Re: [osg-users] Strange Behaviour of Virtual Planet Builder (VS c++ 2007)

2008-02-04 Thread Adrian Egli OpenSceneGraph (3D)
Hi all,

after testing and playing around with VS2007 i have not yet get a running
version. what can i do, no longer supported for VS2007? or what can you
propose?

adegli

2008/2/1, Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:

 :-(

 2008/2/1, Jean-Sébastien Guay [EMAIL PROTECTED]:
 
  Hello Adrian,
   after long time no using VP Builder i try do rebuild it on my dev
   system. i get strange behaviour what can be wrong ?
  Which version of VPB is this?
 
  I have tested the latest SVN head on VC8 and it builds and runs OK. I
  don't have a VC7 environment to test on, but I don't see why it should
  make that much of a difference... Sorry to say but I can't help you.
 
  Good luck,
 
  J-S
 
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Re: [osg-users] Strange Behaviour of Virtual Planet Builder (VS c++ 2007)

2008-02-04 Thread Jean-Sébastien Guay
Hello Adrian,
 after testing and playing around with VS2007 i have not yet get a 
 running version. what can i do, no longer supported for VS2007? or 
 what can you propose?
I guess you mean VS 7 (7.0/7.1) as 2007 does not exist (7.0 = .NET, 7.1 
= .NET 2003, 8.0 = .NET 2005, 9.0 = .NET 2008)

It's really hard to troubleshoot with so few details... OSG itself 
builds fine with VS 7, so I would not think that VPB would be much 
different. But it's hard to say. Can you perhaps check if it's just a 
missing header in some files, or something like that? What are the 
specific errors you get?

Since I don't have the environment to reproduce this, it's really hard 
for me to help you.

Good luck,

J-S

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Re: [osg-users] old wiki

2008-02-04 Thread Jean-Sébastien Guay
Hello Brede,
 Sorry for the late reply.  I wasn't able to find this information on
 the new wiki.
 http://www.openscenegraph.org/osgwiki/pmwiki.php/KnowledgeBase/OpenFlight
   
Here you are:

http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenFlight

(straight copy-paste of the original page - please edit if it needs 
updating...)

J-S

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Re: [osg-users] to draw landscapes beginning from a matrix

2008-02-04 Thread aurora restivo

thanks for the satisfactory answer.
I have tried to study his solution but it is difficult for the lack of 
complete documentation.

I can try to explain better the problem:
I have a matrix of altitudes 410 X 296, I would want to represent her 
first in 2 dimensions (to color of white the smaller altitude and of 
black the greatest altitude),

then to represent her in 3 dimensions.
the purpose is to draw a volcanic ground for the simulation of castings 
of it washes.

can you help me to understand as I must proceed?
do you have some example of use of osg::HeightField and osg::Terrain?
thanks in advance

Aurora Restivo

-
From: Jean-Christophe Lombardo [EMAIL PROTECTED] 
http://gmane.org/get-address.php?address=jean%2dchristophe.lombardo%2dAYb5Cdd1jaQ%40public.gmane.org
Subject: Re: to draw landscapes beginning from a matrix 
http://news.gmane.org/find-root.php?message_id=%3c47A1E355.4000707%40cstb.fr%3e
Newsgroups: gmane.comp.graphics.openscenegraph.user 
http://news.gmane.org/gmane.comp.graphics.openscenegraph.user

Date: 2008-01-31 15:03:49 GMT (4 days and 3 minutes ago)

You might either
*  build an osg::HeightField 
(http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01227.html) 
and draw it with an osgTerrain::TerrainNode node with an 
osgTerrain::HeightFieldLayer as an elevation layer
* or use VirtualPlanetBuilder 
(http://www.openscenegraph.org/projects/VirtualPlanetBuilder)


jcl

aurora restivo wrote:

Hi!

I have necessity to draw landscapes beginning from a matrix that 
contains the data of the altitude.


can you help me?

Thanks.
Aurora Restivo




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Re: [osg-users] Displaying cables

2008-02-04 Thread Brian R Hill
J-S,

I've always used setSupportsDisplayList(false) along with
setuseDisplayList(false). I don't remember why. I'd have to review the osg
geometry code to refresh my memory.

Brian

[EMAIL PROTECTED] wrote: -


To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Jean-Sébastien Guay [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 02/04/2008 10:42AM
Subject: [osg-users] Displaying cables

Hello,

I imagine this is pretty common, I'm just looking for a few hints of how
to optimize things.

Our apps need to display cables (and most of the time, a large number of
them). The cables themselves are controlled by a physical simulation
which gives us a set of transforms for the ends of each segment of a cable.

For now, we are creating some geometry (quad strips, specifically) to
display the cables, and assigning texture coordinates to that geometry,
on the fly. This is needed because if, for example, a cable is
lengthened (because it's being spooled out of a pulley system for
example) the texture shouldn't stretch over it. Similarly, if the
physical simulation subdivides the cable into more segments than it was
in the last frame, we need to have correct texture coordinates to
(hopefully) make the fact that the cable now has more, shorter segments
invisible to the user.

I know the cable display needs to be optimized because if I just set the
cables' nodemasks to 0, the draw times go from 6.6ms to 2.2ms (for the
same view). And there are not *that* many cables... There's a lot of
other geometry in the scene which is still drawn in the 2.2ms time...

So I would appreciate some pointers. I would have assumed quad strips
are pretty fast, so perhaps something else is the problem?

There's the fact that the geometry is dynamic, which could mean that OSG
is trying to recreate display lists each frame, but I tried
setUseDisplayList(false) on the geometry and the cables just did not
display anymore... Is there something else I need to do in that case?

Thanks in advance,

J-S

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Re: [osg-users] Displaying cables

2008-02-04 Thread Laurent Di Cesare
Jean-Sébastien Guay wrote :
 Hello,

 For now, we are creating some geometry (quad strips, specifically) to 
 display the cables, and assigning texture coordinates to that geometry, 
 on the fly. 
   
(...)
 I know the cable display needs to be optimized because if I just set the 
 cables' nodemasks to 0, the draw times go from 6.6ms to 2.2ms (for the 
 same view). And there are not *that* many cables... There's a lot of 
 other geometry in the scene which is still drawn in the 2.2ms time...

 So I would appreciate some pointers. I would have assumed quad strips 
 are pretty fast, so perhaps something else is the problem?

 There's the fact that the geometry is dynamic, which could mean that OSG 
 is trying to recreate display lists each frame, but I tried 
 setUseDisplayList(false) on the geometry and the cables just did not 
 display anymore... Is there something else I need to do in that case?
   
I have a somewhat similar situation myself. I use capsules to display 
hoses,
which aren't textured but just have a color, and use display lists.
Capsules are just cylinders and half spheres, but these are made of a 
lot of vertices.
I ran at something like 1-2 fps(!) when I was redrawing the whole hose 
everytime the hose changed.
When no geometry changed, I shot back to around 25 fps.
I got three times faster when I limited myself to changing only the end 
of the hose, thus keeping the same capsules rather than replacing them 
with new ones with the same coordinates, color, etc.
I then got another factor 3 by making sure I drew as few capsules as I 
needed.
In my case too, the capsules are not that many, I have tens of animated 
characters moving around, plus a scene to render, but the dynamic shapes 
ate way more than anything else.
I'm not sure if this helps a lot, but I just did this today, and 
optimizing the geometry was clearly a big win for me.
If your app doesn't change all the cables at once, only one part of one 
cable at a time (a given frame), keeping the geometry should give you a 
decent boost.

If anyone else has other suggestions, I'm interested to hear them too.

Sincerely,
Laurent Di Cesare.
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[osg-users] Number of polygons in viewing frustum

2008-02-04 Thread Shvartsman, Andrey
Is there a way to determine the number of polygons being rendered by the GPU in 
the current viewing frustum?


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[osg-users] Problems with picking and HUDs

2008-02-04 Thread Pedro José Muñoz
Hi all,
Making an application to show the name of different elements, I can do it
with everything except with HUDs, do you have any idea why does it happen?
Thanks in advance
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Re: [osg-users] osg::Matrixd -- How to remove rotation for acertainaxis?

2008-02-04 Thread Thrall, Bryan
Tobias Münch wrote on Monday, February 04, 2008 1:01 PM:
 This works, but only partially.
 
 All Object that are near the coordinate axes where fixed in rotation.
 But everything with a certain height above the axis zero level will
 be rotated. So the final images gets ugly distorted (Looks like it is
 sheared). I played a little bit with the values and indces, but
 couldn't improve it.

It isn't clear exactly what you mean, but it sounds like the issue is now just 
how to get the right rotation in the matrix; you can look up matrix math and 
rotations on Wikipedia or in a good graphics textbook.

Sorry I can't be more help.

 On Feb 4, 2008 7:23 PM, Thrall, Bryan [EMAIL PROTECTED]
 wrote: 
 
 
 
   Sorry, hit send too soon, updated below...
 
   Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
 
Tobias Münch wrote on Monday, February 04, 2008 11:29 AM:
 
Hello at all,
   
I have osg::Matrixd view matrix and want to remove the rotation
around x- and y-axis. Only rotation around z-axis should stay in
   the  matrix. I try a lot of possibilties but couldn't find a
   solution. 
When I make the following steps, the rotation around all axis is
removed, not only the two specified axis. The same with
osg::Matrixd::makeRotate(..);
   
matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
osg::Vec3(0,1,0));
   
matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
osg::Vec3(1,0,0));
   
   
I also tried to set the matrix with complete new values and to
   take  given value for z-rotation, but therefore I miss a function
   to read  the one rotation part (around the z-axis).
   
How can help me?
   
 
Both of those lines *set* matrix to a non-rotating matrix; what you
want is to *modify* the matrix to remove the X and Y rotations.
   
The easiest way is to modify the matrix directly:
   
 
   matrix(0,0) = 1;
 
   matrix(0,1) = 0;
   matrix(0,2) = 0;
   matrix(1,0) = 0;
   matrix(1,1) = 1;
   matrix(1,2) = 0;
 
   If I didn't mess up my indices, this zeroes out the X and Y
 rotations while leaving the Z intact. 
- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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Re: [osg-users] osg::Matrixd -- How to remove rotation for a certainaxis?

2008-02-04 Thread Tobias Münch
This works, but only partially.

All Object that are near the coordinate axes where fixed in rotation. But
everything with a certain height above the axis zero level will be rotated.
So the final images gets ugly distorted (Looks like it is sheared). I played
a little bit with the values and indces, but couldn't improve it.

Tobias

On Feb 4, 2008 7:23 PM, Thrall, Bryan [EMAIL PROTECTED] wrote:


 Sorry, hit send too soon, updated below...

 Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
  Tobias Münch wrote on Monday, February 04, 2008 11:29 AM:
  Hello at all,
 
  I have osg::Matrixd view matrix and want to remove the rotation
  around x- and y-axis. Only rotation around z-axis should stay in the
  matrix. I try a lot of possibilties but couldn't find a solution.
 
  When I make the following steps, the rotation around all axis is
  removed, not only the two specified axis. The same with
  osg::Matrixd::makeRotate(..);
 
  matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
  osg::Vec3(0,1,0));
 
  matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
  osg::Vec3(1,0,0));
 
 
  I also tried to set the matrix with complete new values and to take
  given value for z-rotation, but therefore I miss a function to read
  the one rotation part (around the z-axis).
 
  How can help me?
 
  Both of those lines *set* matrix to a non-rotating matrix; what you
  want is to *modify* the matrix to remove the X and Y rotations.
 
  The easiest way is to modify the matrix directly:
 

 matrix(0,0) = 1;
 matrix(0,1) = 0;
 matrix(0,2) = 0;
 matrix(1,0) = 0;
 matrix(1,1) = 1;
 matrix(1,2) = 0;

 If I didn't mess up my indices, this zeroes out the X and Y rotations
 while leaving the Z intact.

 HTH,
 --
 Bryan Thrall
 FlightSafety International
 [EMAIL PROTECTED]
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Re: [osg-users] Displaying cables

2008-02-04 Thread Mike Weiblen
Hi J-S

Some thoughts...

- any ideas on exactly where you're bottlenecked?

- if perception of cable width is critical, how are you ensuring the quads are 
orthogonal to the viewer?  Billboards, adjusting the quad verts, viewer/quad 
relationship is fixed, etc?

- quadstrips are converted to tristrips in the driver; perhaps there's 
advantage in dispatching tristrips directly.

- Ideally, and your target hardware supports it, suggest dispatch linestrip and 
tessellate each linesegment into a pair of tris in a geometry shader.  A vertex 
shader could take care of texcoord computation given cable/segment lengths.

Cheers
-- mew




 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
 Sent: Monday, February 04, 2008 9:43 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Displaying cables
 
 Hello,
 
 I imagine this is pretty common, I'm just looking for a few hints of
 how
 to optimize things.
 
 Our apps need to display cables (and most of the time, a large number
 of
 them). The cables themselves are controlled by a physical simulation
 which gives us a set of transforms for the ends of each segment of a
 cable.
 
 For now, we are creating some geometry (quad strips, specifically) to
 display the cables, and assigning texture coordinates to that geometry,
 on the fly. This is needed because if, for example, a cable is
 lengthened (because it's being spooled out of a pulley system for
 example) the texture shouldn't stretch over it. Similarly, if the
 physical simulation subdivides the cable into more segments than it was
 in the last frame, we need to have correct texture coordinates to
 (hopefully) make the fact that the cable now has more, shorter segments
 invisible to the user.
 
 I know the cable display needs to be optimized because if I just set
 the
 cables' nodemasks to 0, the draw times go from 6.6ms to 2.2ms (for the
 same view). And there are not *that* many cables... There's a lot of
 other geometry in the scene which is still drawn in the 2.2ms time...
 
 So I would appreciate some pointers. I would have assumed quad strips
 are pretty fast, so perhaps something else is the problem?
 
 There's the fact that the geometry is dynamic, which could mean that
 OSG
 is trying to recreate display lists each frame, but I tried
 setUseDisplayList(false) on the geometry and the cables just did not
 display anymore... Is there something else I need to do in that case?
 
 Thanks in advance,
 
 J-S

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Re: [osg-users] osg::Matrixd -- How to remove rotation for a certainaxis?

2008-02-04 Thread Thrall, Bryan
Tobias Münch wrote on Monday, February 04, 2008 11:29 AM:
 Hello at all,
 
 I have osg::Matrixd view matrix and want to remove the rotation
 around x- and y-axis. Only rotation around z-axis should stay in the
 matrix. I try a lot of possibilties but couldn't find a solution.  
 
 When I make the following steps, the rotation around all axis is
 removed, not only the two specified axis. The same with
 osg::Matrixd::makeRotate(..);  
 
 matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
 osg::Vec3(0,1,0)); 
 
 matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
 osg::Vec3(1,0,0)); 
 
 
 I also tried to set the matrix with complete new values and to take
 given value for z-rotation, but therefore I miss a function to read
 the one rotation part (around the z-axis).  
 
 How can help me?

Both of those lines *set* matrix to a non-rotating matrix; what you want is to 
*modify* the matrix to remove the X and Y rotations.

The easiest way is to modify the matrix directly:

matrix(0,0) = 1;
matrix(0,0) = 1;
matrix(0,0) = 1;
matrix(0,0) = 1;

-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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[osg-users] Displaying cables

2008-02-04 Thread Jean-Sébastien Guay
Hello,

I imagine this is pretty common, I'm just looking for a few hints of how 
to optimize things.

Our apps need to display cables (and most of the time, a large number of 
them). The cables themselves are controlled by a physical simulation 
which gives us a set of transforms for the ends of each segment of a cable.

For now, we are creating some geometry (quad strips, specifically) to 
display the cables, and assigning texture coordinates to that geometry, 
on the fly. This is needed because if, for example, a cable is 
lengthened (because it's being spooled out of a pulley system for 
example) the texture shouldn't stretch over it. Similarly, if the 
physical simulation subdivides the cable into more segments than it was 
in the last frame, we need to have correct texture coordinates to 
(hopefully) make the fact that the cable now has more, shorter segments 
invisible to the user.

I know the cable display needs to be optimized because if I just set the 
cables' nodemasks to 0, the draw times go from 6.6ms to 2.2ms (for the 
same view). And there are not *that* many cables... There's a lot of 
other geometry in the scene which is still drawn in the 2.2ms time...

So I would appreciate some pointers. I would have assumed quad strips 
are pretty fast, so perhaps something else is the problem?

There's the fact that the geometry is dynamic, which could mean that OSG 
is trying to recreate display lists each frame, but I tried 
setUseDisplayList(false) on the geometry and the cables just did not 
display anymore... Is there something else I need to do in that case?

Thanks in advance,

J-S

-- 
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/

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Re: [osg-users] problem using uniform arrays

2008-02-04 Thread Roni Rosenzweig
Hi Mike
I may have narrowed down the problem. It's not so much the arrays that are
causing problems, but their usage.
For example indexing an array like this:
arr[ind]
works fine for the vertex shader, but doesn't compile on the fragment
shader, saying that the index has to be constant, so that arr[ind] is not
allowed, but arr[3] is ok.
However, since I'm using long arrays (70 elements), I don't know how to work
around this limitation.
Any ideas?
Notice that this error only happens on 7800, not on 8800.
Also, even though I changed the osg notification level to debug, I get no
error/warning messages when compiling and linking the shader. Don't know why
... (I used another glsl debugger to get the error messages)
Roni

- Original Message - 
From: Mike Weiblen [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, February 04, 2008 8:57 PM
Subject: Re: [osg-users] problem using uniform arrays


 Hi Roni,
 See below

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users-
  [EMAIL PROTECTED] On Behalf Of Roni Rosenzweig
  Sent: Monday, February 04, 2008 1:18 AM
  To: OpenSceneGraph Users
  Subject: [osg-users] problem using uniform arrays
 
  Hello
  I'm using uniform arrays in my glsl shader. On geforce 8800 it works
  great, but on 7800 doesn't work (converts to fixed shader).
  when I try to validate my shader code I get a GL_3DL_array_objects
  extension is disabled error.

 Assuming you used 3Dlabs' GLSLvalidate tool which, as you can see, is
 only helpful up to a point.

  Are uniform arrays not supported on geforce 7800?

 No idea.  Array support often a driver issue, but could require some
 hardware capability.  Are both GPUs running exactly the same driver?

 It would be most helpful to see the actual error messages generated
 during OSG's attempt to compile/link the shader code (eg perhaps you in
 fact have a bug completely unrelated to arrays)  When you increase the
 OSG_NOTIFY_LEVEL, it will print out the compile/link InfoLogs containing
 diagnostic info.  What are those messages?

 Cut down your shader code to a bare minimum example that works on 8800
 but fails on 7800.  That repro case should probably be no more than a
 couple lines.

 Hth
 -- mew

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Re: [osg-users] Displaying cables

2008-02-04 Thread Jean-Sébastien Guay
Hi Mike,

Thanks for the pointer about the GPU pipeline, I'll check it out.

 So you're drawing 6x as many quads as necessary; that's seems a good 
 rationale to learn geometry shaders! :-)  That and moving texcoord generation 
 off the CPU and into the vertex shader.

I'm pretty anxious to try them out myself, but in this case, I don't 
think it would make that much difference. Sure, in percentage terms 6x 
more is a lot, but in absolute terms it's still not very much (20 cables 
with 20 segments of 6 quads each - 2400 quads... and even in terms of 
vertices it's not that many...), so I guess I'm doing something wrong. 
It's not the first time someone's displayed cables, and using geometry 
shaders was not an option until recently, so there's obviously something 
amiss.

J-S

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http://whitestar02.webhop.org/

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Re: [osg-users] problem using uniform arrays

2008-02-04 Thread Mike Weiblen
Hi Roni,
See below

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Roni Rosenzweig
 Sent: Monday, February 04, 2008 1:18 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] problem using uniform arrays
 
 Hello
 I'm using uniform arrays in my glsl shader. On geforce 8800 it works
 great, but on 7800 doesn't work (converts to fixed shader).
 when I try to validate my shader code I get a GL_3DL_array_objects
 extension is disabled error.

Assuming you used 3Dlabs' GLSLvalidate tool which, as you can see, is
only helpful up to a point.

 Are uniform arrays not supported on geforce 7800?

No idea.  Array support often a driver issue, but could require some
hardware capability.  Are both GPUs running exactly the same driver?

It would be most helpful to see the actual error messages generated
during OSG's attempt to compile/link the shader code (eg perhaps you in
fact have a bug completely unrelated to arrays)  When you increase the
OSG_NOTIFY_LEVEL, it will print out the compile/link InfoLogs containing
diagnostic info.  What are those messages?

Cut down your shader code to a bare minimum example that works on 8800
but fails on 7800.  That repro case should probably be no more than a
couple lines.

Hth
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Re: [osg-users] Displaying cables

2008-02-04 Thread Jean-Sébastien Guay
Hello Mike,

Thanks a lot, good questions and suggestions here.
 - any ideas on exactly where you're bottlenecked?
   
As I said, if I set nodemask to 0 on the cables the draw time goes way 
down. So I'm pretty sure the bottleneck is there (in other words, it's 
not how I build the geometry, because that's being done anyways; it's 
not the physics either). Though more specifically than that I can't say.
 - if perception of cable width is critical, how are you ensuring the quads 
 are orthogonal to the viewer?  Billboards, adjusting the quad verts, 
 viewer/quad relationship is fixed, etc?
   
Sorry, I wasn't very clear. It isn't billboards, and I can see that it 
sounded like that the way I described it. We're building cylinders 
with quad strips. So we'll give a subdivision level (number of quads for 
a segment, for example 6). And then the cable is a set of segments, each 
of which consists of 6 quads in this case. Since in this case, the cable 
with the most segments has about 20 of them (120 quads), I don't quite 
see why it's so slow. Of course, it might be the display list rebuild 
time, but I can't switch them off for some reason...
 - quadstrips are converted to tristrips in the driver; perhaps there's 
 advantage in dispatching tristrips directly.
   
I thought of this too, but didn't think it could be significant. If you 
think it might be something to try, I'll try it out and see.
 - Ideally, and your target hardware supports it, suggest dispatch linestrip 
 and tessellate each linesegment into a pair of tris in a geometry shader.  A 
 vertex shader could take care of texcoord computation given cable/segment 
 lengths.
   
I haven't had much chance of using geometry shaders yet, unfortunately. 
I'd really have to demonstrate a large incentive to use them (though the 
hardware we ship to clients will likely support them anyways). It could 
also be used if the hardware supports it, with other fallbacks if not. 
We'll see in the next few months.

Anyways, thanks a lot, I'm at least making progress and have a few 
things to try out.

J-S

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Re: [osg-users] Multipass (was: no subject)

2008-02-04 Thread Art Tevs
Hi,


First, please put some subject to your post.

Maybe take a look into osgPPU
(http://projects.tevs.eu/osgppu) this is a nodekit
which is what you looking for. 
It helps you to make multipass (render to texture and
then as input to next texture) in a very simple way,
without creating additional camera nodes.

Best regards,
Art



--- [EMAIL PROTECTED] schrieb:

 Hi all,
 
 I have a problem in which I have to do multipass
 rendering. When I say
 multipass, it's in fact rendering to a texture which
 is the input for the
 next rendering, etc... and that about a hundreds
 time... I could explain
 why, but only if necessary, but let's say that no
 there is no better way
 than doing a cascaded rendering with that amount of
 steps, and in fact,
 that's sphecifically why I'm doing it on GPU...
 
 Moving on to OSG related problem, it seems to me
 that every time you want
 to render to a texture you have to add a Camera
 node. I've heard that you
 could maybe do a little bit better, by having only
 one Camera node, but
 several paths leading to it with differents
 statesets. But in my case, I
 can't have only one camera, and several statesets,
 because each time, I
 have to change
 the fbo to render to, that can only be done by
 adding a new camera, with a
 different texture to render to ...
 
 So my question is, is there a better way to do this
 kind of multipass 
 rendering, than adding a camera for each step ?
 (better in the sense of
 less costly ...)
 I'm asking this because when I look at the stats,
 drawing takes about 60 ms,
 and gpu time is 80ms. I expected the value for the
 gpu, because for each
 camera, there is a fragment shader associated. But I
 didn't expect the
 draw time to be so high, and I really think that is
 because of the way I'm
 doing it (too many nodes maybe ... :( )
 
 Thank you all
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[osg-users] Framerate vs stats?

2008-02-04 Thread Jean-Sébastien Guay
Hello all,

I'm seeing something peculiar in one of our apps using OSG 2.2, and I 
was wondering if someone else had seen something like this or would have 
an idea what would cause it.

The app starts and seems sluggish. Pressing 's' once shows it's running 
at around 15-20 FPS. But then, if I press 's' a second time, the 
framerate shoots up to 75 FPS (capped by my refresh rate) and the app 
is suddenly very smooth. And it stays like that too (I can hide the 
stats again or whatever, it has no significant effect on the frame rate).

So, what could cause this? Why would showing the detailed stats screen 
have that effect? I've seen cases where showing detailed stats _slowed_ 
the frame rate, but this is the first time it makes it faster!

Thanks in advance,

J-S

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[osg-users] osgdem point data etc

2008-02-04 Thread Andruit
Hello,
I am a newbie to osg and I have several questions concerning osgdem.
Hope somebody has the answers.
Is it possible to load xyz Point data with osgdem?
Or ist it possible to load Esri Shape Files?
Is there a osgdem tutorial available. I have just found the User guide on 
www.openscenegraph.com

Thanks.
Andi 
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Re: [osg-users] Problems with picking and HUDs

2008-02-04 Thread Jeremy Moles

On Mon, 2008-02-04 at 17:15 +0100, Pedro José Muñoz wrote:
 Hi all,
 Making an application to show the name of different elements, I can do
 it with everything except with HUDs, do you have any idea why does it
 happen?

This is going to depend a lot on how you create your HUD. Without more
information, no one could possibly help. :)

 Thanks in advance
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[osg-users] osg::Matrixd -- How to remove rotation for a certain axis?

2008-02-04 Thread Tobias Münch
Hello at all,

I have osg::Matrixd view matrix and want to remove the rotation around x-
and y-axis. Only rotation around z-axis should stay in the matrix. I try a
lot of possibilties but couldn't find a solution.

When I make the following steps, the rotation around all axis is removed,
not only the two specified axis. The same with osg::Matrixd::makeRotate(..);

matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0), osg::Vec3(0,1,0));

matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0), osg::Vec3(1,0,0));


I also tried to set the matrix with complete new values and to take given
value for z-rotation, but therefore I miss a function to read the one
rotation part (around the z-axis).

How can help me?
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Re: [osg-users] Displaying cables

2008-02-04 Thread Jean-Sébastien Guay
Hello Anders,
 I did something similar a while back.
 http://www.vrlab.umu.se/research/colosseum3d/images/cables2.avi

Wow, very nice!

 Also I did not spend that much time on the calculation of texture 
 coordinates, which is as far as I know a fairly hard problem.

We're pretty satisfied with just using the world-space distance between 
the two ends of a segment to determine the texture coordinates. It's not 
perfect but sufficient...

 I was more or less drawing a skewed cylinder between the interpolated 
 points.

That's what we're doing. Did you use OSG for your implementation? Care 
to share some details on how your geometry is being built?

Thanks,

J-S

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Re: [osg-users] Displaying cables

2008-02-04 Thread Mike Weiblen
Hi J-S,

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
 Sent: Monday, February 04, 2008 12:55 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Displaying cables
 
 Hello Mike,
 
 Thanks a lot, good questions and suggestions here.
  - any ideas on exactly where you're bottlenecked?
 
 As I said, if I set nodemask to 0 on the cables the draw time goes way
 down. So I'm pretty sure the bottleneck is there (in other words, it's
 not how I build the geometry, because that's being done anyways; it's
 not the physics either). Though more specifically than that I can't
 say.

I meant GL pipeline bottleneck: increase/decrease the number of cable 
segments/tessellation to see if you're geometry dispatch/transform-bound; 
change the aspect ratio of the cable segments (some GPUs are inefficient at 
rasterizing long skinny triangles; you could get a speed up by adding segments!)

  - if perception of cable width is critical, how are you ensuring the
 quads are orthogonal to the viewer?  Billboards, adjusting the quad
 verts, viewer/quad relationship is fixed, etc?
 
 Sorry, I wasn't very clear. It isn't billboards, and I can see that it
 sounded like that the way I described it. We're building cylinders
 with quad strips. So we'll give a subdivision level (number of quads
 for
 a segment, for example 6). And then the cable is a set of segments,
 each
 of which consists of 6 quads in this case. Since in this case, the
 cable
 with the most segments has about 20 of them (120 quads), I don't quite
 see why it's so slow. Of course, it might be the display list rebuild
 time, but I can't switch them off for some reason...

So you're drawing 6x as many quads as necessary; that's seems a good rationale 
to learn geometry shaders! :-)  That and moving texcoord generation off the CPU 
and into the vertex shader.

-- mew


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Re: [osg-users] problem using uniform arrays

2008-02-04 Thread Roni Rosenzweig
That's a nice idea, although I'm not sure if it would work with big arrays
(my array has 70 elements).
Besides, writing 70 such lines is a pain 
I might try it tomorrow and update.
Otherwise, I'll just declare that this software only runs on 8800 :-(
Roni

  For example indexing an array like this:
  arr[ind]
  works fine for the vertex shader, but doesn't compile on the fragment
  shader, saying that the index has to be constant, so that arr[ind] is
  not
  allowed, but arr[3] is ok.
  However, since I'm using long arrays (70 elements), I don't know how
 
  to
 
  work
  around this limitation.
  Any ideas

 Stupid suggestion, perhaps you can do this? (not sure you can pass an
 array to a function, but worth a try...)

 vec4 indexArray(vec4[n] array, int i)
 {
 if (i == 0) return array[0];
 if (i == 1) return array[1];
 // ...
 // error add more indices to the function!
 }

 Then call

 vec4 value = indexArray(arr, ind);

 Just to work around the limitation...

 Let me know if you try this, I'd be interested to know if it works.

 J-S

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Re: [osg-users] Displaying cables

2008-02-04 Thread Anders Backman
I did something similar a while back.

http://www.vrlab.umu.se/research/colosseum3d/images/cables2.avi

This is 100 segments simulated in 300Hz and controlled by a phantom haptic
device.
This is then refined using splines into more segments used for rendering.

This version did not account for rotation of the controlpoints, which
sometimes caused some rotation artefacts (where the normals were not
defined).

Also I did not spend that much time on the calculation of texture
coordinates, which is as far as I know a fairly hard problem.
The dynamic interpolation (depending on the gradient of the tangent) causes
the total length of the cable to vary (whereas the texture coordinate is
based in the linear distance of total length derived from the
controlpoints).


Using a vertexshader would speedup the skinning by an order of a magnitude.
But in this example the rendering-time was not that bad.
I was more or less drawing a skewed cylinder between the interpolated
points.


/Anders

On Feb 4, 2008 7:40 PM, Mike Weiblen [EMAIL PROTECTED] wrote:

 Hi J-S

 Some thoughts...

 - any ideas on exactly where you're bottlenecked?

 - if perception of cable width is critical, how are you ensuring the quads
 are orthogonal to the viewer?  Billboards, adjusting the quad verts,
 viewer/quad relationship is fixed, etc?

 - quadstrips are converted to tristrips in the driver; perhaps there's
 advantage in dispatching tristrips directly.

 - Ideally, and your target hardware supports it, suggest dispatch
 linestrip and tessellate each linesegment into a pair of tris in a geometry
 shader.  A vertex shader could take care of texcoord computation given
 cable/segment lengths.

 Cheers
 -- mew




  -Original Message-
  From: [EMAIL PROTECTED] [mailto:osg-users-
  [EMAIL PROTECTED] On Behalf Of Jean-Sébastien Guay
  Sent: Monday, February 04, 2008 9:43 AM
  To: OpenSceneGraph Users
  Subject: [osg-users] Displaying cables
 
  Hello,
 
  I imagine this is pretty common, I'm just looking for a few hints of
  how
  to optimize things.
 
  Our apps need to display cables (and most of the time, a large number
  of
  them). The cables themselves are controlled by a physical simulation
  which gives us a set of transforms for the ends of each segment of a
  cable.
 
  For now, we are creating some geometry (quad strips, specifically) to
  display the cables, and assigning texture coordinates to that geometry,
  on the fly. This is needed because if, for example, a cable is
  lengthened (because it's being spooled out of a pulley system for
  example) the texture shouldn't stretch over it. Similarly, if the
  physical simulation subdivides the cable into more segments than it was
  in the last frame, we need to have correct texture coordinates to
  (hopefully) make the fact that the cable now has more, shorter segments
  invisible to the user.
 
  I know the cable display needs to be optimized because if I just set
  the
  cables' nodemasks to 0, the draw times go from 6.6ms to 2.2ms (for the
  same view). And there are not *that* many cables... There's a lot of
  other geometry in the scene which is still drawn in the 2.2ms time...
 
  So I would appreciate some pointers. I would have assumed quad strips
  are pretty fast, so perhaps something else is the problem?
 
  There's the fact that the geometry is dynamic, which could mean that
  OSG
  is trying to recreate display lists each frame, but I tried
  setUseDisplayList(false) on the geometry and the cables just did not
  display anymore... Is there something else I need to do in that case?
 
  Thanks in advance,
 
  J-S

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Umea university  Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
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Re: [osg-users] osg::Matrixd -- How to remove rotation for a certainaxis?

2008-02-04 Thread Thrall, Bryan

Sorry, hit send too soon, updated below...

Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
 Tobias Münch wrote on Monday, February 04, 2008 11:29 AM:
 Hello at all,
 
 I have osg::Matrixd view matrix and want to remove the rotation
 around x- and y-axis. Only rotation around z-axis should stay in the
 matrix. I try a lot of possibilties but couldn't find a solution.
 
 When I make the following steps, the rotation around all axis is
 removed, not only the two specified axis. The same with
 osg::Matrixd::makeRotate(..); 
 
 matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
 osg::Vec3(0,1,0)); 
 
 matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
 osg::Vec3(1,0,0)); 
 
 
 I also tried to set the matrix with complete new values and to take
 given value for z-rotation, but therefore I miss a function to read
 the one rotation part (around the z-axis).
 
 How can help me?
 
 Both of those lines *set* matrix to a non-rotating matrix; what you
 want is to *modify* the matrix to remove the X and Y rotations. 
 
 The easiest way is to modify the matrix directly:
 

matrix(0,0) = 1;
matrix(0,1) = 0;
matrix(0,2) = 0;
matrix(1,0) = 0;
matrix(1,1) = 1;
matrix(1,2) = 0;

If I didn't mess up my indices, this zeroes out the X and Y rotations while 
leaving the Z intact.

HTH,
-- 
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FlightSafety International
[EMAIL PROTECTED]
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Re: [osg-users] osg::Matrixd -- How to remove rotation for a certainaxis?

2008-02-04 Thread John Kelso
Won't this also remove the scale?

-John

On Mon, 4 Feb 2008, Thrall, Bryan wrote:


 Sorry, hit send too soon, updated below...

 Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
 Tobias M?nch wrote on Monday, February 04, 2008 11:29 AM:
 Hello at all,

 I have osg::Matrixd view matrix and want to remove the rotation
 around x- and y-axis. Only rotation around z-axis should stay in the
 matrix. I try a lot of possibilties but couldn't find a solution.

 When I make the following steps, the rotation around all axis is
 removed, not only the two specified axis. The same with
 osg::Matrixd::makeRotate(..);

 matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
 osg::Vec3(0,1,0));

 matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
 osg::Vec3(1,0,0));


 I also tried to set the matrix with complete new values and to take
 given value for z-rotation, but therefore I miss a function to read
 the one rotation part (around the z-axis).

 How can help me?

 Both of those lines *set* matrix to a non-rotating matrix; what you
 want is to *modify* the matrix to remove the X and Y rotations.

 The easiest way is to modify the matrix directly:


 matrix(0,0) = 1;
 matrix(0,1) = 0;
 matrix(0,2) = 0;
 matrix(1,0) = 0;
 matrix(1,1) = 1;
 matrix(1,2) = 0;

 If I didn't mess up my indices, this zeroes out the X and Y rotations while 
 leaving the Z intact.

 HTH,
 --
 Bryan Thrall
 FlightSafety International
 [EMAIL PROTECTED]
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Re: [osg-users] problem using uniform arrays

2008-02-04 Thread Jean-Sébastien Guay
Hello Roni,
 For example indexing an array like this:
 arr[ind]
 works fine for the vertex shader, but doesn't compile on the fragment
 shader, saying that the index has to be constant, so that arr[ind] is
 not
 allowed, but arr[3] is ok.
 However, since I'm using long arrays (70 elements), I don't know how
 
 to
   
 work
 around this limitation.
 Any ideas

Stupid suggestion, perhaps you can do this? (not sure you can pass an 
array to a function, but worth a try...)

vec4 indexArray(vec4[n] array, int i)
{
if (i == 0) return array[0];
if (i == 1) return array[1];
// ...
// error add more indices to the function!
}

Then call

vec4 value = indexArray(arr, ind);

Just to work around the limitation...

Let me know if you try this, I'd be interested to know if it works.

J-S

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__
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[osg-users] Two-sided surfaces not having correct display

2008-02-04 Thread Netschke, Greg
I have a few geometries where I would like the material to display on
both sides and having the correct normals.

I have tried to just turn on the two sided light model, but things get
really ugly then.

Here is the material used...

osg::Material * matPin = new osg::Material();
matPin-setAmbient( osg::Material::FRONT_AND_BACK, OHole );
matPin-setDiffuse( osg::Material::FRONT_AND_BACK, OHole );
matPin-setSpecular(osg::Material::FRONT_AND_BACK, OHole );
matPin-setShininess(   osg::Material::FRONT_AND_BACK, 64.0f);

osgHCore-m_OtherHoleSS = new osg::StateSet();
osgHCore-m_OtherHoleSS-setAttributeAndModes(matPin,
osg::StateAttribute::ON );

/
osg::LightModel* lightmodel = new osg::LightModel;
lightmodel-setTwoSided( true );
osgHCore-m_OtherHoleSS-setAttributeAndModes(lightmodel,
osg::StateAttribute::ON );
/

I've attached 2 images.  cyl-wo-lightmodel.jpg has the lightmodel
commented out as shown above.  cyl-w-lightmodel.jpg is with it
uncommented. (-with-  -without-).

Notice the weird lighting of the square pads.  This material is only
attached to the hole cylinder geode.

Ideas?

Thanks,
Greg



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Re: [osg-users] Displaying cables

2008-02-04 Thread Netschke, Greg
I'm interested but I cannot open the AVI.  Is there a special CODEC that needs 
to be downloaded?
thanks 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien 
Guay
Sent: Monday, February 04, 2008 12:18 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Displaying cables

Hello Anders,
 I did something similar a while back.
 http://www.vrlab.umu.se/research/colosseum3d/images/cables2.avi

Wow, very nice!

 Also I did not spend that much time on the calculation of texture 
 coordinates, which is as far as I know a fairly hard problem.

We're pretty satisfied with just using the world-space distance between the two 
ends of a segment to determine the texture coordinates. It's not perfect but 
sufficient...

 I was more or less drawing a skewed cylinder between the interpolated 
 points.

That's what we're doing. Did you use OSG for your implementation? Care to share 
some details on how your geometry is being built?

Thanks,

J-S

--
__
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http://whitestar02.webhop.org/

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Re: [osg-users] osg::Matrixd -- How to remove rotation for a certainaxis?

2008-02-04 Thread Thrall, Bryan
John Kelso wrote on Monday, February 04, 2008 2:31 PM:
 Won't this also remove the scale?

Yes, but only for the X and Y axes :)

 On Mon, 4 Feb 2008, Thrall, Bryan wrote:
 
 
 Sorry, hit send too soon, updated below...
 
 Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
 Tobias M?nch wrote on Monday, February 04, 2008 11:29 AM:
 Hello at all,
 
 I have osg::Matrixd view matrix and want to remove the rotation
 around x- and y-axis. Only rotation around z-axis should stay in
 the matrix. I try a lot of possibilties but couldn't find a
 solution. 
 
 When I make the following steps, the rotation around all axis is
 removed, not only the two specified axis. The same with
 osg::Matrixd::makeRotate(..); 
 
 matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
 osg::Vec3(0,1,0)); 
 
 matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
 osg::Vec3(1,0,0)); 
 
 
 I also tried to set the matrix with complete new values and to take
 given value for z-rotation, but therefore I miss a function to read
 the one rotation part (around the z-axis).
 
 How can help me?
 
 Both of those lines *set* matrix to a non-rotating matrix; what you
 want is to *modify* the matrix to remove the X and Y rotations.
 
 The easiest way is to modify the matrix directly:
 
 
 matrix(0,0) = 1;
 matrix(0,1) = 0;
 matrix(0,2) = 0;
 matrix(1,0) = 0;
 matrix(1,1) = 1;
 matrix(1,2) = 0;
 
 If I didn't mess up my indices, this zeroes out the X and Y
 rotations while leaving the Z intact. 
-- 
Bryan Thrall
FlightSafety International
[EMAIL PROTECTED]
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Re: [osg-users] osg::Matrixd -- How to remove rotation for a certainaxis?

2008-02-04 Thread Tobias Münch
I found a very easy and intuitiv way to remove inclination (y-axis) and
rolling (x-axis) from a view matrix:

osg::Vec3deye,center,up;
matrix.getLookAt(eye,center,up,1);
center.set(center.x(),center.y(),eye.z()); //removes inclination
up.set(0,0,1); //removes rolling
matrix.makeLookAt(eye,center,up);

At first I request eye, center and up vector from the matrix. Then I set the
heigt from center-vector to the height of eye-vector, which removes the
inclination (y-axis rotation). Then I set a new up-vector to (0,0,1) which
removes the rolling (x-axis rotation) from the matrix. Finally I create a
new view matrix with the manipulated vectors. It works 100% fine.

Thanks for all hints, Tobias



On Feb 4, 2008 10:37 PM, Thrall, Bryan [EMAIL PROTECTED]
wrote:

 John Kelso wrote on Monday, February 04, 2008 2:31 PM:
  Won't this also remove the scale?

 Yes, but only for the X and Y axes :)

  On Mon, 4 Feb 2008, Thrall, Bryan wrote:
 
 
  Sorry, hit send too soon, updated below...
 
  Thrall, Bryan wrote on Monday, February 04, 2008 12:21 PM:
  Tobias M?nch wrote on Monday, February 04, 2008 11:29 AM:
  Hello at all,
 
  I have osg::Matrixd view matrix and want to remove the rotation
  around x- and y-axis. Only rotation around z-axis should stay in
  the matrix. I try a lot of possibilties but couldn't find a
  solution.
 
  When I make the following steps, the rotation around all axis is
  removed, not only the two specified axis. The same with
  osg::Matrixd::makeRotate(..);
 
  matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
  osg::Vec3(0,1,0));
 
  matrix = osg::Matrixd::rotate(osg::DegreesToRadians(0.0),
  osg::Vec3(1,0,0));
 
 
  I also tried to set the matrix with complete new values and to take
  given value for z-rotation, but therefore I miss a function to read
  the one rotation part (around the z-axis).
 
  How can help me?
 
  Both of those lines *set* matrix to a non-rotating matrix; what you
  want is to *modify* the matrix to remove the X and Y rotations.
 
  The easiest way is to modify the matrix directly:
 
 
  matrix(0,0) = 1;
  matrix(0,1) = 0;
  matrix(0,2) = 0;
  matrix(1,0) = 0;
  matrix(1,1) = 1;
  matrix(1,2) = 0;
 
  If I didn't mess up my indices, this zeroes out the X and Y
  rotations while leaving the Z intact.
 --
 Bryan Thrall
 FlightSafety International
 [EMAIL PROTECTED]
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[osg-users] Removal from email list

2008-02-04 Thread Scott Yacko
Hello,

I'm directly using this software anymore and would
like to be removed from the list.

Thank you,
Scott

(Cell) 650-430-0645
(Email) [EMAIL PROTECTED]


  

Never miss a thing.  Make Yahoo your home page. 
http://www.yahoo.com/r/hs
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Re: [osg-users] Removal from email list

2008-02-04 Thread Gordon Tomlinson
you have to remove your self at 

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 


__
Gordon Tomlinson 

Email   : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM  : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com 

__
Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
-Master Tambo Tetsura 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Scott Yacko
Sent: Monday, February 04, 2008 9:08 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Removal from email list

Hello,

I'm directly using this software anymore and would like to be removed from
the list.

Thank you,
Scott

(Cell) 650-430-0645
(Email) [EMAIL PROTECTED]


 


Never miss a thing.  Make Yahoo your home page. 
http://www.yahoo.com/r/hs
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Re: [osg-users] Displaying cables

2008-02-04 Thread Anders Backman
I belive its XVid. Either use VLC Media player or download XVid codec,
depending on platform:

http://www.xvidmovies.com/codec/

/Anders


On Feb 5, 2008 12:41 AM, Netschke, Greg [EMAIL PROTECTED] wrote:

 I'm interested but I cannot open the AVI.  Is there a special CODEC that
 needs to be downloaded?
 thanks

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Jean-Sébastien
 Guay
 Sent: Monday, February 04, 2008 12:18 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Displaying cables

 Hello Anders,
  I did something similar a while back.
  http://www.vrlab.umu.se/research/colosseum3d/images/cables2.avi

 Wow, very nice!

  Also I did not spend that much time on the calculation of texture
  coordinates, which is as far as I know a fairly hard problem.

 We're pretty satisfied with just using the world-space distance between
 the two ends of a segment to determine the texture coordinates. It's not
 perfect but sufficient...

  I was more or less drawing a skewed cylinder between the interpolated
  points.

 That's what we're doing. Did you use OSG for your implementation? Care to
 share some details on how your geometry is being built?

 Thanks,

 J-S

 --
 __
 Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/

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-- 



Anders Backman   Email:[EMAIL PROTECTED]
HPC2N/VRlab  Phone:+46 (0)90-786 9936
Umea university  Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax:  +46 90-786 6126
  http://www.cs.umu.se/~andersb
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