Re: [osg-users] Removing colors and lighing from model?

2008-08-04 Thread Sam
I hope there will be a name now, otherwise call me Sam :) The funny thing is that disabling light worked before on other models, while assigning emission color, the objects have color, no matter if lighting is on or off (actually it is not full white, but I am on it) The other problem was

[osg-users] Polygon Mode = Wire and some Depth culling?

2008-08-06 Thread Sam
odel, that would be visible if the polygon mode would be not in wire mode and all edges that would be filtered by depth check, even if they are frontfaces should not be drawn. Is this possible? GL_DEPTH_TEST is enabled and I checked osg::Depth but haven't found anything helpful ye

Re: [osg-users] Polygon Mode = Wire and some Depth culling?

2008-08-06 Thread Sam
.uk/~axs/fig/cube-only.png What I want to render, is only the left, front and top side of the cube but still remain in wired mode (like as the cube would be filled white). So I think yes, this seems to be hidden line removal (correct me if I am wrong) Thanks for the term so fa

Re: [osg-users] Polygon Mode = Wire and some Depth culling?

2008-08-06 Thread Sam
may achieve the result I need. Thanks :) -- From: "Robert Osfield" <[EMAIL PROTECTED]> Sent: Wednesday, August 06, 2008 11:22 AM To: "OpenSceneGraph Users" Subject: Re: [osg-users] Polygon Mode = Wire and some Depth

[osg-users] Offline rendering

2008-08-07 Thread Sam
output that is seen on screen which is in my case not guaranteed. Is there a possibility to achieve that? Thanks Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users

[osg-users] Creating a black object (strip everything, light, color)

2008-08-11 Thread Sam
ssion color should do that, but it doens't :/ Thanks Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] Creating Contours?

2008-08-28 Thread Sam
knows a way. Thanks Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Creating Contours?

2008-08-28 Thread Sam
Hello, I must admit that without a comment osgtexture1 is not very clear to me. I see how it creates colored stripes onto the texture but cannot spot any contour related information. TextGen creates coords but how does that help me? Thanks Sam

[osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Sam
Hello everybody, Because i'm doing a work that a colligue started about 2 years ago, i'd like to improve performance and efficiecy for his program by adding a support for the osgUtil::Simplifier to use the Decimation algorithm implementation. Since the older version there was no support for the

Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Sam
Thank you Robert for the answer. But updating the osg version of the application(it's a huge application with too many classes and dependencies) may cause some problems. I don't know realy the real impact of a such update but i remember that i tried to update the old version to the new one and

Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Sam
Thank you Brian. But once again if i tried to use osgUtil::Simplifier in osg1.2 what should i do to get the Simplifier options in my program without updating the OSG version Thank you in advance. Cheers -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.p

Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Sam
Thank you Robert and Brian i appreciate your help :) :o -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9644#9644 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegra

[osg-users] Trouble with transitioning to OSG

2015-06-24 Thread sam
Hi All, I have a snippet of code that I am trying to reproduce using OSG, it was originally written in pretty raw gl with glm. You can view it here: http://pastebin.com/PYphHLYE I currently have the following snippet and the geometry references are all over the place. If somebody could take a qui

Re: [osg-users] Trouble with transitioning to OSG

2015-06-24 Thread sam
NED MESSAGE- > Hash: SHA1 > > On 24/06/15 22:50, sam wrote: > > Hi All, > > > > I have a snippet of code that I am trying to reproduce using OSG, > > it was originally written in pretty raw gl with glm. You can view > > it here: http://pastebin.com/PYphH

Re: [osg-users] Trouble with transitioning to OSG

2015-06-24 Thread sam
On 25/06/15 00:13, sam wrote: > > Ah, I see. Throwing the parent matrix at the end of the > > multiplication puts the debug data in the correct place! Thanks, > > Jan. Only other issue is the model is coming in on its side > > compared to the basic viewer camera. > >

[osg-users] File loading and reading

2015-06-26 Thread sam
When it comes to OSG, is there a reader type class that will handle all the endianness of a file for you? Or is it up to the responsibility of the programmer creating the plugin to do the data reading? ___ osg-users mailing list osg-users@lists.opensceneg

[osg-users] Approaching regions with many nodes

2015-06-29 Thread sam
Hi All, I'm attempting to formulate the best way to stream in nodes that make up regions. These regions normally consist of anywhere between 4,000 to 6,000 nodes and end getting stitched together. My question is: Is the PagedLOD node what I want to use? I'm a little confused as to how the paging s

[osg-users] QT + OSG Performance Issues

2015-07-02 Thread sam
When running the example "osgViewerQt" there is some serious lag / performance issues. Is there something I have to tweak or change in order to get a smooth QT + OSG integration? I'm running QT 5.4.1 and OSG 3.2.1. Thanks. ___ osg-users mailing list osg-u

Re: [osg-users] Approaching regions with many nodes

2015-07-06 Thread sam
Hi Sebastian, Is this approach still valid with lots of little nodes that have no LOD detail against them? Or should I just tell my brain that the LOD part of the node isn't really applicable for what I'm doing and continue with your advice? Thanks, Sam On Mon, Jul 6, 2015

[osg-users] Non-clamped texture coordinates

2015-07-11 Thread sam
Hi All, I seem to be having an issue with texturing a mesh. The file format is not my own and its pretty obscure. I've gotten the format to load in a few other engines, but I'm struggling with the texturing in OSG. I've noticed the texture coords on the mesh don't clamp to [0,1]. Could this be cau

[osg-users] 2d Rectangle to 3d position

2015-07-27 Thread sam
Hi All, I have a gui that I'm trying to convert over to the osgWidget system and I'm having an issue with understanding exactly how this will work. My 2d elements are stored as: rect = left, top, right, bottom rect = 0,449,640,480; How would I go about converting the above into the proper 3d poi

[osg-users] Visual Studio Community 2015 Build Issues

2015-08-01 Thread sam
-3.2.1\include\osgViewer/ViewerBase(338): note: This diagnostic occurred in the compiler generated function 'osgViewer::ViewerBase &osgViewer::ViewerBase::operator =(const osgViewer::ViewerBase &)' 1> GraphicsWindowWin32.cpp 1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(55): warning C4589: Constructor of abstract class 'osg::Operation' ignores initializer for virtual base class 'osg::Referenced' 1> D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(55): note: virtual base classes are only initialized by the most-derived type 1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(81): warning C4589: Constructor of abstract class 'osg::Operation' ignores initializer for virtual base class 'osg::Referenced' 1> D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(81): note: virtual base classes are only initialized by the most-derived type 1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(85): warning C4589: Constructor of abstract class 'osg::Operation' ignores initializer for virtual base class 'osg::Referenced' 1> D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(85): note: virtual base classes are only initialized by the most-derived type 1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgUtil/UpdateVisitor(99): warning C4456: declaration of 'callback' hides previous local declaration 1> D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgUtil/UpdateVisitor(93): note: see declaration of 'callback' 1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgViewer/ViewerBase(338): error C2249: 'osg::Object::operator =': no accessible path to private member declared in virtual base 'osg::Object' 1> D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/Object(197): note: see declaration of 'osg::Object::operator =' 1> D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/Object(52): note: see declaration of 'osg::Object' 1> D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgViewer/ViewerBase(338): note: This diagnostic occurred in the compiler generated function 'osgViewer::ViewerBase &osgViewer::ViewerBase::operator =(const osgViewer::ViewerBase &)' 1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(1641): warning C4838: conversion from 'int' to 'DWORD' requires a narrowing conversion 1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(1641): warning C4838: conversion from 'unsigned int' to 'BYTE' requires a narrowing conversion 1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(2705): warning C4457: declaration of 'lParam' hides function parameter 1> D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(2460): note: see declaration of 'lParam' 1> Generating Code... == Build: 0 succeeded, 1 failed, 7 up-to-date, 0 skipped == Is this an OSG issue or Visual Studio 2015? Thanks, Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Visual Studio Community 2015 Build Issues

2015-08-02 Thread sam
Hi Robert, I successfully compiled OSG-3.4 RC 8 with Visual Studio 2015. I'll be sure to report let you know if I find any issues with the build. Thanks! On Sun, Aug 2, 2015 at 12:16 AM, Robert Osfield wrote: > Hi Sam, > > Fixes these compile errors and warnings will requires

[osg-users] Animating Textures

2015-08-26 Thread sam
hink of is manipulating the UV coordinates in an update callback. Thanks, Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Animating Textures

2015-08-26 Thread sam
o the state set itself? Thanks, Sam On Wed, Aug 26, 2015 at 3:04 PM, Sebastian Messerschmidt < sebastian.messerschm...@gmx.de> wrote: > As always I'd suggest shaders, as fixed function pipeline has been > deprecated 10 years ago ;-) > You could use the osg_SimulationTime

Re: [osg-users] Animating Textures

2015-08-26 Thread sam
Nevermind! As always, simply searching OSG popped up what I needed. Thanks! On Wed, Aug 26, 2015 at 3:10 PM, sam wrote: > I can appreciate your stance on going to shaders, and I completely agree. > I'd like to quickly prototype this up and swapping to shaders will, > unfortunat

Re: [osg-users] Animating Textures

2015-08-27 Thread sam
set. Thanks, Sam On Thu, Aug 27, 2015 at 12:48 AM, Voerman, L. wrote: > Hi Sam, > I once solved this with an sequence of textureMatices, (example attached). > Wat solution did you find? > Regards, Laurens. > > On Thu, Aug 27, 2015 at 12:12 AM, sam wrote: > >> Nevermind! A

[osg-users] Adding custom updater to the Viewer

2015-08-28 Thread sam
ut having to do this override? Thanks, Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Adding custom updater to the Viewer

2015-08-30 Thread sam
So I should keep it out of the viewer then? I guess I'm still a little unclear on how to integrate the rest of the systems so they get updated every frame. On Sun, Aug 30, 2015 at 7:50 PM, Tony Vasile wrote: > Hi Sam > > You probably don't want all you networking code in the

[osg-users] Visual Studio 2013 and OSG Header Files

2015-09-04 Thread sam
Hey All, This isn't directly related to OSG but hopefully someone has the quick fix for this. How do I get visual studio intellisense to pick up the OSG header files and treat them as hpp files. Currently they are just treated as plain text. Thanks

[osg-users] ffmpeg library version expected for OSG 3.2.3

2015-09-08 Thread sam
What version of ffmpeg is required to use the plugin for OSG 3.2.3? When trying to use the latest build of ffmpeg; I get some undeclared identifier errors which seem to be caused by deprecation of some functions within ffmpeg. Thanks, Sam ___ osg-users

Re: [osg-users] ffmpeg library version expected for OSG 3.2.3

2015-09-09 Thread sam
Hi Robert, I'm attempting to use the latest git build of ffmpeg ( http://ffmpeg.zeranoe.com/builds/). I am going to try with 2.5.2 next. Would it be possible to get ffmpeg added to the dependencies package for OSG? I'll let you know how it goes. Thanks, Sam On Wed, Sep 9, 2015

Re: [osg-users] ffmpeg library version expected for OSG 3.2.3

2015-09-09 Thread sam
Using ffmpeg 2.5.2 cleans up the compilation issues. I used a precompiled version of ffmpeg which was compiled with a prior version of VS so I do get a SAFESH warning. On Wed, Sep 9, 2015 at 9:26 AM, sam wrote: > Hi Robert, > > I'm attempting to use the latest git build of f

[osg-users] osgWidget and Canvas

2015-10-05 Thread sam
Hi All, When dealing with the osgWidget is it only intended to have one canvas? So when I create my window manager and other components is safe to also create the canvas? I guess some clarify of the canvas is what I'm after. Thanks, Sam ___ osg-

[osg-users] Issue with texturing label

2015-10-25 Thread sam
hange color based on what is below it. I have tried to turn off blending and change the blend function but no luck thus far. Any help would be greatly appreciated. Here is the original texture image: [image: Displaying b_gui_cmn_button5_center_up.png] Thanks

Re: [osg-users] Issue with texturing label

2015-10-26 Thread sam
Hi Robert, What is the best way to send a small example through the mailing list? Pastebin? Inline? I'm not very familiar with how the mailing lists formats. Thanks, Sam On Mon, Oct 26, 2015 at 4:25 AM, Robert Osfield wrote: > Hi Sam, > > > It's hard to know what

Re: [osg-users] Issue with texturing label

2015-11-07 Thread sam
Hi Robert, The issue was with our image loader and not with the GUI itself. Once we managed to track that down the fix was pretty straight forward. Thanks. On Mon, Oct 26, 2015 at 1:02 PM, Robert Osfield wrote: > Hi Sam, > > On 26 October 2015 at 17:52, sam wrote: > >> What

[osg-users] OSGWidget and Multiple Textures

2015-11-07 Thread sam
Hi All, We are looking to do multi-texturing on OSG Widgets. For example we have a button with a left texture, a center texture, and a middle texture. What is the best way to go about applying all 3 to the button? Thanks, Sam ___ osg-users mailing list

[osg-users] Multiple meshes with different animations

2016-01-06 Thread sam
clone using DEEP_COPY_ALL - this feels incorrect. Ultimately I'd like to be able to share the geometry across all the meshes in the scene but still have them animate independently. Is there an example that can point me in the right direction? T

[osg-users] Draw Instanced

2016-04-15 Thread sam
#x27;t work at all. Any insight or help would be greatly appreciated. Thanks, Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Draw Instanced

2016-04-15 Thread sam
Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but its starting to look considerably better. I will definitely looking to using a TextureBuffer. On Fri, Apr 15, 2016 at 12:50 PM, Glenn Waldron wrote: > Sam, > I think you are not calling setNumElements() on your u

Re: [osg-users] Draw Instanced

2016-04-15 Thread sam
Would there be a big performance difference between using a TextureBuffer Object and a UniformBuffer object? Thanks, Sam On Fri, Apr 15, 2016 at 1:15 PM, sam wrote: > Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but > its starting to look considerably better.

Re: [osg-users] Draw Instanced

2016-04-18 Thread sam
; Glenn Waldron > > On Fri, Apr 15, 2016 at 6:09 PM, sam wrote: > >> Would there be a big performance difference between using a TextureBuffer >> Object and a UniformBuffer object? >> >> Thanks, Sam >> >> On Fri, Apr 15, 2016 at 1:15 PM, sam wrote: >>

[osg-users] Disabling plugins via CMake

2016-04-19 Thread sam
Hi All, Is there a simple way to disable the plugins from building in OSG? I'd like to be able to just build the OSGCore without having to uncheck the boxes in visual studio. Thanks, Sam ___ osg-users mailing list osg-users@lists.openscenegrap

[osg-users] Disabling plugins via CMake

2016-11-07 Thread sam
Hi All, Is there a simple way to disable the plugin project files from being generated via CMake? Thanks, Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Disabling plugins via CMake

2016-11-08 Thread sam
Hi Alberto, No. I was hoping to avoid hacking the CMakeFiles up. I will give this a try. Thanks! On Tue, Nov 8, 2016 at 5:07 AM, Alberto Luaces wrote: > sam writes: > > > Hi All, > > > > Is there a simple way to disable the plugin project files from being > gene

[osg-users] OSG 3.4 + FFmpeg

2016-11-16 Thread sam
Hi Guys, What was the version of FFmpeg that OSG 3.4 was developed against? Thanks, Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] OSG 3.4 + FFmpeg

2016-11-17 Thread sam
Hi Gianni, Does 3.0.2 still have the deprecated functions that are used in OSG 3.4? I check against 2.8.6 and I don't get any unidentified function errors. I will try 3.0.2 and give an update. Thanks, Sam On Wed, Nov 16, 2016 at 11:51 PM, Gianni Ambrosio wrote: > Hi Sam, > if you d

Re: [osg-users] Thoughts on Vulkan

2017-02-13 Thread sam
Hi Guys, Sorry to hijack this thread a little bit. What would you guys consider the best source of information for Vulkan? Primarily focusing on the fundamentals. Thanks, Sam On Mon, Feb 13, 2017 at 5:43 AM, Robert Osfield wrote: > On 13 February 2017 at 12:17, Nickolai Medvedev >

[osg-users] Displaying Geode Bounding Box

2017-03-08 Thread sam
Hi All, Is there a simple way to display the bounding box of Geode or Geometry? Or will I have to write up something to do it? Thanks, Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg

Re: [osg-users] converting node coordinates

2017-06-22 Thread sam
t; I manipulate my scene with a Mouse Manipulator (Trackball), hence the >> view is refreshed and I can see my nodes, but if I zoom in they disappear >> >> 2017-06-22 18:23 GMT+01:00 Sam Brkopac : >> >>> Hi Bruno, >>> >>> After you manipulate the

Re: [osg-users] 'fatal error C1128: number of sections exceeded object file format limit' under MSVC2015

2018-04-19 Thread sam
.com/en-us/library/ms173499.aspx Looks like most of the projects now force it on in CMAKE. Thanks, Sam On Thu, Apr 19, 2018 at 1:14 PM, Robert Osfield wrote: > Hi Jason, > > On 18 April 2018 at 20:59, Jason Beverage wrote: > > I'm compiling the master in debug with MSVC 2015

Re: [osg-users] [build] CMake can not find include files

2018-06-03 Thread sam
Hi Peter, Not sure how you're attempting to compile OSG but I'd recommend you'd do the following: [image: osg1.png] ​ >From here I would hit Configure and then Generate. Open up the ALL_BUILD project and right-click OpenThreads and hit build. This will ensure all the dependencies are in place.

Re: [osg-users] [build] CMake can not find include files

2018-06-03 Thread sam
If you're generating the cmake file through the cmake application then it should be generated in your build folder. If you are using cmake on the command line then you will need to pass cmake -G "Visual Studio XX" to the command line, where XX is your Visual Studio version. On Sun, Jun 3, 2018 at

Re: [osg-users] Announcement: VulkanSceneGraph and SceneGraphTestBed!

2018-06-05 Thread sam
Hi Robert, Regarding SceneGraphTestBed are we looking to have a library to help facilitate testing? What is the current vision for the test repository. Thanks, Sam On Tue, Jun 5, 2018 at 1:35 AM Robert Osfield wrote: > Hi Julien, > > On 4 June 2018 at 18:03, Julien Valentin > wro

[osg-users] Visualizing triangle data

2018-06-13 Thread sam
en the entire map is rendered to view the flags. Solid colored triangles would be preferable. Thanks, Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] DirectX Texture Stage Sets to OSG

2018-12-04 Thread sam
to do the mapping? Or will it be parse -> set settings -> and then parse. Ideas are welcome. Thanks, Sam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] DirectX Texture Stage Sets to OSG

2018-12-05 Thread sam
re questions or feedback, I'd love to hear it. Thanks, Sam On Wed, Dec 5, 2018 at 3:16 AM michael kapelko wrote: > Hi. > > It would be good to know what that format is all about, never seen it > before. > > > On Tue, 4 Dec 2018 at 23:46, sam wrote: > > > > Hi

Re: [osg-users] setViewMatrixAsLookAt not working to set the initial camera position

2019-01-07 Thread sam
Hey Rodrigo, You have to set the home position of your camera manipulator and make a call to home(1). You can force the delta time with a 1. Sam On Mon, Jan 7, 2019 at 6:48 PM Rodrigo Dias wrote: > Hi, > > I'm able to change the camera's position with TrackballManipulator.

Re: [osg-users] setViewMatrixAsLookAt not working to set the initial camera position

2019-01-07 Thread sam
After you set the home position try: viewer.getCameraManipulator()->home(1); Sorry I'm not right in front of my computer right now. On Mon, Jan 7, 2019 at 7:26 PM Rodrigo Dias wrote: > Hi Sam, > > By "home" I think you mean > > > Code: > viewer.getCa

Re: [osg-users] Image capture in memory

2019-04-16 Thread sam
https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgposter/osgposter.cpp On Tue, Apr 16, 2019 at 12:22 PM Catalin Flower wrote: > Hi, > > What is the canonical way to capture an image of a view to memory with > different resolutions? > > Thank you! > > -- >

[osg-users] basic terrain querstions

2009-02-23 Thread Christian Sam
hi i would like to get a better understanding of osg's various possibilities in terrain-visualization. currently i'm using osggis/virtualplanetbuilder to display georeferenced, common gis rasterfiles which work wonderful. but as an osg-newbie i also would like to know what are the approaches of

[osg-users] extend osgforest with a tree position raster mask

2009-02-27 Thread Christian Sam
hi, i would like to extend the example-program "osgforest" in a way so that the placement of trees becomes user-controllable via an additional raster mask. in detail: a 1bit rasterfile should mark treeless areas with a value of "0" and tree-covered areas with a value of "1". subsequent this man

[osg-users] osgtessellate example question

2009-03-02 Thread Christian Sam
hi, i have a question concerning the "osgtessellate" example. why vanishes the TRIANGLE_STRIP primitives constructed in the function "makePolsTwo()" after "TESS_WINDING_NEGATIVE? as far as i understand, a similiar primitive, constructed in "makePols()" is created with same settings, like the o

[osg-users] osg debugging question

2009-03-02 Thread Christian Sam
hi, i wanted to debug an osg example (osgtessellate) to see how the number of primitives changes inside a "Geode" instance while tessellation is done. first of all, let me tell you that i'm not only new to osg, but also to debugging c++ applications, so if something seems strange the way i hav

[osg-users] questions about boundingBox and contains()

2009-03-10 Thread Christian Sam
hi, as far as i understand every Drawable object in the scenegraph does have a "_boundingBox" data member. * does the user have to manually initalize this boundingBox (with a call like "myDrawableOject.computeBound()"), or has it already been set by osg to nodes' geometry extent (xmin, xmax, y

[osg-users] [vpb] forest/building outlines

2009-03-13 Thread Christian Sam
hi, i just noticed that osgdem provides --forest/--buidling outline options. whats the effect of that in the generated file? best regards, christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8438#8438 __

[osg-users] [vpb] osgdem and shapefiles (for --forest/--building)

2009-03-15 Thread Christian Sam
hi, i'm using vpb-0.9.9 and osg-2.8.0. as long as i don't use shape files with the --forest/buidling option, osgdem works flawless, but when i use it, it crashes at the following line: Code: D:\workspace\test-geodata\vpb\graz>osgdem -t ortho\test.tif -d dem\test.tif --forest forest\test.shp

[osg-users] i want to update a 3rdParty library, does this effect osg builds?

2009-03-15 Thread Christian Sam
hi i have built osg against fwtools-2.0.4. now i'm planning to install the latest fwtools version - what steps will i have to take referring my osg library ? * does it suffice to update my %PATH% systemvariable from "...program files\fwtools2.0.4\bin;..." to "...program files\fwtools2.2.8\bin;.

[osg-users] where can i find the vertex positions?

2009-03-18 Thread Christian Sam
Hi, i' m looking for a way to get the vertex positions of my geometry. i know there are methods, provided by osg, to access these vertex positions, but i wanted to get some insight how they are handled by osg, so i debugged a simple scene. i found the "geometry" object along with the "_primitiv

Re: [osg-users] where can i find the vertex positions?

2009-03-18 Thread Christian Sam
hi, thanks for the hints, after searching for some of the terms i stumbled over "http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/AnalysingAScenegraph"; which proved very helpful. (maybe someone references it in the tutorial section) best regards, christian ---

[osg-users] better use smart-pointers or plain pointers in this case?

2009-03-26 Thread Christian Sam
Hi, i'm working on a point-in-polygon test. my current implementation has a list with plain pointers that hold references to the polygons' properties. (i use them to ease the calculating of an inside-result for that polygons) Code: class FetchedPolygon { public: FetchedPolygon(osg::

[osg-users] osg proxynode

2009-03-29 Thread Christian Sam
Hi, could someone tell me in a few sentences what a proxynode (or is it just proxy?) in osg is, and what it is used for? thanks in advance, christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=9434#9434 _

[osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-05 Thread Christian Sam
Hi, i have a question about using VBOs and Display Lists in osg according to my OpenGL book, both methods will optimize rendering due geometry is moved to the graphics-hardware. it also says, a constraint when using display lists is, that data can't be changed afterwards. so its great for ren

Re: [osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-05 Thread Christian Sam
hi, refering to osgforest as example, is a method like createTransformGraph, where the different looking trees are based on the same (scaled) tree model better from a performance point of view? i mean better than the two other fixed pipeline methods in this example thanks in advance, christian

[osg-users] VertexArray from a loaded .osg file.

2009-04-05 Thread Christian Sam
Hi, i'm using osggis to convert an esri shape file to an .osg file. i want to use the scenedata, more precisely the vertex positions from that file. i need them for an analyzing function, and won't add that loaded file directly into my scenegraph, because i don't want to display it before analy

Re: [osg-users] when to use VertexBufferObjects or DisplayLists

2009-04-06 Thread Christian Sam
thank you all for the performance hints, as far as i have understood you, i should try to move from a "geode->addDrawable(createSingleTreeSprite)" to a "geode->addDrawable(createMultiTreeGeometry(Cell)). with that approach also different tree geometry (width/size) should be possible without per

Re: [osg-users] osgtessellate example question

2009-04-29 Thread Christian Sam
hi, i have a question concerning the "osgtessellate" example. in its functions "makePolsTwo" and "makePols" a Geometry/Tessellator derived object (tessellateDemoGeometry) is used to create drawables. a comment in the tessellateDemoGeometry class declaration says: "an example of using current g

Re: [osg-users] osgtessellate example question

2009-04-30 Thread Christian Sam
btw. after retessellation a geometry, where are the additional created vertices stored? are they added to the end of the existing vertexarray? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=11143#11143 _

Re: [osg-users] constructing geometry using position, normal and uv coord arrays

2009-05-10 Thread Christian Sam
Hi, i have a similar situation like the threadstarter longa...@gmail.com. i think i understand what you are recommending, but i dont know how to apply duplicate vertices (i also want to use different normals) for a triangle_strip primitive. Thank you! Cheers, Christian Sam

Re: [osg-users] constructing geometry using position, normal and uv coord arrays

2009-05-11 Thread Christian Sam
rip's planar face in addition and using FLATSHADING. i know this is not the same like the above mentioned in SMOOTHSHADING, but i think it would certainly better than the average normals. so what do you think of that approach, or maybe you might have some other ideas? Best Regards, Christian S

Re: [osg-users] constructing geometry using position, normal and uv coord arrays

2009-05-11 Thread Christian Sam
normals array 3, for the normals of vertex 4 and 5, pointing north) this will result in two exact overlying, seperate triangle_strips so no difference will be noticed, [Image: http://www.spatiality.at/osg/roof.jpg ] but wouldn't their faces z-fighting? Best regards, christian sam

Re: [osg-users] constructing geometry using position, normal and uv coord arrays

2009-05-11 Thread Christian Sam
Hi, okay, now i think i understand you. first step: construct the roof in conjunction with a normalarray that defines normals for as much as complete faces as possible. for the remaining ones, construct further primitives, which overlap the faces where the right normals weren't defined till yet

Re: [osg-users] constructing geometry using position, normal and uv coord arrays

2009-05-11 Thread Christian Sam
Hi, update: i'm now using another concept. (i think thats the one you recommended at the beginning of the thread) instead of my original indexlist: 0, 1, 4, 2, 5, 3, 4, 0 which prevents me from assigning more than one normal per vertex, i'm using index swaps to "(re)visit" a vertex more than o

[osg-users] fast path with these settings?

2009-05-13 Thread Christian Sam
Hi, according to documentation: "Fast paths use vertex arrays, and glDrawArrays/glDrawElements." - what is the difference between vertex arrays and glDrawArrays, or is it meant as generic term for glDrawArrays/glDrawElements? will the use of something like this drop me into slow path mode?

Re: [osg-users] fast path with these settings?

2009-05-13 Thread Christian Sam
hi bryan, thank you for your reply. > > > > > > according to documentation: "Fast paths use vertex arrays, and > > glDrawArrays/glDrawElements." > > > > Which documentation? > - sorry, i meant "according to (doxygen) reference" (http://www.openscenegraph.org/documentation/OpenSceneGraph

[osg-users] light, normals

2009-05-14 Thread Christian Sam
Hi, i need a little help with some lighting issues. the geometry, a roof, consists of a drawable with one primitive (DrawElement TRIANGLES) and associated normal vectors per vertex. the problem is, the resulting shading of the rendering is not what i have expected. [Image: http://www.spatiali

Re: [osg-users] light, normals

2009-05-14 Thread Christian Sam
Hi, okay, i think i figured out that the odd shading is only a result of my missunderstanding of the normals BIND_PER_VERTEX concept. my geometry has 9 vertices - i thought if i use a drawElement index with index swaps to revist a vertex, this would give me the opportunity to use more than one

Re: [osg-users] light, normals

2009-05-15 Thread Christian Sam
Hi, i wanna thank the two posters for clarifying which different approaches are possible for this issue, because problems like that weren't covered in the basic opengl books i have read. Cheers, Christian -- Read this topic online here: http://forum.openscenegraph.org/viewtopi

[osg-users] set new vertexarray. automatic deallocation of the old one?

2009-05-16 Thread Christian Sam
Hi community, i have three questions: - if i want to replace a geometry's vertexarray, which was defined through an imported .osg nodefile, does it suffice to just call setVertexArray(newArray)? - will the previous array be automatically deallocated? - does this also apply in a case when the

[osg-users] ordered assignment of textures recommended?

2009-05-20 Thread Christian Sam
Hi community, i have a bunch of categorized roof-types. out of a handful of different textures (small dimensioned), i want to assign - depending on the rooftype, a texture per roof. the roofs are not ordered per rooftype, and i hardly expect a roof to have the same texture assigned like the pre

Re: [osg-users] ordered assignment of textures recommended?

2009-05-20 Thread Christian Sam
hi paul, thanks for the reply Paul Martz wrote: > > OSG already sorts by state at runtime... > this is i wanted to know. (i wasn't sure if the optimizer is responsible for things like that) best regards, christian -- Read this topic online here: http://forum.openscenegraph

Re: [osg-users] FirstPersonManipulator

2009-05-29 Thread Christian Sam
Hi, i included the following lines in my applicationcode: #include "../include/FirstPersonManipulator.h" viewer.setCameraManipulator(new osgGA::FirstPersonManipulator); and got: 1> Creating library D:\workspace\test-osg\sln\graz\Debug\graz.lib and object D:\workspace\test-osg\sln\graz\Debug\gr

[osg-users] Q for getCoordinateFrame in special and matrixManipulator in general

2009-06-01 Thread Christian Sam
Hi community, i'm currently trying to understand how the various camera-manipulators work (trackball, terrain, ufo, etc.) and several questions arrived: - the first thing that confused me was, that Y/Z-vector directions are now the openGL-way. (is there a reason why OSG normally uses Y as forwa

Re: [osg-users] Q for getCoordinateFrame in special and matrixManipulator in general

2009-06-02 Thread Christian Sam
Hi robert, thanks for replying. after some thoughts about it, i will ask the second question another way. how can i get a coordinateframe from only providing a position? Code: CoordinateFrame eyePointCoordFrame = getCoordinateFrame( eye ) - respectively holds a coordinateFrame in case of

Re: [osg-users] FirstPersonManipulator

2009-06-02 Thread Christian Sam
Hi simon, i got it working, i added the osgGA namespace to the parameters of the function below. i had to remove the outer enclosing namespace declaration, because the compiler complained: virtual void init(const GUIEventAdapter& ,GUIActionAdapter&); -> virtual void init(const osgGA::GUIEventAd

Re: [osg-users] Q for getCoordinateFrame in special and matrixManipulator in general

2009-06-02 Thread Christian Sam
Hi, okay, after some examples debugging i think i got it: a CoordinateSystem is a user added node, which provides methods that allow to setup a matrix with lat/lon instead of cartesian coordinates. on flat environments, there is no need to setup a CoordinateSystem. when getCoordinateFrame(pos)

[osg-users] get the x-axis angle of a rotation

2009-06-03 Thread Christian Sam
Hi, i have a manipulator which stores the rotation in a quaternion. i would like to extract the angle of the, in matrix-words, x-axis of that rotation. (think of a firstperson-view - i would like to extract the angle which defines how much i look up/down) is there an easy way to get this done?

Re: [osg-users] get the x-axis angle of a rotation

2009-06-03 Thread Christian Sam
Hi max, thanks for the hint i needed some time to inform myself about quaternions, because like you, i tried to avoid using them. you mentioned "Your X-rotation is "pure" in the quaternion.", nevertheless i don't know how to get only the Pitch-rotation (to say it in euler words) out of them.

Re: [osg-users] get the x-axis angle of a rotation

2009-06-03 Thread Christian Sam
Hi, i had to do a little further research on the web because first i didn't understand what your code-snippet is doing. i found a website which describes the whole topic: "http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToEuler/index.htm"; thank you james and max for

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