Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Wojciech Lewandowski
Google for Shadow Maps. You will come up with a number of techniques. Few of them: http://www.punkuser.net/vsm/ http://gamma.cs.unc.edu/LOGPSM/ http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf Most of these belong to the family of soft shadow algorithms.

Re: [osg-users] getWorldMatrices of Node

2010-01-15 Thread Jean-Sébastien Guay
Hi MArtin, Danny, It isn't, worldmatrices is a list of all the individual matrices up the leg to the top. No - getWorldMatrices() returns the list of the localToWorld matrices for all paths from the node to the root. So if your node has only one path from itself to the root, then getWorldMa

[osg-users] Ortho, zoom and Sphericalmanipulator

2010-01-15 Thread Martin Beckett
I need to set a 2d view of a basically flat landscape. I am using Spherical manipulator and perspective view To get the world position of a mouse pick (while in plan view) I need the eye-distance, but in the same 'normalised' units as GUIEventAdapter getX/Ynormalized(). Not sure how I can do th

Re: [osg-users] getWorldMatrices of Node

2010-01-15 Thread Danny Riflko
Then why std::cout << worldMatrices.size() << std::endl; says it's 1? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22741#22741 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://li

Re: [osg-users] getWorldMatrices of Node

2010-01-15 Thread Martin Beckett
It isn't, worldmatrices is a list of all the individual matrices up the leg to the top. But multiplying these together gives a single matrix that is equivalent to going through all these individual conversions - thats the whole beauty of matrix transforms. Cheers, Martin -- Re

[osg-users] getWorldMatrices of Node

2010-01-15 Thread Danny Riflko
Hi, I'm using getWorldMatrices of Node to transform local coordinates to world coordinates. Code: hipsT->addChild(rightHipT); rightHipT->addChild(rightKneeT); rightKneeT->addChild(rightAnkleT); rightAnkleT->addChild(rightFoot); scene->addChild(hipsT); osg::MatrixList worldMatrices = rightFoot-

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Trajce Nikolov
do you have some pointers, papers to the work of this guys? I am interested in learning what is that about Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Fri, Jan 15, 2010 at 11:01 PM, Wojciech Lewandowski < lewandow...@ai.com.pl> wrote: > Nick, > > I may look into

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Trajce Nikolov
ok :-) ... thanks anyway .. the code is attached in this discussion, in the mail after you sent the fix .. Thanks again Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Fri, Jan 15, 2010 at 11:01 PM, Wojciech Lewandowski < lewandow...@ai.com.pl> wrote: > Nick, >

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Wojciech Lewandowski
Nick, I may look into the code but don't expect much this time. You need to attach the code first, though ;-). Few academy guys wrote couple dissertations on rasterization and aliasing errors in shadow mapping. Unless you try to do some exotic stuff like variance or logarithmic map you will ha

Re: [osg-users] inactivate the camera manipulator

2010-01-15 Thread Trajce Nikolov
you can control the camera by setting the view matrix without manipulator Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Fri, Jan 15, 2010 at 10:49 PM, Nemo Ulysse wrote: > When I do that it deletes all possibility to manipulate the camera. > I want to be able to ma

Re: [osg-users] inactivate the camera manipulator

2010-01-15 Thread Nemo Ulysse
When I do that it deletes all possibility to manipulate the camera. I want to be able to manipulate the camera in code and remove the control for the user. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22734#22734 ___

Re: [osg-users] Adding DatabasePager to VRJuggler for PagedLODSupport

2010-01-15 Thread Levi Swartzentruber
I have been working on tracking down why my application seg faults. The code seems to be trying to delete a GL buffer that does not exist. The problematic code is, to the best of my knowledge, the same as that found in osgViewer::Renderer::flushAndCompile(). I have that code in postFrame() as Ja

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Trajce Nikolov
That is exactly what I did. Please have a look at the updated code. The uniform is updated thru a callback and it multiplies the matrices, still there is a visual artifact.I dont have compute_near_far. The projection matrix is fixed with very small far plane (100 units, with the znear of 0.01). Ni

[osg-users] Unable to manipulate the node after using AnimationPath

2010-01-15 Thread Nguyen Tien Dat
Dear all, I have a scene structure like this: rootNode -> matrixTranformNode -> objectNode I modify the position and orientation of the object by setting the matrix of the matrixTranformNode and it works well. But the problem appears when I try to use animation path. I create an animation path lik

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Wojciech Lewandowski
Hi, Light close to obstacles ? If you have COMPUTE_NEAR_FAR it may clamp near plane to very small value which may impact depth resolution. Other issue maybe related to GLSL float precision. The trick with multiplying view space coord by inverse view matrix to get world coord is performed on flo

Re: [osg-users] Feedback sought on future of osgIntrospection

2010-01-15 Thread Jean-Sébastien Guay
Hi Robert, Ooo the torrent of posts on this topic is rather daunting... ;-) I personally don't have anything to say, I haven't used osgIntrospection at all... But I've been following the development of the new extensible plugin, and if you can do the same thing with less code and a more man

Re: [osg-users] inactivate the camera manipulator

2010-01-15 Thread Trajce Nikolov
one way is thru an EventHandler that will enable/disable the camera manipulator by keyboard for example, simply viewer->setCameraManipulator(0)/setCameraManipulator(new TrackballManipulator) Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Fri, Jan 15, 2010 at 9:00 PM,

[osg-users] inactivate the camera manipulator

2010-01-15 Thread Nemo Ulysse
hello I set up the TrackballManipulator to move the camera with the mouse but I would like to active and inactive the manipulator. It is probably very simple but I can’t find who to inactivate the TrackballManipulator. Thank you -- Read this topic online here: http://forum.open

Re: [osg-users] [build] How do I compile an OSG app, so that it can be run without the OSG installed?

2010-01-15 Thread Chris 'Xenon' Hanson
On 1/15/2010 10:42 AM, Agos Silva wrote: > But after checking that other thread, I realized that I had to set that > flag (OSG_LIBRARY_STATIC) to true in CMake, and recompile the whole > *library* again, not just my app. Sad You are correct. The whole OSG library system needs to be built to supp

Re: [osg-users] [osgPlugins] OSG SVG plugin windows

2010-01-15 Thread Jason Daly
Ant Kennedy wrote: Hi, Ive had a quick look on the forums and dont seem to be able to find much on building this plugin on windows other than the fact I need cairo and rsvg. If someone could point me in the right direction it would be much apreciated. The cairo and rsvg requirements are t

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Trajce Nikolov
Hi Wojtek, now I spent more time exploring this, the polyoffset seam to work, but there is still a bit of shimmering. Its interesting, I put the light source in move, when it moves backwards, the obstacles are lighten ok, but forward, when the light comes close to the obstacles, the lighting is in

Re: [osg-users] [build] How do I compile an OSG app, so that it can be run without the OSG installed?

2010-01-15 Thread Agos Silva
> Yes, but the current OSG uses CMake as a makefile-builder that creates the > VC++ 2008 solution files. What version of OSG are you compiling with? Well, I thought I had to do it particularly for my own app, in my own VS project, that's why I said that. But after checking that other thread,

Re: [osg-users] Faster build with precompiled headers (PCH)?

2010-01-15 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 2010-01-14 01:01, Sukender wrote: > Hi Paul, > > I'm sorry, I did a search IN MY MAIL BOX and didn't find anything... > but you're right, I should have searched the whole archives first! I do not recall seeing it neither. > > Well, to add a few

Re: [osg-users] Feedback sought on future of osgIntrospection

2010-01-15 Thread Robert Osfield
Ooo the torrent of posts on this topic is rather daunting... ;-) For those interested in osgIntrospection/genwrapper I've just moved genwrapper across to using CMake. I've only built under Linux so far, but hopefully it should work fine under other platforms. The CMakeLists.txt file is very simp

Re: [osg-users] Animation Instancing/ Skinned Instancing with osg?

2010-01-15 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello M.Moser (Markus? Martin?) On 2010-01-15 17:02, M. Moser wrote: > Hey Guys, (hey Jan) > > we are a team of students from the university of applied science Düsseldorf > (Germany), studying virtual reality. > > In our current project we have the

Re: [osg-users] osgDB::writeNodeFile() omits texture objects

2010-01-15 Thread Robert Osfield
Hi Jim, It could be that your databases have the UnrefImageAfterApply enabled on them which is causing the loaded database to release imagery. You can run the Optimizer::TextureVisitor to change the value back, just have a look at the option for it in the include/osgUtil/Optimizer header. Anothe

[osg-users] Animation Instancing / Skinned Instancing with osg?

2010-01-15 Thread M. Moser
Hey Guys, (hey Jan) we are a team of students from the university of applied science Düsseldorf (Germany), studying virtual reality. In our current project we have the need to display hunderd of animated models ... it's an ant-swarm simulation. We are using osgCal (cal3D) to import the animated m

Re: [osg-users] [build] How do I compile an OSG app, so that it can be run without the OSG installed?

2010-01-15 Thread Chris 'Xenon' Hanson
On 1/15/2010 9:45 AM, Agos Silva wrote: > I'm using Visual Studio 2008, not CMake Yes, but the current OSG uses CMake as a makefile-builder that creates the VC++ 2008 solution files. What version of OSG are you compiling with? > But meanwhile, I searched the OSG Forum, as you suggested and I t

Re: [osg-users] osgDB::writeNodeFile() omits texture objects

2010-01-15 Thread Jim Brooks
Hi Robert, Yes, the program was first rendering, then dumping, the scene-graph. Neither pager->setUnrefImageDataAfterApplyPolicy() nor export OSG_OPTIMIZER=OFF helped. My program has procedurally-generated textures that are large, so OSG freeing them makes sense. The solution I found is to: 1.

Re: [osg-users] compiling osg with intel compiler, windows

2010-01-15 Thread Andrew Cunningham
Except, I am a moron and compiled the wrong file... Did you submit a bug report to Intel? 1>-- Rebuild All started: Project: Plugins osgwidget, Configuration: Release x64 -- 1>Compiling with Intel(R) C++ 11.1.054 [Intel(R) 64]... (Intel C++ Environment) 1>Input.cpp 1>D:\VAOne2010\OSG\Ope

Re: [osg-users] compiling osg with intel compiler, windows

2010-01-15 Thread Andrew Cunningham
Hi Rupert, I had no problem compiling that file with the Intel compiler. Note that I created the VS2008 projects using CMake, then "converted" to using the Intel compiler manually. 1>-- Rebuild All started: Project: osgWidget, Configuration: Debug x64 -- 1>Compiling with Intel(R) C++ 11

Re: [osg-users] [build] How do I compile an OSG app, so that it can be run without the OSG installed?

2010-01-15 Thread Agos Silva
Chris 'Xenon' Hanson wrote: > On 1/14/2010 6:03 PM, Agos Silva wrote: > Static linking. It's an option in CMake now, if I recall. Hi Chris, and thank you for your help. Yes, it makes sense, and you pointed me on the right direction. I'm using Visual Studio 2008, not CMake, and I have already

Re: [osg-users] Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus

2010-01-15 Thread Andrew Cunningham
One of my problems was that , by default, the ESC key is mapped to killing the viewer ( done=true). So basically, if you hit the ESC key with the window active, the viewer just stops handling events. This should be turned off in MFC with setKeyEventSetsDone(0) Andrew -- Read th

[osg-users] [osgPlugins] OSG SVG plugin windows

2010-01-15 Thread Ant Kennedy
Hi, Ive had a quick look on the forums and dont seem to be able to find much on building this plugin on windows other than the fact I need cairo and rsvg. If someone could point me in the right direction it would be much apreciated. Cheers, Ant -- Read this topic online here: h

Re: [osg-users] Starting out

2010-01-15 Thread Paul Martz
osgBullet (osgbullet.googlecode.com) has facilities for running the physics simulation in a separate thread and updating transformations via a shared memory segment. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ +1 303 859 9466 Tony Vasile wro

Re: [osg-users] osgWidget::input work

2010-01-15 Thread Ümit Uzun
Merhaba Nikolov, If you come Ankara, we may can meet :) Sorry for special question about company! See you... Regards. Ümit Uzun 2010/1/15 Trajce Nikolov > hi Umut, > > I might have a short trip to Ankara soon. I am not going to disclose the > company :) > > Nick > > http://www.linkedin.com/i

Re: [osg-users] osgWidget::input work

2010-01-15 Thread Trajce Nikolov
hi Umut, I might have a short trip to Ankara soon. I am not going to disclose the company :) Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Fri, Jan 15, 2010 at 4:58 PM, Ümit Uzun wrote: > Merhaba Nikolov :) > > I would have been glad to meet you, but I stay in Anka

Re: [osg-users] osgWidget::input work

2010-01-15 Thread Ümit Uzun
Merhaba Nikolov :) I would have been glad to meet you, but I stay in Ankara :( I think you are on graphical prject in Istanbul. Which company works based on 3D environment and simulation on Istanbul? Nice to meet you. Saygilar :D Ümit Uzun 2010/1/15 Trajce Nikolov > Merhaba Umut :), > > it

Re: [osg-users] PagedLod & dataBasePager memory managment

2010-01-15 Thread Vincent Bourdier
//www.eset.com __ Information from ESET NOD32 Antivirus, version of virus signature database 4774 (20100115) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com ___ osg-users mailing list osg-use

Re: [osg-users] osgWidget::input work

2010-01-15 Thread Trajce Nikolov
Merhaba Umut :), its the google mail stuff, I guess based on the ip. I am originaly half macedonian half czech, at present in Istanbul on a project. No idea how long will stay here. If you are in Istanbul we can meet to have a beer Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Trajce Nikolov
ok .. make sense. Here is updated code, if some one wants to benefit from. LightLobes with handling of obstacles :). Thanks to Wojiech, Robert and the online community Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Fri, Jan 15, 2010 at 3:53 PM, Wojciech Lewandowski wro

Re: [osg-users] osgWidget::input work

2010-01-15 Thread Ümit Uzun
Hi Nikolov, What does "http://www.linkedin.com/in/tnickSent from Devlet, Ankara, Turkey " mean. Is this undefined spam type? Your location changing too fast. I am crious because I am from Turkey, too :D Regards. Ümit Uzun 2010/1/15 Jean-Sébastien Guay > H

Re: [osg-users] PagedLod & dataBasePager memory managment

2010-01-15 Thread Robert Osfield
single >>> frame requires more than this the memory thrashing cut performance >>> down to a fraction of it's normal, for instance going from a solid >>> 60Hz to 1 or 2Hz. >>> >>> >> >> There are no textures in my scene... but t

Re: [osg-users] PagedLod & dataBasePager memory managment

2010-01-15 Thread Robert Osfield
Hi Vincent, On Thu, Jan 14, 2010 at 5:50 PM, Vincent Bourdier wrote: > I don't understand how this is working. > If a pagedLod is required it will be loaded... but we can cap the number of > lod... > This sounds contradictory for me. The max number of PagedLOD is a target that it aims for, but i

Re: [osg-users] osgWidget::input work

2010-01-15 Thread Jean-Sébastien Guay
Hi Nick, However, I started the osgwidgetinput example and for some reason it is not getting my input from the keyboard. This is the same problem I noticed in other osgWidget classes lately. Someone changed the signature of virtual methods in the EventInterface class (which Widget inherits

Re: [osg-users] [osgOcean] osgOcean "bugs"(?) and questions

2010-01-15 Thread Paul Palumbo
Okay... Now that I'm understanding more of the code lately, maybe that wasn't the best of images to reference. However, I'm seeing exactly the same black dots in the image when I use the standard oceanExample case with its sky dome and viewing above the ocean surface. When I turn on back face c

Re: [osg-users] PagedLod & dataBasePager memory managment

2010-01-15 Thread Vincent Bourdier
00114) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com __ Information from ESET NOD32 Antivirus, version of virus signature database 4774 (20100115) __ The message was checked by ESET NOD32 Antivirus. http://www.eset.com __

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Wojciech Lewandowski
0.0 <= shadow2DProj( shadow_texture, projShadow ).r <= 1.0 Shimering is a result of self shadowing. Boosting depths in shadow map with glPolygonOffset usuallly fixes this. There are many schools for PolygonOffset settings. I usually set glPolygonOffset( 1.1, 4.0 ) and draw objects with front

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Trajce Nikolov
Also, my intension is not to render the shadow map at all, only to use it for fragment test (in lighten and not lighten zone). From where this shimmering is coming ? Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Fri, Jan 15, 2010 at 3:46 PM, Trajce Nikolov wrote: > on

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Trajce Nikolov
one more question. What are the possible values for shadow2DProj( shadow_texture, projShadow ).r ? I am trying to put the light attenuation back . and to avoid the shimmering Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Fri, Jan 15, 2010 at 3:35 PM, Trajce Nikolov

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Trajce Nikolov
Hey Wojtek Thanks a lot. !! I will tune it to fix the shimmering Nick http://www.linkedin.com/in/tnick On Fri, Jan 15, 2010 at 3:08 PM, Wojciech Lewandowski wrote: > Trajce, > > Attached is a fixed source code. There is a lots of shadow shimmering on my > GF8800. You will have to add s

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Wojciech Lewandowski
Trajce, Attached is a fixed source code. There is a lots of shadow shimmering on my GF8800. You will have to add some depth bias while rendering shadow map. Selection proper PolygonOffset values is usually a matter of trial and error so leave this for you. Wojtek - Original Message -

Re: [osg-users] Is PolytopeIntersector a good choice for multiple selection?

2010-01-15 Thread Peter Hrenka
Hi Neil, Neil Clayton schrieb: Hi, I've a scene with only a handful of Geodes (under 200). If I wanted to detect which objects were "selected" within a 2D rectangle on screen (think clicking, holding, dragging out a rectangle over the view) - would a PolytopeIntersector be a good choice? Co

[osg-users] Feedback sought on future of osgIntrospection

2010-01-15 Thread Robert Osfield
Hi All, I would like feedback from members of the community on whether the use osgIntrospection, and if so how. I get the sense that this particular component of the OSG is not widely used, and largely ignored by projects that are providing integration of the OSG with other programming languages.

Re: [osg-users] how to compile osg2.96 under WINCE

2010-01-15 Thread Robert Osfield
Hi Zhi Yuan, On Fri, Jan 15, 2010 at 9:44 AM, yang zhiyuan wrote: >    I see that osg2.96 can support OpenGL ES now,I would like to try compile > osg2.96 for WINCE6.0,but I do not konw how to compile under wince6.0. >    Should all 3party dependecy be recompiled with deployment device:wince > dev

[osg-users] how to compile osg2.96 under WINCE

2010-01-15 Thread yang zhiyuan
Hi: I see that osg2.96 can support OpenGL ES now,I would like to try compile osg2.96 for WINCE6.0,but I do not konw how to compile under wince6.0. Should all 3party dependecy be recompiled with deployment device:wince device 5.0 under visual studio 2005. zhi yuan

[osg-users] osgWidget::input work

2010-01-15 Thread Trajce Nikolov
Hi, I started with implementing my extension to osgWidget::Input to make more well known edit box alike. Further might come up with text editor. However, I started the osgwidgetinput example and for some reason it is not getting my input from the keyboard. Have you experienced this? I am on Window

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Trajce Nikolov
ABout the code. I use shader to simulate lght lobes thru phong lighting in the shader. Then I use shadow maps to detect the area behind the obstacles that need not to be lighten. Most is mixture of shadow maps technique with lighting scheme. Code snippets borrowed from all around Nick http://www.

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Trajce Nikolov
Hi Guys, here is the code. Nick http://www.linkedin.com/in/tnick Sent from Devlet, Ankara, Turkey On Thu, Jan 14, 2010 at 11:42 PM, Wojciech Lewandowski < lewandow...@ai.com.pl> wrote: > Hi Nick, > > Post the troublesome code and elaborate a bit more about the problem. If > its really a minut

Re: [osg-users] Viewport inheritance and RTT

2010-01-15 Thread Robert Osfield
Hi Brad, I've read this thread and a bit suprised that the RTT Camera's Viewport wasn't being used. Which version of the OSG are you working with? I wonder if this is a bug in a older version of the OSG or something still lurking in the OSG. The way that the viewports are intended to be inherite

Re: [osg-users] light lobes and shadow maps

2010-01-15 Thread Trajce Nikolov
Hi Joseelin, that not really a fix. I ll post the code and you see. I can have up to 7 light lobes in the scene but I am working on unlimited light lobes. Nick http://www.linkedin.com/in/tnick On Thu, Jan 14, 2010 at 11:42 PM, wrote: > Hi Nick, > > This is not really an answer to your questi