[osg-users] Image - terrain, Simple question
Simple question from someone that hasn't follow the development in detail for a long while What is the simplest way of generating a terrain mesh from a 2D image with heights? Im not looking for paging textures, terrain etc, just image- mesh. There use to be the osgDem app that did this, but now you have to install and build VirtualPlanetBuilder, right? Is there anyway to do this with osg-only right now? /Anders -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multithreading and Qt
Hi users I've noticed that the Qt examples set the threading model to SingleThreaded. I tried changing the threading model (by using the ThreadingModelHandler) but it crashes right after changing the threading model. I am guessing this has something to do with the fact that one is only allowed to make GUI calls in Qt on the main thread. Is anyone working on a solution, so that one can have the benefits of multithreading inside Qt windows? Osg version 2.4, Qt version 4.4.0, Windows Vista. Sincerely, Peter Wraae Marino Michael Bach ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multithreading and Qt
Hi Peter, Peter Wraae Marino wrote: I've noticed that the Qt examples set the threading model to SingleThreaded. I tried changing the threading model (by using the ThreadingModelHandler) but it crashes right after changing the threading model. I am guessing this has something to do with the fact that one is only allowed to make GUI calls in Qt on the main thread. Is anyone working on a solution, so that one can have the benefits of multithreading inside Qt windows? It's not just the Qt example, the wxWidgets one also uses the single-threaded model while it has the same restriction from which thread GUI calls can be made. This seems to be a common GUI limitation as far as their API is concerned. Not sure if anyone is working on a solution though... Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Compiler discomfort on IRIX at OpenFlight plugin
After a while I finally took the time to replace my old 2.3.7 installation on IRIX with 2.4.0. Apparently the MIPSPro compiler dislikes one little piece in the following changeset: http://www.openscenegraph.org/projects/osg/changeset/7756 --- snip -- [ 84%] Building CXX object src/osgPlugins/OpenFlight/CMakeFiles/osgdb_openflight.dir/AncillaryRecords.o /usr/bin/CC -LANG:libc_in_namespace_std=OFF -Dosgdb_openflight_EXPORTS -O2 -DNDEBUG -I/usr/local/src/OpenSceneGraph-2.4.0/include -o src/osgPlugins/OpenFlight/CMakeFiles/osgdb_openflight.dir/AncillaryRecords.o -c /usr/local/src/OpenSceneGraph-2.4.0/src/osgPlugins/OpenFlight/AncillaryRecords.cpp [... tons of WARNINGs ...] cc-1367 CC: ERROR File = /usr/local/src/OpenSceneGraph-2.4.0/include/osg/ref_ptr, Line = 30 A pointer to an incomplete class type is not allowed. ~ref_ptr() { if (_ptr) _ptr-unref(); _ptr = 0; } ^ detected during instantiation of osg::ref_ptrflt::PrimaryRecord::~ref_ptr() at line 64 of /usr/local/src/OpenSceneGraph-2.4.0/src/osgPlugins/OpenFlight/Record.h 1 error detected in the compilation of /usr/local/src/OpenSceneGraph-2.4.0/src/osgPlugins/OpenFlight/AncillaryRecords.cpp. --- snip -- Reverting the change in 'src/osgPlugins/OpenFlight/Record.h' at line 64 to read: virtual ~Record(); makes the compiler happy - yet I don't have the slightest clue if this has any influence on proper functionality :-) Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Using VRJuggler and osgViewer library
Hi all, I'm currently developping VRJuggler/OSG apps, based on osgUtil::SceneView. I'm considering using osgViewer::CompositeViewer instead. Does someone have an experience of porting a VRJ/SceneView app to VRJ/osgViewer ? (I've seen an old thread in the list but no follow up). I'm looking for hints, examples, whatever that could reduce the pain (since I've learned the VRJ/OSG mix is always painful). Luc Luc FRAUCIEL - BRGM Unité Calcul, 3D et réalité virtuelle Service Systèmes et Technologies de l'Information 3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France Tél. 02 38 64 35 65 Fax 02 38 64 39 70 ** Pensez à l'environnement avant d'imprimer ce message Think Environment before printing Le contenu de ce mél et de ses pièces jointes est destiné à l'usage exclusif du (des) destinataire(s) désigné (s) comme tel(s). En cas de réception par erreur, le signaler à son expéditeur et ne pas en divulguer le contenu. L'absence de virus a été vérifiée à l'émission, il convient néanmoins de s'assurer de l'absence de contamination à sa réception. The contents of this email and any attachments areconfidential. They are intended for the named recipient (s) only. If you have received this email in error please notifythe system manager or the sender immediately and do not disclose the contents to anyone or make copies. eSafe scanned this email for viruses, vandals and malicious content. ** ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image - terrain, Simple question
Anders, I believe osgdem is part of VPB now. When you build VPB, it compiles to osgdem that can be run from the command line just as in the past. -Shayne -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Anders Backman Sent: Monday, June 09, 2008 6:25 AM To: OpenSceneGraph Users Subject: [osg-users] Image - terrain, Simple question Simple question from someone that hasn't follow the development in detail for a long while What is the simplest way of generating a terrain mesh from a 2D image with heights? Im not looking for paging textures, terrain etc, just image- mesh. There use to be the osgDem app that did this, but now you have to install and build VirtualPlanetBuilder, right? Is there anyway to do this with osg-only right now? /Anders -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Image - terrain, Simple question
Hi Anders, at one point, this used to work, don't know if it does still: osgviewer --dem elevations.png -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:osg-users- [EMAIL PROTECTED] On Behalf Of Anders Backman Sent: Monday, June 09, 2008 7:25 AM To: OpenSceneGraph Users Subject: [osg-users] Image - terrain, Simple question Simple question from someone that hasn't follow the development in detail for a long while What is the simplest way of generating a terrain mesh from a 2D image with heights? Im not looking for paging textures, terrain etc, just image- mesh. There use to be the osgDem app that did this, but now you have to install and build VirtualPlanetBuilder, right? Is there anyway to do this with osg-only right now? /Anders -- 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Precompiled 64-bit OSG dependencies available?
We are building OSG for the x64 configuration using Visual Studio 2005 SP1. OSG compiles successfully but it appears that I will need to do some more work on the plug-ins in the 3rd Party dependencies. Has anyone posted step-by-step instructions for that or has anyone posted any precompiled 64-bit dependency plug-ins? I have not found it by searching the web, as of now. Thanks, Reed McKenna ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
Robert Osfield wrote: On Fri, Jun 6, 2008 at 12:00 AM, Brian Keener [EMAIL PROTECTED] wrote: Robert Osfield wrote: CMake shouldn't find WxWidgets. Could you try rm CMakeCache.txt and then rerun ./configure, and then if you still get the error send us the CMakeCache.txt, perhaps this might gleen something. I actually deleted my whole build directory and redid it (twice I think) but I'll redo it all fresh again and double check - that way I can get the CMakeCache.txt fresh. This suggests that CMake isn't behaving properly - perhaps it's the Win32 3rd party plugin stuff is breaking things. Out of curiousity is the the wrappers being built by default as well? Are you using CMakeSetup or cmake/ccmake? Robert, I tried twice to send this replay with the CmakeCache.txt as an attachment and keep getting this message - I am now this without the attachment to see if that is the problem. The response I keep getting is: You are not allowed to post to this mailing list, and your message has been automatically rejected. If you think that your messages are being rejected in error, contact the mailing list owner at [EMAIL PROTECTED] I have uninstalled the build, done a make clean then removed everthing in the build directory. I then updated my source (/usr/src/OpenSceneGraph) from svn and then using cmake in my build directory I did a ccmake /usr/src/OpenSceneGraph from within my empty build directory. Had an empty cache so selected configure to get the fields populated in cmake and then only changed the option to build examples - no debug or anything and then did a configure and then a generate - actually took 2 configures I think before I could generate. I have attached the CmakeCache.txt and as to the wrappers I cannot see that is is building them - I find no osgWrapper in my build directory. Then from within my build directory I did a simple make results: Linking CXX executable ../../bin/osgvertexprogram.exe [ 99%] Built target example_osgvertexprogram Scanning dependencies of target example_osgvolume [ 99%] Building CXX object examples/osgvolume/CMakeFiles/example_osgvolume.dir/o sgvolume.o Linking CXX executable ../../bin/osgvolume.exe [ 99%] Built target example_osgvolume Scanning dependencies of target example_osgwindows [ 99%] Building CXX object examples/osgwindows/CMakeFiles/example_osgwindows.dir /osgwindows.o Linking CXX executable ../../bin/osgwindows.exe [ 99%] Built target example_osgwindows Scanning dependencies of target example_osgviewerGLUT [ 99%] Building CXX object examples/osgviewerGLUT/CMakeFiles/example_osgviewerGL UT.dir/osgviewerGLUT.o Linking CXX executable ../../bin/osgviewerGLUT.exe [ 99%] Built target example_osgviewerGLUT examples/osgviewerWX/CMakeFiles/example_osgviewerWX.dir/build.make:91: *** targe t pattern contains no `%'. Stop. make[1]: *** [examples/osgviewerWX/CMakeFiles/example_osgviewerWX.dir/all] Error 2 make: *** [all] Error 2 [EMAIL PROTECTED] /usr/develop/obj/osg $ bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Precompiled 64-bit OSG dependencies available?
Quote from the Mighty Mew : All my 3rdParty build documentation and scripts are checked in to the osgToy repository with the binaries. So have a look at Mikes thingamajigs in the repostiory ( you will have to setup the 64bit stuff ) __ Gordon Tomlinson Email : [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 _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Reed McKenna Sent: 09 June 2008 17:11 To: osg-users@lists.openscenegraph.org Subject: [osg-users] Precompiled 64-bit OSG dependencies available? We are building OSG for the x64 configuration using Visual Studio 2005 SP1. OSG compiles successfully but it appears that I will need to do some more work on the plug-ins in the 3rd Party dependencies. Has anyone posted step-by-step instructions for that or has anyone posted any precompiled 64-bit dependency plug-ins? I have not found it by searching the web, as of now. Thanks, Reed McKenna ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] question of camera computeLocalToWorldMatrix
Hi, I have a question about computeLocalToWorldMatrix in camera class. First, since the openscenegraph use row matrix instead column matrix like opengl, I thought the default matrix multiply should be post multiply so that : V' = M*V (opengl premultiply) chanage to V' = VT*MT ( osg post multiply) but looks like the camera still use pre_multiply as default, but the _viewmatrix define in camera class is apparently is a row matrix MT. Second, even as the default pre_multiply, then let's say: V' = M*V if (_transformOrder==PRE_MULTIPLY) then its inverse should be V = M-1* V' , why in function computeWorldToLocalMatrix it changes to V = V'* M-1 if (_transformOrder==PRE_MULTIPLY) only possibility is that V' has been transposed in computeWorldToLocalMatrix. which is VT = M-1T*V'T but that is too confused, because you define column matrix in computeLocalToWorldMatrix so that you can use pre_multiply, then in computeWorldToLocalMatrix it becomes row matrix. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
Hi Brian, I tried twice to send this replay with the CmakeCache.txt as an attachment and keep getting this message - I am now this without the attachment to see if that is the problem. Your two posts came through, but were empty for some reason (no text, no attachment, just the headers - to, from, subject etc.). Just wanted to let you know, and perhaps knowing that someone can fix the problem... How large was the attachment BTW? J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL commands
Producer should still work with current OSG. -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Hugo Juarez Corrá Sent: Sunday, June 08, 2008 8:38 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OpenGL commands Hi Robert, Thanks for you response. A few years ago we develop a GUI design project based on openGL to create buttons, widgets, edit box etc. Our window system is based on inheriting Producer. We have a class inside our project to render 3d objects using OSG and we have a separate project using OSG to render and manipulate our visual database. Since OSG dropped Producer we got stuck in the version 1.2 because we have to many ties to Producer and we have decided to drop it and use osgViewer instead to render our window system but we do not want to redesign all our gui objects. We have studied that this can be done using a Wrapper and calling the function DrawImplementation. We would like to know the best way to port our project to OSG 2, and consequently, the best way to implement osgViewer on our system. Thanks, Hugo. Message: 7 Date: Thu, 5 Jun 2008 08:36:09 +0100 From: Robert Osfield [EMAIL PROTECTED] Subject: Re: [osg-users] OpenGL commands To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Hi Hugo, Using a Camera DrawCallback would be one way, or implementing your own GraphicsOperation that is attached to the GraphicsWindow. Could you explain a bit more about what you are trying to do. It almost sounds like you want to do just OpenGL rendering, no OSG rendering at all. Robert. On Wed, Jun 4, 2008 at 10:09 PM, Hugo Juarez Corr? [EMAIL PROTECTED] wrote: Hi All, Can I use OpenGL commands directly on osgViewer (without a wrapper)?? I don't want create an object that inherits osg::Drawable to render my OpenGL commands. I would like use osgViewer just to render my OpenGL commands, is it possible? Thanks in advance, Hugo. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph .org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] question of camera computeLocalToWorldMatrix
Hello, huiliang yang wrote: I have a question about computeLocalToWorldMatrix in camera class. First, since the openscenegraph use row matrix instead column matrix like opengl, I thought the default matrix multiply should be post multiply so that : V' = M*V (opengl premultiply) chanage to V' = VT*MT ( osg post multiply) Ok but looks like the camera still use pre_multiply as default, but the _viewmatrix define in camera class is apparently is a row matrix MT. How do you get to this statement, which section of the code do you refer to? It also depends on your definition of 'pre-multiply'. If you say VT*MT is post multiply (as you do above), then this implies that you actually mean MT post-multiplies VT. This is turn also means that VT pre-multiplies MT. So it depends from which operand you look at it how you describe the operation. Second, even as the default pre_multiply, then let's say: V' = M*V if (_transformOrder==PRE_MULTIPLY) then its inverse should be V = M-1* V' , why in function computeWorldToLocalMatrix Which class? You say V, which implies a vector usually, but, for example, Camera::computeWorldToLocalMatrix works on a matrix as input. If you indeed refer to Camera::computeWorldToLocalMatrix() then I would say that that method does the inverse operation of computeLocalToWorldMatrix(). Assuming _referenceFrame==RELATIVE_RF and _transformOrder==PRE_MULTIPLY then the method computeLocalToWorldMatrix pre-multiplies its argument matrix with _viewMatrix. I.e. matrix.preMult(_viewMatrix); actually does matrix = _viewMatrix * matrix; Method computeWorldToLocalMatrix() does the inverse of this operation, so instead of pre-multiplying with _viewMatrix it post-multiplies with the inverse of _viewMatrix (the comments also say this). Regards, Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OcclusionQueryNode woes
Hi all, I'm having some issues regarding OcclusionQueryNode. I draw an object as a set of faces and a set of edges, and I can't seem to get OQN to deal with both as a single entity, resulting in an artifact where for a fixed camera position the object becomes intermittent (disappears, then reappears on the next cycle, and so on). I reckon once either faces or edges are occluded the other set has enough room to render itself, but in turn occludes the former, or something along those lines; just my guess, though. The setup is as simple as an OQN over a node that reads a .osg file with two children geodes (said sets). Note that while finding a solution to this would be great my problem is even simpler. All I'm trying to do is use the existing implementation of OQN to determine whether an object is visible or not, and then display or hide a label attached to it but on a different renderbin (over both objects and scene). The object's geometry is very simple and I don't really care for occluding it, I'd just like the number of pixels drawn (or a binary output like getPassed()). Is it possible to turn occlusion off while preserving this behaviour? (A threshold of 0 doesn't seem to work.) I've looked through the code a few times but I'm having a hard time with it. :( Thanks in advance, Eduard ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] collada fetures in osg
There's a Sourceforge project written by Heinrich Fink which adds some support for ColladaFX to OSG's Collada plugin. http://sourceforge.net/projects/collada-cg2glsl/ The code is in the osgdae_patch folder. I've never used the code and I don't know if it'll need to be modified to get it working with the OSG trunk. I do know that AMD built a ColladaFX viewer based on OSG that uses Heinrich's code though, so at some point it worked. Steve On Fri, 2008-06-06 at 23:12 -0300, Carlos Sanches wrote: Hello guys ! This is my first post and I m Brazilian then execuse me any errors in my english. I want to know what are the features that can I load with a collada file ? I generated some collada files with FXComposer 2 and RenderMonkey in windows but when I load these files with osgviewer on Linux only apear the mesh object without the effects :( I thought that the effects would be loaded to. Thank you! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Coordinate Systems and Quaternions
hi, i am working with osg 2.4, osgCal 0.3.0 and cal 3d 0.11. in the cal3d faq i read: It should also be noted that Cal3D's math classes assume a left-handed rotation system. i have trouble with setting the quaternions from osg to the cal3d model. which coordinate system do osg::Quat use? or, where can i read about the coordinate systems used in osg? bye henry ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Coordinate Systems and Quaternions
OSG doesn't assume left- or right-handed coordinates. It is based on OpenGL, in which object coordinate space is left-handed, but can easily be switched to right-handed with a negative scale. In my experience, most transformation confusion stems from not knowing whether to pre- or post-multiply matrices or quats together. To be completely honest, I find it's easier (for me, personally) to simply try it both ways to determine which one produces the results I want, rather than try to keep track in my head of which API works which way. It doesn't help that OSG uses the opposite of the OpenGL API that it's built upon. Hope that helps, Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mrs. Mister Sent: Monday, June 09, 2008 2:14 PM To: OpenSceneGraph Users Subject: [osg-users] Coordinate Systems and Quaternions hi, i am working with osg 2.4, osgCal 0.3.0 and cal 3d 0.11. in the cal3d faq i read: It should also be noted that Cal3D's math classes assume a left-handed rotation system. i have trouble with setting the quaternions from osg to the cal3d model. which coordinate system do osg::Quat use? or, where can i read about the coordinate systems used in osg? bye henry ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OcclusionQueryNode woes
I'm having some issues regarding OcclusionQueryNode. I draw an object as a set of faces and a set of edges, and I can't seem to get OQN to deal with both as a single entity, resulting in an artifact where for a fixed camera position the object becomes intermittent (disappears, then reappears on the next cycle, and so on). I reckon once either faces or edges are occluded the other set has enough room to render itself, but in turn occludes the former, or something along those lines; just my guess, though. The setup is as simple as an OQN over a node that reads a .osg file with two children geodes (said sets). So I can reproduce the problem by running osgocclusionquery yourfile.osg? (all that example does is place an OQN above the .osg file that is loaded.) If so, please post your .osg file so I can take a look at the problem. Note that while finding a solution to this would be great my problem is even simpler. All I'm trying to do is use the existing implementation of OQN to determine whether an object is visible or not, and then display or hide a label attached to it but on a different renderbin (over both objects and scene). The object's geometry is very simple and I don't really care for occluding it, I'd just like the number of pixels drawn (or a binary output like getPassed()). Is it possible to turn occlusion off while preserving this behaviour? (A threshold of 0 doesn't seem to work.) I've looked through the code a few times but I'm having a hard time with it. :( You can query the test pass/failure results on a per-camera basis. Are you saying that this doesn't work for you for some reason? The osgocclusionquery example does this, IIRC, to display some statistical information. However, you are trying to use OQN for something that it wasn't designed for. You might need to modify OQN or make your own custom node to make it do what you want. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Scribe outline only
Trying to modify the osgscribe example. I want to display the scribe lines, without the underlying model beneath it. The code does the following: root-addChild(decorator); decorator-addChild(loadedModel); The decorator setups up the scribe mode. If I then set the nodeMask of the loadedModel to 0 : loadedModel-setNodeMask(0), nothing appears. Intuitively, I would have thought this would show the scribe lines only. How do I achieve this effect? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Scribe outline only
If you mean you just want to display your model in wireframe, you could use the PolygonMode StateAttribute for that. -Paul -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mike Greene Sent: Monday, June 09, 2008 1:01 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Scribe outline only Trying to modify the osgscribe example. I want to display the scribe lines, without the underlying model beneath it. The code does the following: root-addChild(decorator); decorator-addChild(loadedModel); The decorator setups up the scribe mode. If I then set the nodeMask of the loadedModel to 0 : loadedModel-setNodeMask(0), nothing appears. Intuitively, I would have thought this would show the scribe lines only. How do I achieve this effect? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] question of camera computeLocalToWorldMatrix
Hi, Hello huiliang yang wrote: I have a question about computeLocalToWorldMatrix in camera class. First, since the openscenegraph use row matrix instead column matrix like opengl, I thought the default matrix multiply should be post multiply so that : V' = M*V (opengl premultiply) chanage to V' = VT*MT ( osg post multiply) Ok but looks like the camera still use pre_multiply as default, but the _viewmatrix define in camera class is apparently is a row matrix MT. How do you get to this statement, which section of the code do you refer to? no any specific code for above statement. but I do trace the code and find _viewmatrix in camera class is a row matrix, which means the translation (x, y, z) is at last row. So, if the matrix is a row matrix, only way for multiply is by matrix = matrix*_viewmatrix. or matrix.postmultiply(_viewmatrix). is that correct? That is why I say why the default multiply in camera class is premultiply, in computeLocalToWorldMatrix, it use matrix = _viewmatrix*matrix or matrix.premultiply(_viewmatrix), if _viewmatrix is a row matrix, it looks weird. It also depends on your definition of 'pre-multiply'. If you say VT*MT is post multiply (as you do above), then this implies that you actually mean MT post-multiplies VT. This is turn also means that VT pre-multiplies MT. So it depends from which operand you look at it how you describe the operation. Second, even as the default pre_multiply, then let's say: V' = M*V if (_transformOrder==PRE_MULTIPLY) then its inverse should be V = M-1* V' , why in function computeWorldToLocalMatrix Which class? You say V, which implies a vector usually, but, for example, Camera::computeWorldToLocalMatrix works on a matrix as input. If you indeed refer to Camera::computeWorldToLocalMatrix() then I would say that that method does the inverse operation of computeLocalToWorldMatrix(). Assuming _referenceFrame==RELATIVE_RF and _transformOrder==PRE_MULTIPLY then the method computeLocalToWorldMatrix pre-multiplies its argument matrix with _viewMatrix. I.e. matrix.preMult(_viewMatrix); actually does matrix = _viewMatrix * matrix; Method computeWorldToLocalMatrix() does the inverse of this operation, so instead of pre-multiplying with _viewMatrix it post-multiplies with the inverse of _viewMatrix (the comments also say this). That is I don't understand, if matrix' = _viewMatrix*matrix, then the inverse operation is matrix = _viewMatrix-1*matrix', right? why here it change the order of multiply? Regards, Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
wrote: Hi Brian, I tried twice to send this replay with the CmakeCache.txt as an attachment and keep getting this message - I am now this without the attachment to see if that is the problem. Your two posts came through, but were empty for some reason (no text, no attachment, just the headers - to, from, subject etc.). Just wanted to let you know, and perhaps knowing that someone can fix the problem... How large was the attachment BTW? Hmmm, must have been the attachment since you saw everything on this one. Attachment was only 47kb - you wouldn't think that would be a stopper unless it was just the fact it had an attachment. Thanks J-S for letting me know I was getting through bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
Hi Brian, Hmmm, must have been the attachment since you saw everything on this one. Attachment was only 47kb - you wouldn't think that would be a stopper unless it was just the fact it had an attachment. Weird, I remember bigger attachments being sent to osg-users (screen captures, etc.)... Not sure what's going on. Sorry I can't be more help... J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Coordinate Systems and Quaternions
Paul Martz wrote: OSG doesn't assume left- or right-handed coordinates. It is based on OpenGL, in which object coordinate space is left-handed, but can easily be switched to right-handed with a negative scale. Errr, LEFT-handed? X to the right, Y up, negative Z axis away from the viewer, right? That's right-handed. Paul In my experience, most transformation confusion stems from not knowing whether to pre- or post-multiply matrices or quats together. To be completely honest, I find it's easier (for me, personally) to simply try it both ways to determine which one produces the results I want, rather than try to keep track in my head of which API works which way. It doesn't help that OSG uses the opposite of the OpenGL API that it's built upon. Hope that helps, Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Mrs. Mister Sent: Monday, June 09, 2008 2:14 PM To: OpenSceneGraph Users Subject: [osg-users] Coordinate Systems and Quaternions hi, i am working with osg 2.4, osgCal 0.3.0 and cal 3d 0.11. in the cal3d faq i read: It should also be noted that Cal3D's math classes assume a left-handed rotation system. i have trouble with setting the quaternions from osg to the cal3d model. which coordinate system do osg::Quat use? or, where can i read about the coordinate systems used in osg? bye henry ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-opensce negraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Coordinate Systems and Quaternions
Paul Martz wrote: OSG doesn't assume left- or right-handed coordinates. It is based on OpenGL, in which object coordinate space is left-handed, but can easily be switched to right-handed with a negative scale. Errr, LEFT-handed? X to the right, Y up, negative Z axis away from the viewer, right? That's right-handed. Sorry if I had them switched. My point was that it is wrong for an API to have _any_ internal assumptions when it is so much easier for the API to simply allow the app to use either one. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
wrote: Hi Brian, Hmmm, must have been the attachment since you saw everything on this one. Attachment was only 47kb - you wouldn't think that would be a stopper unless it was just the fact it had an attachment. Weird, I remember bigger attachments being sent to osg-users (screen captures, etc.)... Not sure what's going on. Sorry I can't be more help... Thanks for the help. Should be another blank one there now where I just tried posting the same file as a zip but that was refused too. I'll wait and see what Robert says - I guess I could put the whole CmakeCache.txt in-line in a message. Thanks again bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
Hi Brian, Thanks for the help. Should be another blank one there now where I just tried posting the same file as a zip but that was refused too. Yep. Sorry... I'll wait and see what Robert says - I guess I could put the whole CmakeCache.txt in-line in a message. That would work I'd guess, and I've seen worse. And someone else might be able to see a solution to your problem once the contents of the file are accessible, without needing to wait for Robert to come back. Give it a shot. J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
For what it's worth... the whole messages are coming through for me but they are just not visible. If I view the message source then I can see the contents... including the encoded attachment. I'm not sure why Thunderbird is getting confused by them. It's weird because other posters seem to come through with an empty attachment for their e-mails with no attachments. The only thing I can find different about your messages upon quick glance is that the Content-Type: boundary designator is very high in the header. And it contains a line break... which in my limited experience seems a little odd. As does the :thesoftwaresource.com part but that should be ok, I think. It's clear that a strict interpretation of: Content-Type: multipart/mixed; boundary=Next part of message (VA.181d.0185f8c3:thesoftwaresource.com) Would not find the real separators: --Next part of message (VA.181d.0185f8c3:thesoftwaresource.com) But I'm reaching at straws. -Paul Brian Keener wrote: wrote: Hi Brian, Hmmm, must have been the attachment since you saw everything on this one. Attachment was only 47kb - you wouldn't think that would be a stopper unless it was just the fact it had an attachment. Weird, I remember bigger attachments being sent to osg-users (screen captures, etc.)... Not sure what's going on. Sorry I can't be more help... Thanks for the help. Should be another blank one there now where I just tried posting the same file as a zip but that was refused too. I'll wait and see what Robert says - I guess I could put the whole CmakeCache.txt in-line in a message. Thanks again bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Manually setting osgManipulator transformations
Hello Julian, What EXACTLY are you trying to achieve? Do you need some objects (GUI objects if I understand correctly) to have their own transformations without being affected by the Manipulator? If so, you can use set the transformation to ABSOLUTE_RF. transform-setReferenceFrame(osg::Transform::ABSOLUTE_RF); You can also use billboards so their position will change with the manipulator transformation, but they will always direct towards the observer. And of course, you might want to check osgWidget that supply GUI tools for osg scenes, (And if I'm wrong with the description I apologies). Good luck, Guy. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Julian Looser Sent: Monday, June 09, 2008 5:04 AM To: OpenSceneGraph Users Subject: [osg-users] Manually setting osgManipulator transformations Hi, I posted a question a while ago about osgManipulator, but didn't get any replies. My problem is that I want to be able to set the transformation matrix directly on a selected object, in addition to using the various osgManipulator widgets. That is, setting the matrix in code should update the widgets, and interacting with the widgets should update the matrix. From what I can tell, it's currently only possible to generate the transformation matrix with osgManipulator - you can't modify the transformation matrix and see that change reflected back in the widgets. I would be surprised if nobody has run into this problem before. It seems like required functionality for many applications where the widgets in osgManipulator would be most helpful. In my case, I'm trying to recreate a rudimentary 3D editor and the ability to type specific translation and rotation values into the GUI is just as important as being able to directly drag the handles on the manipulator widgets. I've reached the conclusion that I can't do this with osgManipulator so I'm considering reimplementing something to suit my needs. I'd really appreciate it if someone could tell me: a) that I'm wrong and osgManipulator *can* do this (would be great!) b) is anybody working on osgManipulator who I could collaborate with on adding what I need? c) would it be easier/cleaner/faster to simply start from scratch? I only propose (c) because it looks to me like osgManipulator is designed as a sort of message-passing system that incrementally modifies a transformation matrix. Trying to make that process work backwards sounds tricky, and making it so you can seamlessly jump between manual (typing) and direct (click and drag) editing modes sounds even harder. As always, thanks for listening. :-) Cheers, Julian. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX
Brian Maybe you can try sending the attachment from different mail account? Guy. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Speed Sent: Tuesday, June 10, 2008 5:33 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX For what it's worth... the whole messages are coming through for me but they are just not visible. If I view the message source then I can see the contents... including the encoded attachment. I'm not sure why Thunderbird is getting confused by them. It's weird because other posters seem to come through with an empty attachment for their e-mails with no attachments. The only thing I can find different about your messages upon quick glance is that the Content-Type: boundary designator is very high in the header. And it contains a line break... which in my limited experience seems a little odd. As does the :thesoftwaresource.com part but that should be ok, I think. It's clear that a strict interpretation of: Content-Type: multipart/mixed; boundary=Next part of message (VA.181d.0185f8c3:thesoftwaresource.com) Would not find the real separators: --Next part of message (VA.181d.0185f8c3:thesoftwaresource.com) But I'm reaching at straws. -Paul Brian Keener wrote: wrote: Hi Brian, Hmmm, must have been the attachment since you saw everything on this one. Attachment was only 47kb - you wouldn't think that would be a stopper unless it was just the fact it had an attachment. Weird, I remember bigger attachments being sent to osg-users (screen captures, etc.)... Not sure what's going on. Sorry I can't be more help... Thanks for the help. Should be another blank one there now where I just tried posting the same file as a zip but that was refused too. I'll wait and see what Robert says - I guess I could put the whole CmakeCache.txt in-line in a message. Thanks again bk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org