer is to simply do this: A-addChild( B ); B-addChild( D ); C-addChild( D ); Well, I haven't actually tried it yet, but Gordon says none of the traversal routines will ever see C. This makes sense

Re: [osg-users] Errors on svn trunk (now: osgAnimation and virtual inheritance)

2009-10-29 Thread Cedric Pinson
Hi All, I add code that remove the warning. Could you have a try on windows and report if it's ok ? Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Thu, 2009-10-29 at 16:05 +0100, Cedric Pinson wrote: Hi, I found a fix to

Re: [osg-users] Suggestion: Add components in nodes (aggregation)

2009-10-29 Thread Sukender
The mini-system I developped contains a generic type T. For now, I support int, double, string, and date (I need a boost::local_time structure). Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Ulrich Hertlein u.hertl...@sandbox.de a écrit : Hi

Re: [osg-users] [build] how to build basicGeometry example?

2009-10-29 Thread Thomas Maier
Hi, thanks for the help. I am on debian there it seemed i must use lower-case find_package(osg), not OSG. the line target_link_libraries(testProjectMain ${OSG_LIBRARY} ${OPENTHREADS_LIBRARY}) works with OpenThreads , but ${OPENTHREADS_LIBRARY} it cannot find Thank you! Cheers, Thomas

Re: [osg-users] Errors on svn trunk (now: osgAnimation and virtual inheritance)

2009-10-29 Thread Paul Martz
Cedric Pinson wrote: I add code that remove the warning. Could you have a try on windows and report if it's ok ? Builds cleanly on VS 2005. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466

Re: [osg-users] Rotating models with respect toCoordinateSystemNode / EllipsoidModel

2009-10-29 Thread Wojciech Lewandowski
Hi Michael, I met at least few people who were using models in different coordinate frames so your results may vary. But assuming that your model is pretty standard: where forward points toward Y+, right points toward X+ and top points toward Z+, this piece of code could work for you.

Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-10-29 Thread Angus Lau
Hi, Thank you for your help. I would like to show as many lines and points as possible at one time. Since some lines and points are clustered together, I am thinking about using LOD, PagedLOD, Impostor, or something similar to make culling and drawing take less time, but my viewer is actually

Re: [osg-users] Rotating models with respect toCoordinateSystemNode/ EllipsoidModel

2009-10-29 Thread Wojciech Lewandowski
Let me fix broken formatting in former post: osg::Matrixd ModelPositionCallback::calculatePositionMatrix( const osg::EllipsoidModel* ellipsoid, // in global coords (origin in ellipsod center) const osg::Vec3d newPosition, // in global coords (origin in ellipsod center) const osg::Vec3d

Re: [osg-users] TerrainManipulator Questions

2009-10-29 Thread Allen Saucier
Hi JP, thanks so much! I found a partial solution and I'm trying to understand why it works. hahahaha but here's what I found: 1. I have 3 nodes in my scene @ startup: terrain, light, and a sphere wrapping my terrain. All built/added to root node in that order. 2. the intersect routine found

Re: [osg-users] runtime bug when loading obj model in OpenSceneGraph 2.8.2

2009-10-29 Thread Nguyen Tien Dat
Thanks. I'll do that. Dat On Thu, Oct 29, 2009 at 2:58 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote: On 29/10/09 12:27 AM, Nguyen Tien Dat wrote: texture. Do you need to compare all properties of each material in order to find duplicate? Everything except the name ;-D Cheers, /ulrich

[osg-users] How to take out and manipulate an object from an obj model

2009-10-29 Thread Nguyen Tien Dat
Dear all, I have an obj model of a supermarket that contains thousand of objects. I load the model into the scene graph as: osg::Node* loadedModel = osgDB::readNodeFile(supermarket_new.obj); Now I would like to take an object from the whole scene (a coke bottle, for example) and manipulate it. I

[osg-users] [osgPPU] I have an OSG app to which I would like to add a second render pass...

2009-10-29 Thread Wyatt B. S. Earp
Hi, I have an OSG app to which I would like to add a second render pass. I render to a fbo hdr texture and I want to use a 2nd pass to process this texture, then write out to another hdr texture, then display. Is this the sort of thing that osgPPU is meant for? My app isn't a GPGPU app it

[osg-users] Change to Optimizer OptimizationOptions

2009-10-29 Thread Paul Martz
Hi Robert -- The code submission by Wojciech and I for MSFBO has opened a small can of worms on declaring bits and bitmasks. I hope you can weigh in and put an end to the debate. Originally, my submission followed the Optimizer's OptimizationOptions pattern of declaring bit values in an enum,

[osg-users] GL3 / GLES2 symbols

2009-10-29 Thread Paul Martz
Hi Robert -- I'm building against the GL3 header now, and many symbols are used in OSG that are deprecated in GL3, such as some of the TexGen symbols. So I checked to see what you do for the GLES2 case, and I found the following in the TexGen header: #if defined(OSG_GLES1_AVAILABLE) ||

[osg-users] VPBMaster Help

2009-10-29 Thread Jacob Armstrong
Robert, Thanks again for your responses to my earlier posts. I've followed your suggestion and am in the process of setting up VPBMaster on my local PC, but I've still got the osgdem process running in a lab working on the 1879 bitmaps that I fed it 3 days ago, just to see what happens. I

[osg-users] How do I simulate motion?

2009-10-29 Thread Ash Pat
Hi, I'm trying to simulate a rigid body motion (translation and rotation) based on some Physics. Basically I have a number of bodies and a solve returns new positions for these bodies. I'd like to update the MatrixTransform associated with the bodies' nodes for each step which I'm hoping will

Re: [osg-users] How do I simulate motion?

2009-10-29 Thread Jean-Sébastien Guay
Hi Ash, for (int pos = 0; pos 80; pos+=10) Here you're simulating 8 frames (0 to less than 80, in steps of 10, so 0 to 70). On modern systems, depending on your geometry and your vsync settings, 8 frames should go by in about 0.13 seconds (if you have vsync on and are at a refresh rate of

Re: [osg-users] TerrainManipulator Questions

2009-10-29 Thread J.P. Delport
Hi, Allen Saucier wrote: Hi JP, thanks so much! I found a partial solution and I'm trying to understand why it works. hahahaha but here's what I found: 1. I have 3 nodes in my scene @ startup: terrain, light, and a sphere wrapping my terrain. All built/added to root node in that order. 2.

Re: [osg-users] How do I simulate motion?

2009-10-29 Thread J.P. Delport
Hi, your code only renders 8 frames, so you probably just miss the first 7. try something like: while (1) { pos+=10; if (pos80) pos=0; ... } to make an endless loop and you should then see stuff move. jp Ash Pat wrote: Hi, I'm trying to simulate a rigid body motion

Re: [osg-users] How should I organize the scene graph to handle 2 million points and lines?

2009-10-29 Thread J.P. Delport
Hi Angus, Angus Lau wrote: Hi, Thank you for your help. I would like to show as many lines and points as possible at one time. Since some lines and points are clustered together, I am thinking about using LOD, PagedLOD, Impostor, or something similar to make culling and drawing take less time,