Re: [osg-users] Camera render order and Threading models

2021-01-12 Thread Riccardo Corsi
Hi Robert, I've tried to reproduce the issue with a minimal example, without success so far, even though the essential bits should be the same. I'm also thinking it might have something to do with the data variance of the affected geometries, I'll double check. If I find something I'll report

Re: [osg-users] Camera render order and Threading models

2021-01-07 Thread Robert Osfield
Hi Ricard, Both the RTT Camera and the main Camera should both be traversed in the cull traversal within the same frame and accumulated modelview matrices cached in the rendering backend to sent to the GPU as part of the draw traversal together. Ordinarily this system should prevent problems

[osg-users] Camera render order and Threading models

2021-01-07 Thread Riccardo Corsi
Hi all, I'm facing an issue when using multiple cameras and different threading models. In my scene I have a slave camera which renders to a texture (using FBO + texture attachment) in PRE_RENDER order; the texture is then attached to a geometry which in turns is rendered by the main viewer

Re: [osg-users] Camera::setLODScale not seams to work with PagedLOD

2020-04-01 Thread OpenSceneGraph Users
Hi Nick, It's not known to be broken, and works for me on both windows and linux. As a blind guess: you might be trying to set the LODScale on the viewer, and we set it on the main Camera(s). Laurens. On Tue, Mar 31, 2020 at 11:20 PM OpenSceneGraph Users < osg-users@lists.openscenegraph.org>

[osg-users] Camera::setLODScale not seams to work with PagedLOD

2020-03-31 Thread OpenSceneGraph Users
Hi Community, I have some PagedLOD database (small one, willing to share), and I can not make the LODScale to work, with osgviewer. Is this known to be broken? OSG 3.6.3 - I can update to latest, not an issue -- trajce nikolov nick -- You received this message because you are subscribed to

Re: [osg-users] camera functionality issue

2020-01-23 Thread Robert Osfield
On Wednesday, 22 January 2020 05:12:31 UTC, Ravi wrote: > > We have got the camera panning by calculating the resultant of two > vectors(previous vector before panning and changed vector after panning) > and compared its magnitude with a value to restrict its position in camera > view. But

Re: [osg-users] camera functionality issue

2020-01-21 Thread Ravi
We have got the camera panning by calculating the resultant of two vectors(previous vector before panning and changed vector after panning) and compared its magnitude with a value to restrict its position in camera view. But when we zoom in and zoom out the magnitude of the vector that

Re: [osg-users] camera functionality issue

2020-01-21 Thread Robert Osfield
How far have you got? What problems do you have? -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to osg-users+unsubscr...@googlegroups.com. To view this

Re: [osg-users] camera functionality issue

2020-01-21 Thread Robert Osfield
Could you change you user name to a human name, it helps the community to converse respectively. -- You received this message because you are subscribed to the Google Groups "OpenSceneGraph Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to

[osg-users] camera functionality issue

2020-01-21 Thread ShoutMe
I am trying to create a camera functionality that pans the camera side by side but when it reaches the bounds of geometry we shouldn't be able to pan camera anymore. The functionality also includes zoom in and zoom out -- You received this message because you are subscribed to the Google

Re: [osg-users] Camera clear color

2018-11-29 Thread cdp97531
Hi OSG guys, last setMode call is wrong.It works with/without the following stament:masterCamera->getOrCreateStateSet()->setMode(GL_SCISSOR_TEST, GL_TRUE);I am confused.Any way it works. Best regards,Deping - Original Message - From: To: "osg-users" Subject: Camera clear color Date:

[osg-users] Camera clear color

2018-11-29 Thread cdp97531
Hi OSG developers, I am using OSG a lot now. OSG is great indeed.But I encountered a problem:There are one active master camera and one active slave camera which has its own scene graph.The 2 cameras shares the same GraphicsContext.Slave camera's viewport is contained in master camera's

Re: [osg-users] Camera serializer and culling

2018-04-22 Thread Robert Osfield
Hi Julien, On 21 April 2018 at 13:16, Julien Valentin wrote: > Doing some RTT serialization I came into an issue: > I just saw that only inheritedmask is the only CullSetting serialized. > Neither CullMode neither NearFarComputeMode > I also set Node::ActiveCulling

[osg-users] Camera serializer and culling

2018-04-21 Thread Julien Valentin
Hi, Doing some RTT serialization I came into an issue: I just saw that only inheritedmask is the only CullSetting serialized. Neither CullMode neither NearFarComputeMode I also set Node::ActiveCulling to false (does it even do anything) but nothing do the trick: some of my Geometry are never

Re: [osg-users] Camera resize vs setViewport

2017-02-24 Thread Robert Osfield
On 24 February 2017 at 15:18, Ravi Mathur wrote: > Thanks Robert. But still, why does resize() not accept x/y arguments? As it > is now, it cannot be used with CompositeViewer where Cameras are distributed > around the window with various Viewports. Is it just intended for

Re: [osg-users] Camera resize vs setViewport

2017-02-24 Thread Ravi Mathur
Thanks Robert. But still, why does resize() not accept x/y arguments? As it is now, it cannot be used with CompositeViewer where Cameras are distributed around the window with various Viewports. Is it just intended for use with the regular osg::Viewer? robertosfield wrote: > Hi Ravi, > > The

Re: [osg-users] Camera resize vs setViewport

2017-02-24 Thread Robert Osfield
Hi Ravi, The resize is primarily for responding to window resize events where you need to adjust the viewport and projection matrix to provide sensible on screen behaviour. The setViewport() method just sets the viewport, it doesn't try to do anything with any other paramters such as the

[osg-users] Camera resize vs setViewport

2017-02-23 Thread Ravi Mathur
Hi all, In osg::Camera, there exist two resize functions: Camera::resize(width, height) and Camera::setViewport(x, y, width, height). I'm confused conceptually as to when to use which one. Some examples use resize (osgdistortion), whereas others use setViewport (osghud). Looking at the

Re: [osg-users] Camera::resizeAttachments + texture rect

2017-01-05 Thread Robert Osfield
Hi James. On 4 January 2017 at 17:20, James Turner wrote: > Hi, > > I have just been surprised to learn that Camera::resizeAttachments doesn’t > handle TextureRectangle. Would a patch to change this behaviour be accepted? > Or is it intentional for some reason? I am a bit

[osg-users] Camera::resizeAttachments + texture rect

2017-01-04 Thread James Turner
Hi, I have just been surprised to learn that Camera::resizeAttachments doesn’t handle TextureRectangle. Would a patch to change this behaviour be accepted? Or is it intentional for some reason? (Yes the texture coordinates have to be adjusted for a rectangular texture but I still prefer that

Re: [osg-users] camera far plane culling issues

2016-10-17 Thread Trajce Nikolov NICK
Ah ok .. That makes sense then .. Thanks Robert On Mon, Oct 17, 2016 at 9:46 AM, Robert Osfield wrote: > HI Nick, > > Culling works on the bound volumes of objects so if the objects have > any point of their bounding box/sphere the eye side of the far plan > they won't

Re: [osg-users] camera far plane culling issues

2016-10-17 Thread Robert Osfield
HI Nick, Culling works on the bound volumes of objects so if the objects have any point of their bounding box/sphere the eye side of the far plan they won't be culled. Robert. On 16 October 2016 at 23:31, Trajce Nikolov NICK wrote: > Hi Commuity, > > I have RTT

[osg-users] camera far plane culling issues

2016-10-16 Thread Trajce Nikolov NICK
Hi Commuity, I have RTT camera and for some reason the culling is not working as expected. Here is the code: camera->setProjectionMatrixAsPerspective(70, 1, 5, 10); camera->setCullingMode(osg::CullSettings::FAR_PLANE_CULLING);

[osg-users] Camera manipulator changes for inverted y axis

2016-10-04 Thread Tunc Bahcecioglu
Hi, I reverted the y axis by adjusting the camera projection matrix: Code: camera->setProjectionMatrixAsPerspective(30.0f, static_cast(traits->width) / static_cast(traits->height), 1.0f, 1.0f); auto originalProjection = camera->getProjectionMatrix(); osg::Matrixd reverseYMat;

[osg-users] Camera Eye psotion in scenes with large terrain

2016-09-23 Thread Suraj Paul
Hi all, I have a scene with large terrain where a node starts moving from a given arbitrary location on the terrain. As the starting location of the node is known, i set the camera's target to look as the node's starting position. My problem is I want to set the initial camera eye to get a

Re: [osg-users] camera pre-render and culling order

2016-09-10 Thread Trajce Nikolov NICK
Thanks for the clarification Robert! Nick On Sat, Sep 10, 2016 at 6:27 PM, Robert Osfield wrote: > Hi Nick, > > On 10 September 2016 at 11:47, Trajce Nikolov NICK > wrote: > > anyone knows what is the order of the camera pre-render and

Re: [osg-users] camera pre-render and culling order

2016-09-10 Thread Robert Osfield
Hi Nick, On 10 September 2016 at 11:47, Trajce Nikolov NICK wrote: > anyone knows what is the order of the camera pre-render and the cull > traversal in a frame? Cull and Draw are separate and for the same frame always done in the order Cull then Draw. Draw

[osg-users] camera pre-render and culling order

2016-09-10 Thread Trajce Nikolov NICK
Hi Community, anyone knows what is the order of the camera pre-render and the cull traversal in a frame? Thanks a bunch as always! Cheers, Nick -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Camera track one node with respect to another node

2015-02-19 Thread Jay Loid
I'm just starting to play around with openscenegraph and I'd like to know if what I'm describing is possible. I have two nodes, which may both have paths. I'd like to attach a line of sight camera between the two nodes in such a way that the camera is aiming at node 1 from node 2 at all times.

Re: [osg-users] Camera track one node with respect to another node

2015-02-19 Thread Robert Osfield
Hi Jay, There isn't an osgGA::CameraManipulator for doing specifically what you want so you'll need to write your own CameraManipulator to do this or simply set the viewer's Camera's view matrix each frame within the frame loop. This shouldn't be difficult, the OSG has Matrix/Vec3 classes to

Re: [osg-users] Camera default stateset ???

2015-01-12 Thread Robert Osfield
Hi Nick, osg::Camera is just an Node so to set the state that you want to get inherited to everything below it you simple do: osg::StateSet* ss = camera-getOrCreateStateSet(); ss-set*(); Robert. On 11 January 2015 at 20:48, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: Hi

Re: [osg-users] Camera default stateset ???

2015-01-12 Thread Robert Osfield
Hi Nick, On 12 January 2015 at 09:54, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: yes, I know that, but thanks. I was looking for some setDefaults or something similar. I can not clearly recall the change you made in the later osg to explicitly set some defaults so I was

Re: [osg-users] Camera default stateset ???

2015-01-12 Thread Trajce Nikolov NICK
yes That is what I was look for !! Thanks a bunch Robert! Nick On Mon, Jan 12, 2015 at 12:28 PM, Robert Osfield robert.osfi...@gmail.com wrote: Hi Nick, On 12 January 2015 at 09:54, Trajce Nikolov NICK trajce.nikolov.n...@gmail.com wrote: yes, I know that, but thanks. I was looking

Re: [osg-users] Camera default stateset ???

2015-01-12 Thread Trajce Nikolov NICK
Hi Robert, yes, I know that, but thanks. I was looking for some setDefaults or something similar. I can not clearly recall the change you made in the later osg to explicitly set some defaults so I was shooting in the fog hoping someone will remember it better. Thanks again Nick On Mon, Jan 12,

[osg-users] Camera default stateset ???

2015-01-11 Thread Trajce Nikolov NICK
Hi Community, I remember there was a change in the later OSG for calling explicitlly the setting of some defaults for the Camera (not sure though) stateset?? or something like that? If you know what I mean can you point me to the right thing? I tried to find it in the archive with no luck

Re: [osg-users] Camera callbacks

2014-04-17 Thread Robert Osfield
HI John, As the Camera has Initial/Pre/Post and FinalDrawCallbacks having add/remove/getNum/get methods rather than just set/get will mean a lot of extra new methods expanding an already large API. To avoid a big expansion in the API it would probably be best to push the list of callbacks onto

[osg-users] Camera callbacks

2014-04-09 Thread PCJohn
Hi, I very like the capability of osg::Node to register any number of update, event and cull callbacks. This allows for a nice modular approach with each module registering callbacks for anything they wish without disturbing others. I came to a problem that Camera can register just one

Re: [osg-users] Camera callbacks

2014-04-09 Thread Robert Osfield
Hi John, Original Node callbacks didn't support multiple callbacks, but I worked out that I could add the functionality relatively non-intrusively by nesting callbacks. The key advantage with nesting is that it enables a callback retain data on the stack within the local scope of the callback -

Re: [osg-users] Camera callbacks

2014-04-09 Thread PCJohn
Hi Robert, Providing similar support for Camera::DrawCallbacks would be possible, there isn't the same imperative for controlling traversal, but it'd keep the public Camera API simple - it's complicated enough as it is so am reluctant to add further API to it. Sorry, I am not native English.

Re: [osg-users] Camera rotation by Mouse

2014-02-27 Thread Mattias Helsing
Hi Drew The TrackballManipulator is overriding your setting of viewmatrix! The call to frame will (in the updatetraversal) update the ViewMatrix local to the TrackbalManipulator, then your viewer goes and collects a currect ViewMatrix from an attached CameraManipulator (which is the

[osg-users] Camera rotation by Mouse

2014-02-25 Thread Andrew Nelson
Hi Everyone, I'm new to using OSG so please forgive me if some of my terms or ideas are incorrect. My overall goal currently is to simply rotate the camera(x-axis, y-axis, and/or z-axis), based on the users mouse position(i.e. when the user moves the mouse in any direction, camera rotates -

Re: [osg-users] Camera representing node

2013-10-08 Thread Robert Osfield
Hi Mots, It sounds like inserting osg::CameraView nodes within the subgraphs you wish to track, then using a osgGA::CameraViewSwitchManipulator would be the easiest way forward. Robert. On 8 October 2013 03:29, Mots G maverickm...@gmail.com wrote: Hi, I'm trying to add cameras to the scene

Re: [osg-users] Camera representing node

2013-10-08 Thread Mots G
Thank you so much Robert, will give it a try! Cheers, mots On Tue, Oct 8, 2013 at 3:36 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Mots, It sounds like inserting osg::CameraView nodes within the subgraphs you wish to track, then using a osgGA::CameraViewSwitchManipulator would be

[osg-users] Camera representing node

2013-10-07 Thread Mots G
Hi, I'm trying to add cameras to the scene (dropping models across the scene) and the user could drag them or rotate them and change its parameters. All works good for the first time, however, I lose track if the user rotates the camera representing object. I'm banging my head with simple math but

Re: [osg-users] Camera Manipulator needs to apply projection matrix extents in update traversal

2013-07-19 Thread Nick McEvoy
Yes I guess we could do via an EventHandler (which we have done for other things interested in events) except all our various extended 'camera manipulators' are added (i.e. set active) via the View::setCameraManipulator(osgGA::CameraManipulator*) ... so sticking to the pattern this particular

Re: [osg-users] Camera Manipulator needs to apply projection matrix extents in update traversal

2013-07-18 Thread Robert Osfield
HI Nick, The svn/trunk and recent dev releases of the OSG have a CameraManipulator::updateCamera(osg::Camera) method that allows you to set any properties you want on the View's Camera rather than pulling the view matrix as was done previously. The other bit of the jigsaw for you specific

Re: [osg-users] Camera Manipulator needs to apply projection matrix extents in update traversal

2013-07-18 Thread Nick McEvoy
Excellent, the new updateCamera() method on the trunk sounds exactly what we need ! :) We are on osg 3.0.1 so for now, so until we update to the latest, I've just put in our work around which connects our active manipulator to the camera's update callback and that seems to work ok. Also just

Re: [osg-users] Camera Manipulator needs to apply projection matrix extents in update traversal

2013-07-18 Thread Robert Osfield
Hi Nick, On 19 July 2013 00:08, Nick McEvoy nmc...@gmail.com wrote: Excellent, the new updateCamera() method on the trunk sounds exactly what we need ! :) We are on osg 3.0.1 so for now, so until we update to the latest, I've just put in our work around which connects our active manipulator

Re: [osg-users] Camera Manipulator needs to apply projection matrix extents in update traversal

2013-07-17 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Nick, On 07/17/2013 03:56 AM, Nick McEvoy wrote: I'm writing a camera manipulator but have an issue where I need the manipulator to be visited during the update traversal ( after the scene graph has been updated). Without going into too much

[osg-users] Camera Manipulator needs to apply projection matrix extents in update traversal

2013-07-16 Thread Nick McEvoy
I'm writing a camera manipulator but have an issue where I need the manipulator to be visited during the update traversal ( after the scene graph has been updated). Without going into too much detail ... the basic reason I require this is ... that my manipulator needs to set the orthographic

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-30 Thread Robert Osfield
Hi Judson, On 29 May 2013 15:01, Judson Weissert jud...@mfrac.com wrote: My fault, I performed an invalid test. My osgviewer.cpp source was modified, and I did not realize it. It was still overriding checkNeedToDoFrame(). I retested, and it appears to be working as expected. Sorry about

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-29 Thread Robert Osfield
Hi Judson, On 28 May 2013 20:36, Judson Weissert jud...@mfrac.com wrote: I just got the 3.1.7 developer release built. Running the osgviewer application with arguments --run-on-demand --screen 1 dumptruck.osgt results in a regression where the viewer does not respond to mouse or keyboard

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-29 Thread Judson Weissert
Robert, My fault, I performed an invalid test. My osgviewer.cpp source was modified, and I did not realize it. It was still overriding checkNeedToDoFrame(). I retested, and it appears to be working as expected. Sorry about that. I will continue testing and report back my findings if I find

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-28 Thread Judson Weissert
Robert, This is great news! I will try out the new code as soon as possible and report back my findings. Thanks, Judson On 5/24/2013 5:42 AM, Robert Osfield wrote: Hi Judson. I have refactored the Viewer/CompositeViewer::checkNeedToDo() method so that it now calls a new

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-28 Thread Judson Weissert
Hi Robert, I just got the 3.1.7 developer release built. Running the osgviewer application with arguments --run-on-demand --screen 1 dumptruck.osgt results in a regression where the viewer does not respond to mouse or keyboard input (does not render any new frames, does not allow me to exit

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-24 Thread Robert Osfield
Hi Judson, On 23 May 2013 21:57, Judson Weissert jud...@mfrac.com wrote: I just realized that the modification to osgViewer::Viewer is not actually required to reproduce the problem in the osgviewer application since there are no update callbacks installed anyway. Originally, I could not get

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-24 Thread Robert Osfield
Hi Judson. I have refactored the Viewer/CompositeViewer::checkNeedToDo() method so that it now calls a new Viewer/CompositeViewer::checkEvents() method that checks for available events rather than rely upon the more heavier weight eventTraversals() method. The eventTraversals() method design is

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-23 Thread Robert Osfield
Hi Judson, Great detective work. The change to the frame() was done to avoid issues with events being given times that aren't in sequence - previously we'd get time delta's that could be negative. Do you have an idea of how to reproduce the problem now? Once I can reproduce it I'll be able to

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-23 Thread Judson Weissert
Robert, I figured out why my case diverges from the osgviewer application. I override osgViewer::Viewer::checkNeedToDoFrame(), member function, and call eventTraversal() on a code path where it would otherwise not be called. Specifically, I don't want the default behavior where a new frame

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-23 Thread Robert Osfield
Thanks for the code reproducing the problem, I'm just turning in for the day so will have a look at trying to reproduce the issue tomorrow. On 23 May 2013 18:32, Judson Weissert jud...@mfrac.com wrote: Robert, I figured out why my case diverges from the osgviewer application. I override

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-23 Thread Judson Weissert
Thanks Robert. I just realized that the modification to osgViewer::Viewer is not actually required to reproduce the problem in the osgviewer application since there are no update callbacks installed anyway. Originally, I could not get the behavior to happen in the unmodified osgviewer

[osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-22 Thread Judson Weissert
Hello, I have recently upgraded to the 3.1.6 development release of the OSG library (from 3.1.2) and encountered some behavior changes when manipulating a model using the Trackball Manipulator (I did derive from it though and modify some non-mouse related features). Compiled by VS2010,

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-22 Thread Robert Osfield
HI Judson, I have done a refactor of osgViewer's internally handling of mouse events to allow for seamless handling of distortion correction set ups, there is chance that this might have broken something that I haven't yet observed in my own testing. Other than this there hasn't been any changes

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-22 Thread Judson Weissert
Robert, On 5/22/2013 10:23 AM, Robert Osfield wrote: HI Judson, I have done a refactor of osgViewer's internally handling of mouse events to allow for seamless handling of distortion correction set ups, there is chance that this might have broken something that I haven't yet observed in my own

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-22 Thread Judson Weissert
Robert, The viewer I am running has ON_DEMAND frame updates. When I remove the line viewer-setRunFrameScheme (osgViewer::ViewerBase::ON_DEMAND); the disappearing geometry behavior goes away. However, I was not able to replicate the problem by applying ON_DEMAND frame updating to the

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-22 Thread Robert Osfield
Hi Judson, It's a curious set of circumstances but as yet I can't think of a specific cause. Is there any chance you can create a small example that illustrates the problem so that I can try it out and see if I can spot the problems. Cheers, Robert. On 22 May 2013 18:31, Judson Weissert

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-22 Thread Judson Weissert
Robert, I have made some progress. The problem appears to be caused by an eventTimeDelta of zero which is calculated within StandardManipulator::performMovement(). It eventually results in a divide by zero and the propagation of non-finite value(s) through the remainder of the call chain.

Re: [osg-users] Camera Manipulator or culling behavior change 3.1.2 vs 3.1.6

2013-05-22 Thread Judson Weissert
Robert, I found the revision that caused the regression. Ironically, it occurred way before the 3.1.6 release... See r13092 associated with http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk/src/osgViewer/Viewer.cpp The 3.1.2 behavior returned when I reverted that revision. A notable

Re: [osg-users] Camera navigation confusion

2013-03-26 Thread Robert Osfield
Hi Jamie, To use a wii remote with the OSG I'd either write a custom CameraManipulator to do this integration and provide the appropriate view matrix (via the getInverseMatrix() method) or just directly set the viewer's Camera's ViewMatrix directly and not use a CameraManipulator at all. Either

[osg-users] Camera navigation confusion

2013-03-25 Thread Jamie Spence
Hello! I am trying to navigate around my scene using the following code which works for pitch and roll (read from a wiimote using the wiiuse library) but when forward motion is applied, the camera only travels along one axis, not along the vector of it's facing direction. Is there a way of

[osg-users] Camera manipulator zoomFactor

2013-03-21 Thread Peter Bako
Hi, Is there an easy way to invert the wheel zoom factor on TrackballCameraManipulator? I have a feeling that once I've seen a property where you can set this, and if you set it to -1, the zoom scrolling will behave opposite. I have a cameraManipulator derived from TrackballCam..Man.. the

Re: [osg-users] Camera manipulator zoomFactor

2013-03-21 Thread Peter Bako
I am sorry about the useless topic. I was searching the property on a wrong object manipulator-setWheelZoomFactor() -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53189#53189 ___ osg-users

Re: [osg-users] Camera Manipulator problem

2013-02-19 Thread Robert Osfield
Hi Peterakos, There isn't any way a third party will be able to diagnose the problem with your code with such a tiny extract of code. The best I can suggest is develop your own skills of hunting down and fixing bugs. Using a debug to see the flow of control, or add debug message that output

[osg-users] Camera Manipulator problem

2013-02-18 Thread Peterakos
Hello. I try to make my own camera manipulator in which the push events with X lower than the half of the window will be ignored. I created a class, which derives trackball manipulator. Here is the handle method virtual bool handle( const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter us )

[osg-users] Camera Roll Rotation on ECEF Terrain

2013-02-11 Thread Onur Akkaya
Hi everybody, I have an ECEF terrain and I use standart terrain manipulator class (osgGA::TerrainManipulator) on this terrain. Everything is fine but when I rotate the camera, in some cases, the camera makes a roll rotation on the terrain. I tried to change the terrain manipulator's rotation

Re: [osg-users] Camera manipulator velocity and home() calculation affected after scaling nodes

2012-09-17 Thread Regina Howard
You can find it from the settings. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49674#49674 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Camera Default Light

2012-09-12 Thread Laith Dhawahir
Hi, How can I change or set the camera default light ? Thank you! Cheers, Laith -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49970#49970 ___ osg-users mailing list

Re: [osg-users] Camera Default Light

2012-09-12 Thread Robert Osfield
Hi Laith, On 12 September 2012 11:03, Laith Dhawahir laithbasildot...@gmail.com wrote: How can I change or set the camera default light ? You don't set a Camera's default light, rather you can set a View's default light, see include/osg/View or provide the appropriate Light via an

Re: [osg-users] Camera Default Light

2012-09-12 Thread Laith Dhawahir
Hi Robert, Thanks alot, yes what you said is 100% correct :) thanks for your time Thank you! Cheers, Laith -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49989#49989 ___ osg-users mailing list

Re: [osg-users] Camera manipulator velocity and home() calculation affected after scaling nodes (partially resolved)

2012-08-28 Thread Judson Weissert
On 8/27/2012 3:14 PM, Jeremy Moles wrote: A Drawable can have a special ComputeBoundsCallback() (something like that, I'm on my phone right now and can't look it up), so you could use that as well... Here is the code I came up with after your suggestion that does resolve my problem (I attach

[osg-users] Camera manipulator velocity and home() calculation affected after scaling nodes

2012-08-27 Thread Judson Weissert
Hello, I was hoping someone could help me with a camera manipulator/scaling problem that I have been having. I have a scene graph that contains geometry representing a hydraulic fracture. The fracture length is of the order 1000ft, the height is of the order 100ft, and the width is of the order

Re: [osg-users] Camera manipulator velocity and home() calculation affected after scaling nodes

2012-08-27 Thread Jeremy Moles
On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote: Hello, I was hoping someone could help me with a camera manipulator/scaling problem that I have been having. I have a scene graph that contains geometry representing a hydraulic fracture. The fracture length is of the order 1000ft,

Re: [osg-users] Camera manipulator velocity and home() calculation affected after scaling nodes

2012-08-27 Thread Jeremy Moles
On Mon, 2012-08-27 at 15:12 -0400, Judson Weissert wrote: On 8/27/2012 2:22 PM, Jeremy Moles wrote: On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote: Hello, I was hoping someone could help me with a camera manipulator/scaling problem that I have been having. I have a scene

Re: [osg-users] Camera manipulator velocity and home() calculation affected after scaling nodes

2012-08-27 Thread Judson Weissert
On 8/27/2012 2:22 PM, Jeremy Moles wrote: On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote: Hello, I was hoping someone could help me with a camera manipulator/scaling problem that I have been having. I have a scene graph that contains geometry representing a hydraulic fracture.

Re: [osg-users] Camera manipulation with trackball manipulator

2012-08-22 Thread Robert Osfield
Hi Zak, I would recommend writing your own CameraManipulator to do exactly what you want, or simply set the Viewer's Camera's ViewMatrix directly yourself on each new frame. Robert. On 3 August 2012 16:42, Zak Stromquist strom...@umn.edu wrote: Hi, I'm trying to create a camera at a fixed

[osg-users] Camera manipulation with trackball manipulator

2012-08-16 Thread Zak Stromquist
Hi, I'm trying to create a camera at a fixed location that can be rotated using a manipulator. From what I've read, it looks like a trackball manipulator might be the way to do this. The only problem is that when I set it up, in order to keep the camera at the fixed location, the eye and

Re: [osg-users] camera manipulator proposal

2012-07-10 Thread Riccardo Corsi
Hi Robert, I agree that the Camera as an argument makes more sense. Thanks for merging the submission. Cheers, Ricky On Mon, Jul 9, 2012 at 7:38 PM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Riccardo, On review of the submission I've decided that passing in a Camera rather than a

Re: [osg-users] camera manipulator proposal

2012-07-09 Thread Robert Osfield
Hi Riccardo, Sorry for the very long delay in getting to review your suggested changes, I've now done the review and the changes look good, the only amendment I made to rename the parameter name Camera* pCamera to Camera* camera as from the context it's obvious that camera is a Camera* one

Re: [osg-users] camera manipulator proposal

2012-07-09 Thread Robert Osfield
Hi Riccardo, On review of the submission I've decided that passing in a Camera rather than a pointer would make it clear that a valid Camera object should be passed in rather than a pointer which could be NULL or pointing to a valid Camera object. This brings the method more into line with how

Re: [osg-users] Camera help

2012-05-03 Thread Braden Edmunds
Never mind. I'm an idiot. Spherical Manipulator. Cheers, Braden -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47538#47538 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Camera help

2012-05-02 Thread Braden Edmunds
Hi all, I am new to osg and 3d graphics in general and I need a little advice on how to adjust the camera based on a matrix. I need a camera that will always be focused at (0,0,0), but has the capabilities to rotate around the origin so that it moves in a circular motion. This is my code so

Re: [osg-users] camera manipulator proposal

2012-04-05 Thread Riccardo Corsi
Hi Robert and All, I just wanted to know if the proposal I made some weeks ago doesn't seem to fit some requirements, or simply passed unnoticed. Thank you, Ricky On Wed, Mar 14, 2012 at 15:42, Riccardo Corsi riccardo.co...@kairos3d.itwrote: Hi all, sorry that it took long to setup the

Re: [osg-users] camera manipulator proposal

2012-04-05 Thread Robert Osfield
Hi Riccardo, On 5 April 2012 11:37, Riccardo Corsi riccardo.co...@kairos3d.it wrote: I just wanted to know if the proposal I made some weeks ago doesn't seem to fit some requirements, or simply passed unnoticed. I'm afraid I haven't had a chance to review it yet. Robert.

[osg-users] Camera Manipulator?

2012-04-05 Thread Matthew Runo
Hello - I am attempting to use the output from an attitude heading reference system to orient the Camera over some terrain which I created using the National Elevation Dataset and VirtualPlanetBuilder. When I view the terrain database using osgviewer, I see everything as I expect.

Re: [osg-users] Camera attached to object

2012-03-26 Thread Sergey Bocharov
Hi, Sergey I cannot get the right result. Please help me if you can. 79250103663 ... Thank you! Cheers, Sergey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46581#46581 ___ osg-users mailing

Re: [osg-users] Camera attached to object

2012-03-20 Thread Sergey Bocharov
Anyone knows how to do this? Thank you! Cheers, Sergey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46424#46424 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Camera attached to object

2012-03-20 Thread Sergey Kurdakov
Hi Sergey, Anyone knows how to do this? just a suggestion you may take a look at osg code ( nodetrackermanipulator), and adjust it to your needs as you would get desired camera out of existing codebase for camera matrix manipulation. Regards Sergey On Tue, Mar 20, 2012 at 11:50 AM, Sergey

Re: [osg-users] Camera attached to object

2012-03-20 Thread Sergey Bocharov
Hi, Sergey Я уже голову сломал с этими матрицами. ;-) Cheers, Sergey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46433#46433 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Camera attached to object

2012-03-20 Thread Sergey Kurdakov
Hi Sergey, in computeNodeCenterAndRotation take a look at coordinateFrame , I expect it should be unit matrix to be at center of object. Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Camera attached to object

2012-03-19 Thread Sergey Bocharov
zonk wrote: Hi Sergey, why don't you use OSGs standard nodetrackermanipulator? You can track a node and configure which DOF are controllable via the manipulator. Cheers, Torben Hi Torben nodetrackermanipulator allow to sen node as point of view and camera flying around this node.

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