Re: [osg-users] problems with new version OSG 2.6.0
Ok, I'll make small example and show where problem occures. I'll try do this today. 28.07.08, 00:33, sherman wilcox [EMAIL PROTECTED]: Can you make a small and simple prototype that *reliably* reproduces the problem? You have a better chance of getting help that way. On Sun, Jul 27, 2008 at 2:50 AM, GMD GammerMaxyandex.ru [EMAIL PROTECTED] wrote: Some offers of OSG 2.6.0( problems with new version). Let's wait with OSG 2.6.0 release. I asked this because I found a problem with osgUtil::LineSegmentIntersector function. In OSG v 2.5.5 version of OSG function viewer-computeIntersections(x,y, hlist) works very strange - when cursor movements over object is short it(cursor) falls throught the object and function returns name of object which is behind current(object over which cursor is). In earlyer(less 2.5.2) versions of OSG this error has never appeared. How can I solve this problem in this(2.5.5) version of OSG? It is necessary to solve the problem until OSG 2.6.0 release. Thanks in advance. Best regards, Max. ___ 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 -- Зал славы: все победители конкурсов на Яндекс.Фотках http://fotki.yandex.ru/contests.xml ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to scale rotations ?
Hi, I normally like to think about the heading, attitude and bank as just rotations about certain axes. In osg you can make a quat using e.g.: // angles in radians, yaw, pitch, roll double y,p,r; osg::Quat ori = osg::Quat(r, osg::Vec3(1,0,0), p, osg::Vec3(0,1,0), y, osg::Vec3(0,0,1)); Change the order/axes for your app. Try to do all the scaling using quats. Either by multiplying them together, or changing the r,p,y values in the code above. jp Janusz wrote: Dear all: Appreciate any answer on the topic: I am reading an orientation / rotation matrix info from a sensor, then visualizing the rotation of an object on screen with OSG. Given the matrix or the resulting quaternion I need to be able to scale the rotations independently, i.e. heading_scale*heading_angle, heading_scale=0,1 attitude_scale*attitude_angle bank_scale*bank_angle in order to be able to control them on its own or restrict the rotation to one angle only. I have written 2 functions. The first one converts a quaternion to the Euler angles, the other one does the opposite. In between the calls to the functions I am trying to scale the rotations or switch them on/off as needed. The results are not quite good, however, and I often get trapped in the famous gimbal lock as probably expected. :-) Q: Is there any other possibility to handle rotations on its own? Is there a way to do that without running the conversion, scaling, then converting back to quat ? All I have is the rotation matrix. Appreciate any answer/advice or pointing me in the right direction. Best regards, Janusz Goldasz -- void getEulerFromQuat(osg::Quat q, double heading, double attitude, double bank) { double sqx = q.x()*q.x(); double sqy = q.y()*q.y(); double sqz = q.z()*q.z(); double t = q.x()*q.y() + q.z()*q.w(); if (t0.4) { heading = 2 * atan2(q.x(),q.w()); attitude = osg::PI_2; bank = 0; } else if (t-0.4) { heading = -2 * atan2(q.x(),q.w()); attitude = - osg::PI_2; bank = 0; } else { heading = atan2(2*q.y()*q.w()-2*q.x()*q.z() , 1 - 2*sqy - 2*sqz); attitude = asin(2*t); bank = atan2(2*q.x()*q.w()-2*q.y()*q.z() , 1 - 2*sqx - 2*sqz); } } void getQuatFromEuler(double heading, double attitude, double bank, osg::Quat q) { double c1 = cos(heading/2); double s1 = sin(heading/2); double c2 = cos(attitude/2); double s2 = sin(attitude/2); double c3 = cos(bank/2); double s3 = sin(bank/2); double c1c2 = c1*c2;double s1s2 = s1*s2; double w =c1c2*c3 - s1s2*s3; double x =c1c2*s3 + s1s2*c3; double y =s1*c2*c3 + c1*s2*s3; double z =c1*s2*c3 - s1*c2*s3; q[0] = x; q[1] = y; q[2] = z; q[3] = w; } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Defining Local Coordinate Center For Every Node
Hi Ümit, the best way is to have a correct model from the beginning, centered and aligned with the origin, but if it couldn't be done, you would have to make the geometry child of a transform that would put the mesh at the right place. Say you had an object displaced 4 units on the X axis from the origin, then you would create a translation transform of (-4,0,0) and make it parent of the mesh. Finally you would use that transform in the scene as the real object. Alberto El Viernes 25 Julio 2008ES 09:59:59 Ümit Uzun escribió: Hi all, Firstly sorry for simple question, but I can't find related topics on the web. How can I change my models's center coordinate? I have lots of components, I am trying to collect them in one model, and I want to control one part in it's local coordinate (for example I want to rotate it around z axes on it's local coordinate.) But my components default coordinate center is different one by one (for example: osgviewer sample.osg axes.osg result is http://img61.imageshack.us/my.php?image=sampletn4.png ). I mean, I want to control every part of components in their local coordinate center. What should I do for changing coordinate system and center for every components? I used MatrixTransform, PositionAttitudeTransform CoordinateSystemNode but I can't get success. Thanks, Best Regards. Umit UZUN ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting texture coordinates and normals of each vertex of a loaded model
Hi Franclin, The references to the vertices that osg::TriangleFunctor returns point to the real data of the geometry, so if you subtract their pointers to the first vertex pointer of the geometry, you'll get the index to that vertex and you will be able to get its normal and UV coordinates: Vec3 myvertex; // From the TriangleFunctor, we want to have its normal and UV int index = (Mygeometry-getVertexArray[0])- myvertex; Vec3 normal = Mygeometry-getNormalArray[index]; Vec2 uv = (Mygeometry-getTexCoordArray(0))[index]; Alberto El Domingo 27 Julio 2008ES 11:50:13 Franclin Foping escribió: Dear All, Is there any algorithm in OSG to compute normals and texture coordinates of each vertex of a loaded model? With the osg::TriangleFunctor and osg::TriangleIndexFunctor, I can perfectly find out all triangles making up of a given node. However, the (big) issue is to be able to find out normals and texture coordinates of each vertex of a loaded model. Any help will be appreciated. Waiting for your reply. Franclin. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help me!
Hi, Sorry, I have no expertise with 3DSMax and/or osgExp, so I cannot help you further. Nevertheless, here is the osgExp code download page address: http://sourceforge.net/svn/?group_id=148454 I suppose there are compilation instructions within the source. El Viernes 25 Julio 2008ES 07:00:08 monkeymonkey escribió: hi!Thank you for your answer! I try it as you say, but not right also,i think because Texture Coord output of osgExp is not right,they are between 0 and 1,it should be 0 to 3. i change it , it is OK!, so it is the really reason. I must change osgExp scource code,and recompile it? how to do it? From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Date: Wed, 23 Jul 2008 09:57:33 +0200 Subject: Re: [osg-users] help me! Hi, El Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió: hi! i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then use osgViewer to look,texture is not right. it seem that repeat is not work! why? osgExp is not surport Texture UV repeat? how to make it? Convert your .ive to .osg with osgconv, then look for the wrap parameter in the file like wrap_s,t,... REPEAT If there is something other word than REPEAT, change it. Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Optimizer options oddity
The code in Optimizer.cpp makes this look like a bug. If the two were intended to be synonymous, I'd expect they would share the same code. They don't. I'm betting FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS is supposed to be 0x1. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Sunday, July 27, 2008 2:57 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] Optimizer options oddity Hi Glenn - I haven't looked at the code, but I see this in the ChangeLog: 2008-06-20 13:16 + [r8474] robert: * From Terry Welsh, new flatten static transforms visitor that duplicates subgraphs that are shared beneath differnt static transforms From Robert Osfield, made a range of changes to Terry's visitor integrating it into osgUtil::Optimizer and changing the code to use a style more like the rest of the OSG. Maybe Terry can shed some light on this, or you could search osg-users for the week leading up to this change to see if anything was said about it. Or we can put this on a list of things for Robert to check before tagging 2.6. -Paul _ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Glenn Waldron Sent: Saturday, July 26, 2008 6:48 PM To: OpenSceneGraph Users Subject: [osg-users] Optimizer options oddity I noticed that two of the OptimizerOptions values, COPY_SHARED_NODES and FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, have the same enum value (0x100). Is this intentional? This is in 2.6 RC1. Glenn -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Optimizer options oddity
Agreed. I will go ahead and submit the presumptive fix to osg-submissions. Thanks Paul -gw On Mon, Jul 28, 2008 at 9:31 AM, Paul Martz [EMAIL PROTECTED] wrote: The code in Optimizer.cpp makes this look like a bug. If the two were intended to be synonymous, I'd expect they would share the same code. They don't. I'm betting FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS is supposed to be 0x1. -Paul -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Paul Martz *Sent:* Sunday, July 27, 2008 2:57 PM *To:* 'OpenSceneGraph Users' *Subject:* Re: [osg-users] Optimizer options oddity Hi Glenn - I haven't looked at the code, but I see this in the ChangeLog: 2008-06-20 13:16 + [r8474] robert: * From Terry Welsh, new flatten static transforms visitor that duplicates subgraphs that are shared beneath differnt static transforms From Robert Osfield, made a range of changes to Terry's visitor integrating it into osgUtil::Optimizer and changing the code to use a style more like the rest of the OSG. Maybe Terry can shed some light on this, or you could search osg-users for the week leading up to this change to see if anything was said about it. Or we can put this on a list of things for Robert to check before tagging 2.6. -Paul -- *From:* [EMAIL PROTECTED] [mailto: [EMAIL PROTECTED] *On Behalf Of *Glenn Waldron *Sent:* Saturday, July 26, 2008 6:48 PM *To:* OpenSceneGraph Users *Subject:* [osg-users] Optimizer options oddity I noticed that two of the OptimizerOptions values, COPY_SHARED_NODES and FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS, have the same enum value (0x100). Is this intentional? This is in 2.6 RC1. Glenn -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Texturing issues second window
Hello- We are seeing an interesting problem that we can not track down. Several previous postings have been similar but not quite what we are seeing. We are hoping someone can point us in a possible direction to find a solution. We have an OSG/QT application using multiple windows with views into the same scene graph. We use multiple instances of the Viewer to do this. We are seeing issues in the second/third/etc window for models loaded in containing textures. The textures do not load and we get Warning: detected OpenGL error 'invalid enumerant' after applying attribute Texture2D when the second window is opened. However if we create an object at runtime, say a sphere, and apply a texture to it, the second/third/etc window do not have problems with it. If we save out the node we created to an IVE file and reload it, the problem is there. I have tried to duplicate this problem using the osgviewer QT example such that I have a simpler code base to work with, and I can't. I have made this example more complex, adding features to it to replicate our code (HUD, textured background, our update loop for updating dynamic transform nodes and camera positioning, our state settings, thread settings, etc). We seem to have an issue with PagedLOD too in our application for the second/third windows. I hope this issue is related so if we focus on the texture problem, maybe the other will be solved. We are using OSG 2.4 and currently QT 3.3 (hope to be moving to 4.X soon). We are seeing this on both our Linux and Windows machines. Thanks for any suggestions or insight into this. Scott ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problem using osg::ColorMatrix
Hi all, I am trying to use OpenFL color matrix functionality through osg::ColorMatrix but not able to do so. When i apply this to a node |(cessna.osg) i do not see any effect. I am pasting the code below for you guys to have a look. I don't know what am i doing wrong in this simple piece of code . cheers RJ int main(int argc, char** argv) { osg::MatrixTransform* cessnaMT = new osg::MatrixTransform; osg::Node* cessna = osgDB::readNodeFile(cessna.osg); cessnaMT-addChild(cessna); // Set color matrix osg::ColorMatrix* colorMatrix = new osg::ColorMatrix; const osg::Matrix cm (0.15, 0.0, 0.0, 0.0, 0.0, 0.3, 0.0, 0.0, 0.05, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); colorMatrix-setMatrix(cm); cessnaMT-getOrCreateStateSet()-setAttributeAndModes(colorMatrix, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); osgViewer::Viewer viewer; // add model to viewer. viewer.setSceneData(cessnaMT); viewer.run(); return 0; } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texturing issues second window
Hi Scott, Have you setted the pager to not unref images after applying them ? When you have multiple contexts, you have to make sure images are not deleted before each context has applied it. On Mon, Jul 28, 2008 at 4:12 PM, Scott Angster [EMAIL PROTECTED]wrote: Hello- We are seeing an interesting problem that we can not track down. Several previous postings have been similar but not quite what we are seeing. We are hoping someone can point us in a possible direction to find a solution. We have an OSG/QT application using multiple windows with views into the same scene graph. We use multiple instances of the Viewer to do this. We are seeing issues in the second/third/etc window for models loaded in containing textures. The textures do not load and we get Warning: detected OpenGL error 'invalid enumerant' after applying attribute Texture2D when the second window is opened. However if we create an object at runtime, say a sphere, and apply a texture to it, the second/third/etc window do not have problems with it. If we save out the node we created to an IVE file and reload it, the problem is there. I have tried to duplicate this problem using the osgviewer QT example such that I have a simpler code base to work with, and I can't. I have made this example more complex, adding features to it to replicate our code (HUD, textured background, our update loop for updating dynamic transform nodes and camera positioning, our state settings, thread settings, etc). We seem to have an issue with PagedLOD too in our application for the second/third windows. I hope this issue is related so if we focus on the texture problem, maybe the other will be solved. We are using OSG 2.4 and currently QT 3.3 (hope to be moving to 4.X soon). We are seeing this on both our Linux and Windows machines. Thanks for any suggestions or insight into this. Scott ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem using osg::ColorMatrix
Having never used a ColorMatrix in OpenGL or OSG What effect is this supposed to produce ? Do you have screen grabs of what it should look like if done in raw Opengl ? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rahul Jain Sent: Monday, July 28, 2008 10:40 AM To: 'OpenSceneGraph Users' Subject: [osg-users] Problem using osg::ColorMatrix Hi all, I am trying to use OpenFL color matrix functionality through osg::ColorMatrix but not able to do so. When i apply this to a node |(cessna.osg) i do not see any effect. I am pasting the code below for you guys to have a look. I don't know what am i doing wrong in this simple piece of code . cheers RJ int main(int argc, char** argv) { osg::MatrixTransform* cessnaMT = new osg::MatrixTransform; osg::Node* cessna = osgDB::readNodeFile(cessna.osg); cessnaMT-addChild(cessna); // Set color matrix osg::ColorMatrix* colorMatrix = new osg::ColorMatrix; const osg::Matrix cm (0.15, 0.0, 0.0, 0.0, 0.0, 0.3, 0.0, 0.0, 0.05, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); colorMatrix-setMatrix(cm); cessnaMT-getOrCreateStateSet()-setAttributeAndModes(colorMatrix, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); osgViewer::Viewer viewer; // add model to viewer. viewer.setSceneData(cessnaMT); viewer.run(); return 0; } ___ 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] Problems with viewer-computeIntersections
Hallo. I have a problem with function viewer-computeIntersections in OSG 2.6.0. When I tryed get objects throught which goes line function lost some of them (but line definitely goes throught them). It looks like function can't see some objects. I tryed run osgpick with my scene but this error occured there (when i clicked in different place of object). I hope this error will be repaired in this release of OSG. Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with viewer-computeIntersections
Hi, El Lunes 28 Julio 2008ES 16:45:19 Фамилия Имя escribió: Hallo. I have a problem with function viewer-computeIntersections in OSG 2.6.0. When I tryed get objects throught which goes line function lost some of them (but line definitely goes throught them). It looks like function can't see some objects. I tryed run osgpick with my scene but this error occured there (when i clicked in different place of object). I hope this error will be repaired in this release of OSG. Thanks. Please see this thread from yesterday: http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg14304.html ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem using osg::ColorMatrix
Hi Gordon, Color matrix in OpenGL is used for color space conversion, for example using color matric you can convert RGB to BGR , RGB to CMY. Unfortunately i do not have any screen grabs for the moment, but i am trying to achieve night vision effect using this code , RJ Gordon Tomlinson wrote: Having never used a ColorMatrix in OpenGL or OSG What effect is this supposed to produce ? Do you have screen grabs of what it should look like if done in raw Opengl ? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Rahul Jain Sent: Monday, July 28, 2008 10:40 AM To: 'OpenSceneGraph Users' Subject: [osg-users] Problem using osg::ColorMatrix Hi all, I am trying to use OpenFL color matrix functionality through osg::ColorMatrix but not able to do so. When i apply this to a node |(cessna.osg) i do not see any effect. I am pasting the code below for you guys to have a look. I don't know what am i doing wrong in this simple piece of code . cheers RJ int main(int argc, char** argv) { osg::MatrixTransform* cessnaMT = new osg::MatrixTransform; osg::Node* cessna = osgDB::readNodeFile(cessna.osg); cessnaMT-addChild(cessna); // Set color matrix osg::ColorMatrix* colorMatrix = new osg::ColorMatrix; const osg::Matrix cm (0.15, 0.0, 0.0, 0.0, 0.0, 0.3, 0.0, 0.0, 0.05, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0); colorMatrix-setMatrix(cm); cessnaMT-getOrCreateStateSet()-setAttributeAndModes(colorMatrix, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON); osgViewer::Viewer viewer; // add model to viewer. viewer.setSceneData(cessnaMT); viewer.run(); return 0; } ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Matrix Manipulators and set coordinate frame callback. Different behavior in 2.4?
Hello all, Under OSG 1.2, I controlled the orientation of an osgGA manipulator through the use of a coordinate frame callback. Under 2.4, I am using the same exact code, but the callback never happens. Here is the code snippet. Viewer is osgProducer (yes, still). This loop runs 4 times. Viewer-getKeySwitchMatrixManipulator()-setHomePosition(eyeECEF, centerECEF, upECEF, false); cECEFFrameCB *cb = new cECEFFrameCB; for(unsigned int i = 0; i Viewer-getKeySwitchMatrixManipulator()-getNumMatrixManipulators(); i++) { osgGA::MatrixManipulator *mm = Viewer-getKeySwitchMatrixManipulator()-getMatrixManipulatorWithIndex(i ); if(mm) { mm-setCoordinateFrameCallback(cb); mm-setHomePosition(eyeECEF, centerECEF, upECEF, false); } } Where the ECEFFrameCB is derived from the osgGA:MatrixManipulator::CoordinateFrameCallback. I put a print in there, and it is never called. Has this functionality been disabled? What I am trying to do is set the up, side, and front vectors so that the manipulator behaves better. Thanks, Chris ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Optimizing for CAD Data
Hi folks, We deal with a lot of CAD data that has been translated to OSG, and I am looking into ways to enhance the performance in OSG. One issue we are facing is that the CAD data is very poorly organized with regards to the cull process. We had hoped that the spatialize groups optimization would help us out, but our problem seems to go deeper than that. Depending on the source of our data, we get Geodes containing numerous Drawables that are spread throughout the scene (all instances of one part under one Geode). As I understand the spatialize optimization, it reorganizes Geodes but doesn't go to the Drawable level. So, the idea now is to insert Geodes enforce a rule of one Drawable per Geode to give the optimizer a chance to succeed. Does that sound like it would work in our situation? Assuming the idea makes sense, would it be of value to the community if we try to implement this as one of the osgUtil::Optimizer options? If so, would it make sense as an improvement to the spatialize groups option, or would it be better as an option unto itself? -Todd -- Todd J. Furlong Inv3rsion, LLC http://www.inv3rsion.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Optimizing for CAD Data
Hi Todd -- I'd think the Geode-per-Drawable might improve cull performance in your case, as it's faster to cull against bounding spheres than boxes. I've been working with complex CAD data for over a year and have had good results with some models by inserting OcclusionQueryNodes at strategic locations. You might take a look at that. If you are working with PolyTrans to convert the CAD data, you should email me offline. I've been developing some tools to ease that process. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 Hi folks, We deal with a lot of CAD data that has been translated to OSG, and I am looking into ways to enhance the performance in OSG. One issue we are facing is that the CAD data is very poorly organized with regards to the cull process. We had hoped that the spatialize groups optimization would help us out, but our problem seems to go deeper than that. Depending on the source of our data, we get Geodes containing numerous Drawables that are spread throughout the scene (all instances of one part under one Geode). As I understand the spatialize optimization, it reorganizes Geodes but doesn't go to the Drawable level. So, the idea now is to insert Geodes enforce a rule of one Drawable per Geode to give the optimizer a chance to succeed. Does that sound like it would work in our situation? Assuming the idea makes sense, would it be of value to the community if we try to implement this as one of the osgUtil::Optimizer options? If so, would it make sense as an improvement to the spatialize groups option, or would it be better as an option unto itself? -Todd -- Todd J. Furlong Inv3rsion, LLC http://www.inv3rsion.com ___ 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] problems with new version OSG 2.6.0
Here is the small example, where described problem appeares. Example is modified example of osgpick (chenged code which returns name of object and osg scene). To see this problem you must go in the deep of room (way is showen in 00.jpeg). Then you need make several clicks in different positions (movements bitween positions must be small) and you will see that cursor often falls throught the object over which cursor is (possible positions is showen on 11.jpg). There is two archives in attachement (with textures and without them). Code is in osgpick.zip file which taken from example osgpick. I hope this is enough to illustrate described problem. And I think it will be not good if this error appeares in this release (2.6.0). Thanks, Max. files: (download: enter number, click green button) http://narod.ru/disk/171128/osgpick.zip.html http://narod.ru/disk/1711073000/00.JPG.html http://narod.ru/disk/1711279000/11.JPG.html http://narod.ru/disk/1712663000/museum_with_textures.zip.html Thanks, Max. 28.07.08, 10:47, GMD GammerMaxyandex.ru [EMAIL PROTECTED]: Ok, I'll make small example and show where problem occures. I'll try do this today. 28.07.08, 00:33, sherman wilcox [EMAIL PROTECTED]: Can you make a small and simple prototype that *reliably* reproduces the problem? You have a better chance of getting help that way. On Sun, Jul 27, 2008 at 2:50 AM, GMD GammerMaxyandex.ru [EMAIL PROTECTED] wrote: Some offers of OSG 2.6.0( problems with new version). Let's wait with OSG 2.6.0 release. I asked this because I found a problem with osgUtil::LineSegmentIntersector function. In OSG v 2.5.5 version of OSG function viewer-computeIntersections(x,y, hlist) works very strange - when cursor movements over object is short it(cursor) falls throught the object and function returns name of object which is behind current(object over which cursor is). In earlyer(less 2.5.2) versions of OSG this error has never appeared. How can I solve this problem in this(2.5.5) version of OSG? It is necessary to solve the problem until OSG 2.6.0 release. Thanks in advance. Best regards, Max. ___ 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 -- Яндекс.Открытки на все случаи жизни http://cards.yandex.ru/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with viewer-computeIntersections
(As mentioned in the other discussion thread...) If there is a way to reproduce this issue with osgpick, please provide explicit steps for reproduction. Of course if you can debug the issue and submit a fix, that would be even better. -Paul Hi, El Lunes 28 Julio 2008ES 16:45:19 Фамилия Имя escribió: Hallo. I have a problem with function viewer-computeIntersections in OSG 2.6.0. When I tryed get objects throught which goes line function lost some of them (but line definitely goes throught them). It looks like function can't see some objects. I tryed run osgpick with my scene but this error occured there (when i clicked in different place of object). I hope this error will be repaired in this release of OSG. Thanks. Please see this thread from yesterday: http://www.mail-archive.com/osg-users@lists.openscenegraph.org /msg14304.html ___ 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] vpb on cluster example
Hi JP, I'm new and I'm a little fuzzy on the versioning between VPB and OSG. It looks like for the example you have provided, we need an older version (2.3.6) of OSG. Do you know if there are plans to upgrade VPB to work with the latest releases of OSG or am I totally missing something? Thanks for any info. Greg On Jul 23, 5:47 am, J.P. Delport [EMAIL PROTECTED] wrote: Hi, Robert Osfield wrote: Hi J.P. Many thanks for putting this guide, sure saves me some time and will help others. In terms of the work flow, there are couple of things that VPB can help out with. As you note, vpbmaster doesn't like, or actually does not permit building on databases where the source data is in different coordinates system, this is due to the fact that the parallel osgdem runs would end up doing the reprojection themselves each time, which is both a waste of compute resources as well as a threading issue. Since vpbmaster has this requirement, we have a another tool that can do the reprojection for use - vpbcache. The vpbcache app can create a file cache that contains a mapping between your original source data and reprojected versions of it. The vpbcache tool allows you to create this file cache, and then to do the reprojection that is required for the final build. vpbcache takes as input a source file, typically exactly the same source file that vpbmaster run will use. OK cool, I was wondering what the whole cache thing was about :) So what's this about source files we'll this is an ascii file that wraps up all the source data and build options that will use. vpbmaster creates a source file and then passes this on to the slaves so they no what to process. You can also get vpbmaster to generate a master source file for you. The rough process is : Step 1: run vpbmaster with all your source files and then get it to output a build.source file, this run does not run the actual build. Add --so build.source to the command line to output the source file. Step 2: run vpbcache with the build.source file, to create a cache file Step 3: run vpbcache to reproject the source files into the required coordinates system for the build Step 4: run vpbmaster with the cache file, and the build.source file, and a master file describing the layout of your cluster Step 5: Wait :-) I must say that the new vpb with --terrain is a _lot_ faster than the old osgdem used to be. One can now generate quite a bit of data over a weekend :) jp I'm afraid I don't recall the options off the top of my head... Robert. ___ osg-users mailing list [EMAIL PROTECTED] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found athttp://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help me!
osgExp is not surport Texture UV repeat? Yes :( 28.07.08, 14:43, Alberto Luaces [EMAIL PROTECTED]: Hi, Sorry, I have no expertise with 3DSMax and/or osgExp, so I cannot help you further. Nevertheless, here is the osgExp code download page address: http://sourceforge.net/svn/?group_id=148454 I suppose there are compilation instructions within the source. El Viernes 25 Julio 2008ES 07:00:08 monkeymonkey escribió: hi!Thank you for your answer! I try it as you say, but not right also,i think because Texture Coord output of osgExp is not right,they are between 0 and 1,it should be 0 to 3. i change it , it is OK!, so it is the really reason. I must change osgExp scource code,and recompile it? how to do it? From: [EMAIL PROTECTED] To: osg-users@lists.openscenegraph.org Date: Wed, 23 Jul 2008 09:57:33 +0200 Subject: Re: [osg-users] help me! Hi, El Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió: hi! i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then use osgViewer to look,texture is not right. it seem that repeat is not work! why? osgExp is not surport Texture UV repeat? how to make it? Convert your .ive to .osg with osgconv, then look for the wrap parameter in the file like wrap_s,t,... REPEAT If there is something other word than REPEAT, change it. Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Много спама? Пользуйтесь Яндекс.Почтой http://mail.yandex.ru/nospam ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vpb on cluster example
Thanks for the quick reply J-S. I'll try updating VPB via SVN when I get home. My proxy won't allow it at work :( Thanks a lot for the info, I appreciate it. Greg On Jul 28, 12:20 pm, Jean-Sébastien Guay [EMAIL PROTECTED] labs.com wrote: Hello Greg, I'm new and I'm a little fuzzy on the versioning betweenVPBand OSG. It looks like for theexampleyou have provided, we need an older version (2.3.6) of OSG. Do you know if there are plans to upgradeVPB to work with the latest releases of OSG or am I totally missing something? VPBis a bit of a moving target these days, butVPBfrom SVN should always work with OSG from SVN. Plus, you get the latest features too. Otherwise, check theVPBweb page (http://www.openscenegraph.org/projects/VirtualPlanetBuilder) at the bottom of the page for how the older versions correspond to the OSG versions. Hope this helps, J-S -- __ Jean-Sebastien Guay[EMAIL PROTECTED] http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list [EMAIL PROTECTED]://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] help me!
Hello Use osgexp and 3ds Max(v8) all the time, most often with Delta3D, and have no problems with repeating UV's. Open your .osg file Where it describes your 'textureUnit'{ Texture 2d{ Look for wrap_s and wrap_t these should both be set to 'REPEAT' osgEXP should handle this without your needing to modify your file Mr. D ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problem using osg::ColorMatrix
Hi Rahul, Rahul Jain wrote: Color matrix in OpenGL is used for color space conversion, for example using color matric you can convert RGB to BGR , RGB to CMY. Unfortunately i do not have any screen grabs for the moment, but i am trying to achieve night vision effect using this code , doesn't the color matrix only affect pixel transfer operations? Like texture upload/download, framebuffer reads and such? So you can't use it to modify object appearance on the fly. /ulrich ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] DIVERSE BOF at SIGGRAPH, Aug 13, 10:30AM
DIVERSE BOF Wednesday, August 13 10:30 - 11:30 am Los Angeles Convention Center Room 501A DIVERSE-Flexible Source VE API diverse.sourceforge.net DIVERSE is a cross-platform, open source, API for developing virtual reality applications that can run almost anywhere. DIVERSE currently runs on Linux, OS X and Windows. The goal of DIVERSE is to enable developers to quickly build applications that will run on the desktop as well as various immersive systems. To avoid hindering development DIVERSE is designed without the center of the universe paradigm; you only use the parts of DIVERSE that you need. This approach allows DIVERSE to interact with many other APIs and toolkits like, OpenGL, OpenSceneGraph, VTK and Coin. BOF Agenda 1 - John Kelso, Steve Satterfield Scientific Applications and Visualization Group, NIST Introduction and Overview of DIVERSE 2 - John Kelso Scientific Applications and Visualization Group, NIST Description and laptop based demonstration of NIST research using DIVERSE based visualization to do virtual measurement 3 - Dr. Marc Olano Computer Science and Electrical Engineering, UMBC Scientific Applications and Visualization Group, NIST Using Vertex Shaders on the GPU for flip-book style animations 4 - Questions/Discussion For more information about the BOF, please contact: Steve Satterfield: [EMAIL PROTECTED] John Kelso: [EMAIL PROTECTED] ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg make error in mingw
hello everyone! sorry my english is poor. i working at the mingw, i make the osg, find below some error, can you tell me why and how to do? thanks! [EMAIL PROTECTED] /f/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/build_msys $ make Scanning dependencies of target OpenThreads [ 0%] Building CXX object src/OpenThreads/win32/CMakeFiles/OpenThreads.dir/WIN32Condition.obj In file included from f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/Win32ConditionPrivateData.h:29, from f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/WIN32Condition.cpp:20: f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/Win32ThreadPrivateData.h:22:1: warning: _WIN32_WINNT redefined In file included from f:\mingw\build\bin\../lib/gcc/i386-pc-mingw32/4.3.0/../../../../include/windows.h:48, from f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/Win32ConditionPrivateData.h:24, from f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/WIN32Condition.cpp:20: f:\mingw\build\bin\../lib/gcc/i386-pc-mingw32/4.3.0/../../../../include/windef.h:20:1: warning: this is the location of the previous definition [ 0%] Building CXX object src/OpenThreads/win32/CMakeFiles/OpenThreads.dir/Win32Mutex.obj [ 0%] Building CXX object src/OpenThreads/win32/CMakeFiles/OpenThreads.dir/Win32Thread.obj f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/Win32Thread.cpp: In static member function 'static int OpenThreads::ThreadPrivateActions::SetThreadSchedulingParams(OpenThreads::Thread*)': f:/OpenSceneGraph/OpenSceneGraph-2.2.0/OpenSceneGraph/src/OpenThreads/win32/Win32Thread.cpp:196: error: 'getenv' was not declared in this scope make[2]: *** [src/OpenThreads/win32/CMakeFiles/OpenThreads.dir/Win32Thread.obj] Error 1 make[1]: *** [src/OpenThreads/win32/CMakeFiles/OpenThreads.dir/all] Error 2 make: *** [all] Error 2 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Shadow techniques status
Hi. I'm looking at shadow techniques provided by the osgshadow nodekit for use in a production project. On the wiki it reads like only ShadowMap is production ready and all the others have problems. Is this the case? Or have the others been marked as experimental because they do not work across video cards? Our software will be used on a controlled hardware platform so if the techniques are restricted to certain cards it may not be an issue. Thanks, Dan. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org