Re: [osg-users] please give your opinion on plugins reading from a virtual file system

2008-08-12 Thread Serge Lages
Hi Boto,

On Mon, Aug 11, 2008 at 9:42 PM, Botorabi [EMAIL PROTECTED] wrote:

 hi Serge and Jean-Sébastien,

 if i got you right, you suggest to implement a kind of proxy plugin
 associated with a particular file extension which would make use of existing
 plugins in order to load different file formats.

 certainly, you are right. it is one possibility. however i feel that it is
 not general enough. it would be nice not to touch any file extensions,
 instead let the api user interfere in fetching the data from physical
 medium. for instance the plugin for getting data from remote machines via a
 network protocol does internally something similar, i.e. it does not fetch
 the data from local hard disk, but uses a network protocol.

 i think a cleaner approach would be a mechanism for accessing data during
 plugins read and write data. thus (Serge) you would not need to write an own
 plugin for accessing sql data, but just interfere in your application in the
 operation of accessing the data. so imagine you use the osgDB method for
 reading a node and the node is read from sql database instead of a local
 hard disk. so you would be able to read any supported file type from your
 sql database, e.g. osg, ive, obj, image files, etc. for directing the
 read/write operation to a sql database one could use the options object. in
 your application you would have a callback where you check the option and
 either forward the file operation to current implemented mechanisms or you
 handle the file operation yourself (e.g. read/write from/to sql database).


I am already able to read any type of data from SQL databases with this
system. But now I better understand what you want, it's true that the http
protocol support is a sort of workaround specially made for it, it would be
nice to make this system more general to be able to register any protocols
(like FTP, SQL...). But currently you'll still be limited with the plugins
implementing reading from a stream, to make it work for everyone, you'll
need to make changes to the API and defer the file opening part into the
core and only work with streams into the plugins.

-- 
Serge Lages
http://www.tharsis-software.com
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Re: [osg-users] shader or effect to show selected model

2008-08-12 Thread Paul Melis

Morné Pistorius wrote:

Hi everybody,

I am looking for a bit of inspiration.  I want to apply some sort of
effect to a picked model in my scene to show that it has been
selected.  Does anyone have some ideas (or an example shader or code
snippet would be excellent!)  that they are willing to throw my way?
Ideally I would like to have something that uses the geometry of the
model itself, instead of creating new geometry.
  

See the osgscribe example for a possible way...

Paul

Thanks!

Regards,
Morne
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Re: [osg-users] I have a question about osgParticle::Particle.

2008-08-12 Thread GMD GammerMaxyandex.ru
ok.


class BaseParticle
{
public:
osgParticle::Particle *ptemplate;
osgParticle::ParticleSystem *ps;
osgParticle::ModularEmitter *emitter;
osgParticle::RandomRateCounter *rrc;
osgParticle::ParticleSystemUpdater *psu;
osg::MatrixTransform* particleMatrix;
};
std::map std::string, BaseParticle* particles;

...

particles[Name] = new BaseParticle;
particles[Name]-particleMatrix = new osg::MatrixTransform();
particles[Name]-particleMatrix-setName (Name);

particles[Name]-ptemplate = new osgParticle::Particle;
particles[Name]-ptemplate-setLifeTime(3);// 3 seconds of life
particles[Name]-ptemplate-setSizeRange(osgParticle::rangef(0.75f, 3.0f));
particles[Name]-ptemplate-setAlphaRange(osgParticle::rangef(0.0f, 1.5f));
particles[Name]-ptemplate-setColorRange(osgParticle::rangev4(
osg::Vec4(1, 0.5f, 0.3f, 1.5f), 
osg::Vec4(0, 0.0f, 0.0f, 0.0f)));
// these are physical properties of the particle
particles[Name]-ptemplate-setRadius(0.05f);// 5 cm wide particles
particles[Name]-ptemplate-setMass(0.05f);// 50 g heavy
particles[Name]-ps = new osgParticle::ParticleSystem;
particles[Name]-ps-setDefaultAttributes(D:/DEVELOP/OSG/OpenSceneGraph-2.6.0/bin/Images/smoke.rgb,
 false, false);
// assign the particle template to the system.
particles[Name]-ps-setDefaultParticleTemplate(*particles[Name]-ptemplate);
particles[Name]-emitter = new osgParticle::ModularEmitter;
particles[Name]-emitter-setParticleSystem(particles[Name]-ps);
particles[Name]-rrc = static_castosgParticle::RandomRateCounter 
*(particles[Name]-emitter-getCounter());
particles[Name]-rrc-setRateRange(40, 60);// generate 20 to 30 particles 
per second
particles[Name]-particleMatrix-addChild(particles[Name]-emitter);
osg::Geode *geode = new osg::Geode;
geode-addDrawable(particles[Name]-ps);
particles[Name]-particleMatrix-addChild(geode);
particles[Name]-psu = new osgParticle::ParticleSystemUpdater;
particles[Name]-psu-addParticleSystem(particles[Name]-ps);
particles[Name]-particleMatrix-addChild(particles[Name]-psu);
root-addChild(particles[Name]-particleMatrix);

It works
...
after adding particles into scene group (root) I lost ability to change some 
properties don't work:
particles[Name]-ptemplate-setLifeTime(300);
or
particles[Name]-ptemplate-setRadius(0.5f);
or
particles[Name]-ptemplate-setColorRange ...
or 
particles[Name]-ptemplate-setMass(0.5f);


11.08.08, 15:28, Paul Melis [EMAIL PROTECTED]:

 GMD GammerMaxyandex.ru wrote:
  Hi, I have a question about osgParticle::Particle.
 
  I get code from example osgParticle. It works, but there is one problem:
  after adding particles into scene group (root) I lost ability to change some
  properties - methods setLifeTime, setSizeRange, setAlphaRange, 
  setColorRange, 
  setRadius don't work. Nevertheless, osgParticle::ParticleSystem 
  (setDefaultAttributes)
  and osgParticle::RandomRateCounter (setRateRange) works (I see result in 
  screen).

 Do you have a simplified example showing the problem?
 Paul
  So, why can't I change properties of osgParticle::Particle after adding it 
  in scene
  or how should I do that right?
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-- 
Жизнь без спама на Яндекс.Почте http://mail.yandex.ru/nospam 
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Re: [osg-users] shader or effect to show selected model

2008-08-12 Thread Morné Pistorius
I did have a look at osgScribe before posting, but overlaying the
wireframe is a bit heavy for models with very high polygon counts.  I
was looking for something a bit more subtle.

Cheers,
Morne

On Tue, Aug 12, 2008 at 12:13 PM, Paul Melis [EMAIL PROTECTED] wrote:
 Morné Pistorius wrote:

 Hi everybody,

 I am looking for a bit of inspiration.  I want to apply some sort of
 effect to a picked model in my scene to show that it has been
 selected.  Does anyone have some ideas (or an example shader or code
 snippet would be excellent!)  that they are willing to throw my way?
 Ideally I would like to have something that uses the geometry of the
 model itself, instead of creating new geometry.


 See the osgscribe example for a possible way...

 Paul

 Thanks!

 Regards,
 Morne
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Re: [osg-users] shader or effect to show selected model

2008-08-12 Thread Fuesz, Matthew
Color overlays are fairly simple. A one-line fragment shader:

gl_FragColor = gl_Color * color_uniform;

Where color_uniform is a vec4 uniform specifying RGBA color.

This is the simplest of cases, of course. If you have other lighting or 
texturing going on, you would also need to account for that.


Matthew W. Fuesz
Software Engineer Asc.
Lockheed Martin STS
1210 Massillon Road
Akron, OH 44315
[EMAIL PROTECTED]
 
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Morné Pistorius
Sent: Tuesday, August 12, 2008 8:47 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] shader or effect to show selected model

I did have a look at osgScribe before posting, but overlaying the
wireframe is a bit heavy for models with very high polygon counts.  I
was looking for something a bit more subtle.

Cheers,
Morne

On Tue, Aug 12, 2008 at 12:13 PM, Paul Melis [EMAIL PROTECTED] wrote:
 Morné Pistorius wrote:

 Hi everybody,

 I am looking for a bit of inspiration.  I want to apply some sort of
 effect to a picked model in my scene to show that it has been
 selected.  Does anyone have some ideas (or an example shader or code
 snippet would be excellent!)  that they are willing to throw my way?
 Ideally I would like to have something that uses the geometry of the
 model itself, instead of creating new geometry.


 See the osgscribe example for a possible way...

 Paul

 Thanks!

 Regards,
 Morne
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Re: [osg-users] OSG Training, Austin, Texas, Oct 13-16

2008-08-12 Thread Paul Martz
Hi everyone -- Please note that Bob and I are changing the dates for our OSG
courses in Austin, TX. The courses will be held two weeks later, October
27-30, 2008. 
 
Please visit 
 http://www.skew-matrix.com/training.asp
http://www.skew-matrix.com/training.asp to register online and obtain the
latest course info.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 
 



  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Friday, August 01, 2008 1:43 PM
To: 'OpenSceneGraph Users'
Subject: [osg-users] OSG Training, Austin, Texas, Oct 13-16


http://www.skew-matrix.com/training.asp
 
Hi all -- Skew  http://www.skew-matrix.com/ Matrix Software and
http://www.blue-newt.com/ Blue Newt Software will bring their OSG training
to Austin, Texas, October 13-16, 2008.
 
The following courses will be offered: 

*   Introduction to OpenSceneGraph, Monday, October 13, 2008 

*   Intermediate OpenSceneGraph, Tuesday and Wednesday, October 14-15,
2008 

*   Terrain Databases in OpenSceneGraph, Thursday, October 16, 2008

All attendees will receive electronic copies of OpenSceneGraph Quick Start
Guide and OpenSceneGraph Reference Manual v2.2. 
 
For more information and to register online, visit:
http://www.skew-matrix.com/training.asp
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

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[osg-users] Subsscription error on OSG lists

2008-08-12 Thread Gordon Tomlinson
Hi Robert

Trying to subscribe with our new work email
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

But get the folling:


Bug in Mailman version 2.1.11

We're sorry, we hit a bug!

Please inform the webmaster for this site of this problem. Printing of
traceback and other system information has been explicitly inhibited, but
the webmaster can find this information in the Mailman error logs.

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Re: [osg-users] osg sequence timing

2008-08-12 Thread Robert Osfield
Hi Max,

Stopping the frame loop and restarting it without explictly adjusting
the simulation time to account for your frameloop stop is something
that I'd expect to cause problems - I also can't see how the OSG could
automatically catch this particular usage model.

Robert.

On Thu, Aug 7, 2008 at 6:26 PM, Max Bandazian [EMAIL PROTECTED] wrote:
 Hi,
 I am experiencing some buggy behavior relating to loaded openflight files
 containing sequences, and I would appreciate any suggestions. When such a
 file is loaded after the viewer has been running for a bit, the animation
 runs at the wrong speed. Here's some sample code that illustrates the
 problem:

   osg::ref_ptrosg::Group rootNode = new osg::Group;

   osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
   viewer-setUpViewOnSingleScreen(0);
   viewer-setSceneData(rootNode.get());
   viewer-setCameraManipulator(new osgGA::TrackballManipulator());

   viewer-realize();

   while(!viewer-done()  viewer-getFrameStamp()-getFrameNumber() 
 500)
   {
  viewer-frame();
   }

   osg::ref_ptrosg::Node modelNode =
 osgDB::readNodeFile(some_animation.flt);
   rootNode-addChild(modelNode.get());

   while(!viewer-done())
   {
  viewer-frame();
   }

 When the animation gets loaded in the above code, it runs much faster than
 it ought to for around 5 seconds, and then runs at the normal rate. It
 appears to be catching up with the frame time. Sending a visitor down
 every loaded flt file and setting sync to true on all sequences seems to fix
 the problem, but it seems like this should not be necessary.

 Thanks,
 Max Bandazian

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Re: [osg-users] osg sequence timing

2008-08-12 Thread Robert Osfield
Hi Max,

Stopping the frame loop and restarting it without explictly adjusting
the simulation time to account for your frameloop stop is something
that I'd expect to cause problems - I also can't see how the OSG could
automatically catch this particular usage model.

Robert.

On Thu, Aug 7, 2008 at 6:26 PM, Max Bandazian [EMAIL PROTECTED] wrote:
 Hi,
 I am experiencing some buggy behavior relating to loaded openflight files
 containing sequences, and I would appreciate any suggestions. When such a
 file is loaded after the viewer has been running for a bit, the animation
 runs at the wrong speed. Here's some sample code that illustrates the
 problem:

   osg::ref_ptrosg::Group rootNode = new osg::Group;

   osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
   viewer-setUpViewOnSingleScreen(0);
   viewer-setSceneData(rootNode.get());
   viewer-setCameraManipulator(new osgGA::TrackballManipulator());

   viewer-realize();

   while(!viewer-done()  viewer-getFrameStamp()-getFrameNumber() 
 500)
   {
  viewer-frame();
   }

   osg::ref_ptrosg::Node modelNode =
 osgDB::readNodeFile(some_animation.flt);
   rootNode-addChild(modelNode.get());

   while(!viewer-done())
   {
  viewer-frame();
   }

 When the animation gets loaded in the above code, it runs much faster than
 it ought to for around 5 seconds, and then runs at the normal rate. It
 appears to be catching up with the frame time. Sending a visitor down
 every loaded flt file and setting sync to true on all sequences seems to fix
 the problem, but it seems like this should not be necessary.

 Thanks,
 Max Bandazian

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Re: [osg-users] render to pixelbuffer, compute average cam image

2008-08-12 Thread Robert Osfield
Hi Fabian,

Creating a pbuffer or fbo is straight forward, have a look at the
osgprerender and osgscreencaptures for various takes on doing this.

Robert.

On Thu, Aug 7, 2008 at 10:58 AM, Fabian Bützow [EMAIL PROTECTED] wrote:
 Hello everybody,

 1) im new to osg, hello ;)

 2) i want to compute an average image out of several camera images.

 My plan is using glsl:
 draw the cam image as a texture to a screen-filling rectangle, set
 orthographic projection.
 render the rectangle several times, and divide the pixels by the number of
 render passes in the fragment shader.
 The results of the render passes need to be saved  added up in a
 pixelbuffer.

 question: how can i render to the pixelbuffer? (and is the plan ok? ;))
 And is there something like a pixelbuffer?

 i looked through several mailinglist posts, but found nothing concrete, and
 no tutorial at all concerning the buffer question..
 so pls help!

 cheers,
 Fabian

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Re: [osg-users] Picking and Using Selection

2008-08-12 Thread Robert Osfield
On Thu, Aug 7, 2008 at 2:10 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
 As for GL_SELECTION, I don't know why it's not offered as an alternative in
 OSG, but I'm sure there's a good reason.

GL_SELECTION is a really poor way to do picking, it requires a round
trip to the graphics card which would blow away the performance
completely.

Robert.
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[osg-users] usb joystick in openscenegraph

2008-08-12 Thread Joe Lyga
I'm interested in using a usb joystick and/or wheel with openscenegraph.
They're both usb human interface devices.  Has anyone done any work with usb
human interface devices in openscenegraph, or used usb gamepads, joysticks,
or wheels as inputs?

I've heard about a few solutions, including Object Oriented Input System,
SDL, and VPRN.  I'm looking for a multiplatform solution that doesn't
necessarily have to be that complicated.

Thanks!
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Re: [osg-users] Offline rendering

2008-08-12 Thread Robert Osfield
Hi Sam,

For just off screen rendering, and no other windowing,  you can use
pbuffer, see the osgscreencapture example in 2.6 for guidance.  If you
have a graphics context already then using a FBO will be just fine -
for this see osgprerender.

Robert.


On Thu, Aug 7, 2008 at 10:41 AM, Sam [EMAIL PROTECTED] wrote:
 Hello,
 some days ago I read some topics about offline rendering here but it was not
 important  then. Now I need it and cant find it (Some topics were out of
 date using osg::Produer)

 Anyway, I have a seperated logic where I need to render some scene but never
 show it, since osgViewer renders the image to the screen I need something
 where I can add my scene, add my light, render it to an image, work on the
 raw pixel data (which is basically the osg:Image raw data) and discard it.

 The problem with frame buffer objects is, as far as I remember, is that they
 need to be linked to the output that is seen on screen which is in my case
 not guaranteed.

 Is there a possibility to achieve that?

 Thanks
 Sam
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Re: [osg-users] usb joystick in openscenegraph

2008-08-12 Thread Mike Connell

Hi,

I was in the same position this summer. Previously I'd used SDL for a 
gamepad, but now needed to resurrect that code and redo it for a 
wheel+pedals.


I looked at vrpn but failed to really grok it. In the same time it took 
me to bash my head against the vrpn examples, I wrote the sdl code. The 
following should be enough for you to do a quick test. SDL also supports 
hats, and force-feedback was part of the Google Summer of Code, but I 
haven't seen any results of that yet.


best wishes

Mike
ps) Note this is hard-coded for 10 buttons+5axis

void testSDLJoystick() {

SDL_Joystick *joy;

// Initialize the joystick subsystem
SDL_InitSubSystem(SDL_INIT_JOYSTICK);

// Check for joystick
if(SDL_NumJoysticks()0){
 // Open joystick
 joy=SDL_JoystickOpen(0);
 
 if(joy)

 {
   printf(Opened Joystick 0\n);
   printf(Name: %s\n, SDL_JoystickName(0));
   printf(Number of Axes: %d\n, SDL_JoystickNumAxes(joy));
   printf(Number of Buttons: %d\n, SDL_JoystickNumButtons(joy));
   printf(Number of Balls: %d\n, SDL_JoystickNumBalls(joy));

   double axis[5];
   bool button[10];
   for(;;) {
   SDL_JoystickUpdate();
   printf(Joystick );
   for(int i=0;i5;i++) {
   axis[i]=SDL_JoystickGetAxis(joy,i) / 32768.0;
   printf(a_%d=%0.3f ,i,axis[i]);
   }
   for(int i=0;i10;i++) {
   button[i]=SDL_JoystickGetButton(joy,i);
   printf(b_%d=%d ,i,button[i]);
   }
   printf(\n);
   }

 }
 else
   printf(Couldn't open Joystick 0\n);
 
 // Close if opened

 if(SDL_JoystickOpened(0))
   SDL_JoystickClose(joy);
}

Joe Lyga wrote:
I'm interested in using a usb joystick and/or wheel with 
openscenegraph.  They're both usb human interface devices.  Has anyone 
done any work with usb human interface devices in openscenegraph, or 
used usb gamepads, joysticks, or wheels as inputs?


I've heard about a few solutions, including Object Oriented Input 
System, SDL, and VPRN.  I'm looking for a multiplatform solution that 
doesn't necessarily have to be that complicated.


Thanks!


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Re: [osg-users] DAE to OSG/IVE conversion problem when vertex are shared (OSG 2.4)

2008-08-12 Thread Robert Osfield
Hi Fabien,

I suspect there is a couple of issues here.  First up .ive doesn't
support sharing of vertex arrays, it's not a particular common need
which is probably why no one else has highlighted this requirement or
step forward to implement.  Adding won't be particularly difficult as
sharing of Nodes, Drawables and State is already supported, but it'll
require a increment of the ive version internal number/and careful
handling of backwards compatibility.  Same applies to .osg.  Feel free
to dive in and help implement it.

The other issue is that your .dae model is just 3Mb while the output
.ive is 250Mb, this screams to me that you have shared arrays in
separate geometry, whereas your model really should be setup as a
small number of geometry without shared arrays.   I haven't had a
chance to look at your model - I have a full inbox so am just skimming
right now, but I'd suggest you have a look at how many primitives are
in each geometry.

Robert.

On Mon, Aug 11, 2008 at 11:48 AM, Fabien Dachicourt [EMAIL PROTECTED] wrote:
 Hi all,
 Using osgconv on some DAE models to procude IVE files sometimes really
 increase the vertex count (and file size)
 I'm not talking about texture problem, but about geometry and vertex.

 It seems the problem appear when vertex arrays are shared in the DAE model
 (in a mesh entity) between several geomerties using distinct materials.
 When the DAE file is loaded in OSG, it seems ok, it looks like everything
 remains shared.
 But when we write the node (to IVE or OSG for instance, but it seems it
 appears in other formats too), the shared vertex array seems duplicated for
 each geometry, including useless vertex : it dramatically increase the
 object size (from 3 Mb to 250 Mb in my example).

 Using osgconv --simplify 1, we remove useless vertex and the problem is
 almost solved.

 Regarding this problem, I'm wondering if there is something to improve in
 OGS :
 - To support shared vertex arrays (and normals/textures arrays..) between
 geodes in OSG or IVE format
 - To remove any useless array element when writing nodes

 See this example,
 http://spaceyes.nerim.net/sample/sample_dae.zip

 Thanks in advance for your answers,
 Fabien
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Re: [osg-users] Seeking help in understanding HEADLIGHT light...

2008-08-12 Thread Robert Osfield
Hi Neil,

The Viewer has a default Light, setup so that it's an infinite light
coming from behind the eye point.  The methods for controlling the
Viewers light can be found in osg::View, so have a look at
include/osg/View.  Please note that you can switch off this default
light, and adjust its settings as well.

Robert.

On Mon, Aug 11, 2008 at 11:56 AM,  [EMAIL PROTECTED] wrote:
 Hi All,

 I'm trying to adjust the light that is created as part of the HEADLIGHT 
 option, as it appears to be washing out an another light that I have in my 
 scene. Essentially I'd like to take its effect down so that it only comes 
 into play when I'm close to an object.

 I've tried adjusting the light on the scenedecorator, and I'm monitoring the 
 apply function on the Light, and I see my values coming through, but I'm also 
 getting the original values coming through. Its as if I have two lights in 
 the room, but I haven't added any, other than the headlight option.

 In an attempt to track what was happening I've discovered that when the 
 camera is set up, it also has a light created. I don't know if this is 
 important or not.

 Can anyone help please ?

 Many thanks

 Neil
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Re: [osg-users] OpenSceneGraph in Maya view port

2008-08-12 Thread Robert Osfield
Hi Nicholoas,

I haven't any experience with using Maya let alone MViewportRenderer,
but add this in shouldn't be difficult - have a look at the
GraphicsWindowEmbedded feature in osgViewer as a means of quickly
integrating OSG rendering, see the osgsdl and osgglut examples to see
how this is used.  GraphicsWindowEmbedded usage should be done
strictly SingleThreaded so there shouldn't be any threading issues.

Robert.

On Mon, Aug 11, 2008 at 12:01 PM, Nicholas Yue [EMAIL PROTECTED] wrote:
 Hi,

   Has anyone successfully call OpenSceneGraph API from within a Maya
 (Autodesk) viewport OpenGL access mechanism e.g. MViewportRenderer?

   Was there any multi-threading issues to be aware of?

 Regards

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Re: [osg-users] FPS Motion Model

2008-08-12 Thread Robert Osfield
Hi Brad,

Recentering the mouse on every frame or event seems like a real
overkill.  I'd suggest you develop a manipulator that doesn't require
this.

Robert.

On Mon, Aug 11, 2008 at 3:51 PM, Anderegg, Bradley G
[EMAIL PROTECTED] wrote:
 Hi,



 I am trying to make an FPS style motion model using OSG.  Every frame I
 calculate the mouse translation and then reset the mouse back to the center
 of the screen.  The problem is if I call
 osgViewer::View::requestWarpPointer() to re-center the mouse I seem to flood
 the system with input events and the end result is that I seem to get much
 fewer mouse movement updates.  I changed my code to only re-center the mouse
 if the mouse moved, but even still I am only getting a mouse moved event
 about every third frame with continuous mouse movement.  This leads to a
 very choppy feeling mouse any ideas? Until the upgrade to OSG 2.0 the motion
 model worked fine, ever since it's seemed as though we are not re-centering
 it properly.  Is there a better way to re-center the mouse?



 Brad



 Senior Software Engineer

 Alion Science  Technology Corporation

 BMH Operation - A CMMI Maturity Level 3 Organization

 5365 Robin Hood Road, Suite 100

 Norfolk, VA 23513

 Desk:  (757) 857-5670 x257

 Fax:  (757) 857-6781

 www.alionscience.com



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Re: [osg-users] LineSegmentIntersector does not work with Billboards

2008-08-12 Thread Robert Osfield
Hi Judd,

I've just tried

  osgpick lz.osg

And zooming into the trees and attempting picking is showing no
intersections results where I'd expect.  Reviewing the relevent code
in IntersectionVisitor.cpp suggests that there is no special code for
handling the local model transforms that are required for billboards,
the so the answer is looks to be that even 2.6 hasn't had this problem
addressed. The relevant code is:

void IntersectionVisitor::apply(osg::Billboard billboard)
{
if (!enter(billboard)) return;

for(unsigned int i=0; ibillboard.getNumDrawables(); ++i)
{
intersect( billboard.getDrawable(i) );
}

leave();
}

Looking at the old IntersectVisitor.cpp code shows that it does have
some proper matrix code in there, which could probably copied across
into the IntersectionVisitor:



Robert.
void IntersectVisitor::apply(Billboard node)
{
if (!enterNode(node)) return;

// IntersectVisitor doesn't have getEyeLocal(), can we use
NodeVisitor::getEyePoint()?
const Vec3 eye_local = getEyePoint();

for(unsigned int i = 0; i  node.getNumDrawables(); i++ )
{
const Vec3 pos = node.getPosition(i);
osg::ref_ptrRefMatrix billboard_matrix = new RefMatrix;
node.computeMatrix(*billboard_matrix,eye_local,pos);

pushMatrix(billboard_matrix.get(), osg::Transform::RELATIVE_RF);

intersect(*node.getDrawable(i));

popMatrix();

}

leaveNode();
}

Try merging this code in. If it works out just post the changes to
osg-submissions.  Although it won't be in 2.6.0, this fix could
probably make it into later 2.6.x maintenance releases.

Robert.


On Mon, Aug 11, 2008 at 4:03 PM, Judd Tracy [EMAIL PROTECTED] wrote:
 The LineSegementIntersector in osg 2.4 does not work properly with
 Billboards.  Is there a fix in the SVN or that anyone else might have
 submitted that exists for this.  I have searched the SVN and as far as I can
 tell it has not been addressed.  Any help would be appreciated.

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

2008-08-12 Thread Robert Osfield
Hi Sam,

The OSG just passes data along to OpenGL so its usual to get a ground
in how the OpenGL pipeline computes vertex colours using the lighting
model/vertex colours, once you get your head around it you'll probably
be able to pinpoint what is happening i..e why you are getting grey.
You haven't really said enough about the setup of your scene graph for
me to guess why myself though...

What I can say though, is for a completely black object I'd just
switch off lighting completely for these objects, and set there the
geometries colour array to contain a black colour i.e. (0,0,0,1);

Robert.

On Mon, Aug 11, 2008 at 7:25 PM, Sam [EMAIL PROTECTED] wrote:
 Hello,

 on my scene there are several objects, light and many drawing modes on many
 models. Now I require an object to be drawn black, completely black and I am
 not sure how to achieve that.
 I have a node visitor that clears every possible state on a model and I set
 the normals and color arrays of the geometry to 0, so basically such an
 object should be black.
 But somehow it still has a color (something like grey, not entirely black)
 or it is completely white due to clearing all stats on the model.
 I can't figure out, how to make the model black, I thought putting a black
 emission color should do that, but it doens't :/

 Thanks
 Sam
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Re: [osg-users] Subsscription error on OSG lists

2008-08-12 Thread Robert Osfield
Hi Gordon,

I could send you email along to Dreamhost support, but I'd guess
they'd find it useful to know more about how you want about trying to
subscribe.

Also did the subscriptions succeed?  Does it still not work right now?

Robert.

On Tue, Aug 12, 2008 at 4:25 PM, Gordon Tomlinson
[EMAIL PROTECTED] wrote:
 Hi Robert

 Trying to subscribe with our new work email
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 But get the folling:


 Bug in Mailman version 2.1.11

 We're sorry, we hit a bug!

 Please inform the webmaster for this site of this problem. Printing of
 traceback and other system information has been explicitly inhibited, but
 the webmaster can find this information in the Mailman error logs.

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Re: [osg-users] usb joystick in openscenegraph

2008-08-12 Thread Jan Ciger

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Mike (and Joe),

Mike Connell wrote:
| Hi,
|
| I was in the same position this summer. Previously I'd used SDL for a
|  gamepad, but now needed to resurrect that code and redo it for a
| wheel+pedals.
|
| I looked at vrpn but failed to really grok it. In the same time it
| took me to bash my head against the vrpn examples, I wrote the sdl
| code. The following should be enough for you to do a quick test. SDL
| also supports hats, and force-feedback was part of the Google
| Summer of Code, but I haven't seen any results of that yet.
|

SDL is good if you need only simple joysticks/wheels etc. and do not
need network transparency.

On the other hand, if one requires network transparency because the
simulator machine(s) are separate from controller input or you need
support for HID controllers that are not joysticks - such as tablets,
the SpaceNavigator and similar, or virtual reality hardware, SDL will
not help you. VRPN was built for that. BTW, basic VRPN client is
probably even shorter than you SDL example.

Regarding force feedback - there is no support for that in any
officially released SDL version.

Regards,

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFIoeX5n11XseNj94gRAlR8AKC2RXleH50RFXFUzBKnAAhUNiu/aACg0DI6
JkOK/FuthnNucluwVmY05OI=
=Ogbu
-END PGP SIGNATURE-
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Re: [osg-users] FPS Motion Model

2008-08-12 Thread Judd Tracy
The problem is that through osg there is no way to get the raw mouse 
values.  In normal mouse mode you can get the x, y and the delta values 
but once you move the mouse to the extent of the window we no longer get 
deltas even though we move the mouse.  The quick and dirty solution is 
to recenter the mouse at 0,0 every time so that you can get the delta 
values.  If there was a way to access the raw mouse values so that even 
though the extent of the window was hit and you would still get delta 
updates then there would not be an issue.  If you have any ideas of how 
to build this type of motion model without having to warp the mouse 
pointer I would like to hear about them.


Judd

Robert Osfield wrote:

Hi Brad,

Recentering the mouse on every frame or event seems like a real
overkill.  I'd suggest you develop a manipulator that doesn't require
this.

Robert.

On Mon, Aug 11, 2008 at 3:51 PM, Anderegg, Bradley G
[EMAIL PROTECTED] wrote:
  

Hi,



I am trying to make an FPS style motion model using OSG.  Every frame I
calculate the mouse translation and then reset the mouse back to the center
of the screen.  The problem is if I call
osgViewer::View::requestWarpPointer() to re-center the mouse I seem to flood
the system with input events and the end result is that I seem to get much
fewer mouse movement updates.  I changed my code to only re-center the mouse
if the mouse moved, but even still I am only getting a mouse moved event
about every third frame with continuous mouse movement.  This leads to a
very choppy feeling mouse any ideas? Until the upgrade to OSG 2.0 the motion
model worked fine, ever since it's seemed as though we are not re-centering
it properly.  Is there a better way to re-center the mouse?



Brad



Senior Software Engineer

Alion Science  Technology Corporation

BMH Operation - A CMMI Maturity Level 3 Organization

5365 Robin Hood Road, Suite 100

Norfolk, VA 23513

Desk:  (757) 857-5670 x257

Fax:  (757) 857-6781

www.alionscience.com



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Re: [osg-users] Mouse motion models across multiple viewports

2008-08-12 Thread Robert Osfield
Hi Bob,

osgViewer does try to cope with multiple camera/window configurations
by projecting the local window coordinates into view coordinates -
normally this is enough to ensure consistent mouse values on mulitpipe
systems.  For a dome it could get a bit more tricky, and it wouldn't
certainly be easier if you did you use a joystick as it'd avoid any of
the coordinate reprojection issues.  I presume you have distortion
correction in the mix as well.

Robert.

On Thu, Aug 7, 2008 at 8:36 PM, Bob Balfour [EMAIL PROTECTED] wrote:
 I'm using OSG 2.4 in a 4-camera/projector viewport configuration (on a
 dome), and I'm finding (not necessarily unexpectedly) that fly, drive motion
 models are having difficulty operating properly, probably because the mouse
 is moving across viewports.

 Should it work OK, and I just have a configuration issue?, or suggestions on
 how to make them work across multiple viewports, or use a joystick instead
 of a mouse??

 Thanks for your suggestions...

 Bob.
 --

 Robert E. Balfour, Ph.D.
 Exec. V.P.  CTO,  BALFOUR Technologies LLC
 960 So. Broadway, Suite 108, Hicksville NY 11801
 Phone: (516)513-0030  Fax: (516)513-0027  email: [EMAIL PROTECTED]
 Solutions in four dimensions with fourDscape(R)

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Re: [osg-users] Render capability checking, is this a good way?

2008-08-12 Thread Robert Osfield
HI Viggo,

I'd suggest rather than have a high level loop, you just place the
tests for all levels right in side your myTestSupportOperationClass,
and then just query this after the realize to see what capabilities
you have.

Robert.

On Fri, Aug 8, 2008 at 11:50 AM, Viggo Løvli [EMAIL PROTECTED] wrote:
 Hi,

 I need to automatically check the rendering capabilities of the current
 hardware and chose rendering techniques from that. I want to find the best
 practical way to do this.

 I have looked into the OSGShaderTerrain example.
 It uses a osg::GraphicsOperation class to do actual capability checking.

 My application creates a osgViewer::CompositeViewer instance.
 Basically this is the initialization in pseudocode:

 viewer = new osgViewer::CompositeViewer();
 view = new osgViewer::View;
 viewer-addView( view );
 view-setSceneData( myRootNode );
 view-setUpViewInWindow( 100, 100, 1024, 768 );
 viewer-run();

 Now say that I have 3 different levels of rendering techniques:
 2 = Complex
 1 = Normal
 0 = Simple

 If I shall use the same method as done in the OSGShaderTerrain example, then
 I would write the code like this:

 level = 3
 while( level-- )
 {
 viewer = new osgViewer::CompositeViewer();
 capabilityChecker = new myTestSupportOperationClass( level );  //
 myTestSupportOperationClass is a specialized version of
 osg::GraphicsOperation.
 viewer-setRealizeOperation( capabilityChecker );
 view = new osgViewer::View;
 viewer-addView( view );
 view-setSceneData( myRootNode );
 view-setUpViewInWindow( 100, 100, 1024, 768 );
 viewer-realize();
 if( !capabilityChecker-_supported )
 {
 ..cleanup so we are ready to initialize again...
 continue; // Check one lower level...
 }
 viewer-run();
 break; // We did manage to run, so break the loop
 }

 I wonder if this is a good way to organize the capability testing?
 Is there other ways I should explore?


 QITODMWTAM-section (Questions I think OSG developers may want to ask me):
 --
 Q: What capabilities are you trying to check?
 A:
 I want to check if the current hardware can run shaders.
 I would also check basic stuff like how many texture units I can use.
 I would also check if I can render to an offscreen surface.
 I plan to give each special-effect that I write a capability checking
 function which I should be able to call from my specialization of the
 osg::GraphicsOperation class. Each piece of code I have that require
 checking will then be able to stop the system from using them if the
 capability needs are not met.

 Cheers,
 Viggo


 
 Windows Live SkyDrive. På tide å glemme minnepinnen.
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[osg-users] VPB for osg 2.4

2008-08-12 Thread Ralf Stokholm
Hi All

Anyone having succes with a specific version of VPB for osg 2.4?

Im building on windowsXP using vpbmaster and it seams to start out fine but
then stops loading the processors and uses a huge amount of memmory. It
dosent really seam to stop again.

Brgs.

Ralf Stokholm

Arenalogic
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Re: [osg-users] Has something changed regarding some of the plugin builds (the net plugin in particular) that might affect a Cygwin/Windows build

2008-08-12 Thread Robert Osfield
HI Brian,

Good to hear things moving forward with Cygwin stability.

As JS mentioned the net plugin has been deprecated, and just before
2.6 was moved out into the deprecated section of the OSG svn
repository, alongside the original OpenFlight plugin, this means that
the .net plugin isn't part of 2.6 nor svn trunk.

Could you try OSG-2.6 out and see how you get on.

Robert.

On Fri, Aug 8, 2008 at 8:38 PM, Brian Keener
[EMAIL PROTECTED] wrote:
 I have good news as far as Cygwin and OSG.  Cygwin has been doing a lot
 of work on max file name lengths and the like and with a recent cvs
 update of Cygwin and a recent svn of OSG it appears the hangs at the
 termination of some of the examples has gone away.  They appear to be
 closing normally now.  I am not sure what else has changed but I had
 read some on Cygwin and socket use and found an article on their forums
 about mixing Windows winsock libs with Cygwin sockets which attempt to
 emulate unix sockets I believe and I will say right here I do not
 understand a lot about sockets but was beginning to wonder from what I
 read if this might be an issue.  Actually I do believe that whether it
 be sockets or something else I do believe it may be that the hangs were
 related to something being mixed from the Windows world vs the Unix
 world since Cygwin sort of lives in both.

 That said I had commented the line in CMakeLists.txt that set
 OSG_SOCKET_LIB (wsock32)  and that was when I realized that the
 examples were terminating normally and I realized that libs like the
 net plugin had not been built and the line I commented is even
 mentioned in CMakeLists.txt in relation to the net plugin so I assumed
 they were related.  So to test a theory it was socket problem I put the
 line back and rebuilt - still no hang - examples terminate normal and
 still no net plugin - plus others.  So now I wonder if something else
 change in OSG that would keep these from building or what setting(s)
 might have something to do with why they would not build.

 Sometimes I can't leave well enough alone - can't be glad it is fixed
 now I have to know how to break it again or what might have fixed it
 permanent.

 bk



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[osg-users] Outlines using Stencil Buffer

2008-08-12 Thread Chris Glasnapp
Hello,

This is my first post, so please forgive any breech of etiquette.

I'm trying to use stencil buffers to achieve outlines around my
objects, as described in the following article:
http://www.codeproject.com/KB/openGL/Outline_Mode.aspx

I want to be able to display the outlines of objects regardless of
whether they are behind another object or not. For example, say I have
two objects: A and B. If Object A is partially occluded by Object B, I
want to display the entire outline of Object A, even the occluded
part.

The problem I'm running into is that when Object B is rendered first,
the silhouette for Object B is in the stencil buffer, which prevents
the outline surrounding the occluded parts of Object A from being
drawn.

Similarly, if Object A is rendered first, a part of the outline for
Object B will not be drawn because the silhouette of Object A is in
the stencil buffer.

This is a long way of saying: How do I clear the stencil buffer in the
middle of rendering?

I took a look at osg::ClearNode, but when I set its clear mask to
GL_STENCIL_BUFFER_BIT, it had an effect as if I had cleared the
GL_COLOR_BUFFER_BIT instead.

I am aware of the polygon offset method of outlining objects, but have
found the stencil buffer method to be much more accurate in my
application.

Thanks,
-Chris
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Re: [osg-users] FPS Motion Model

2008-08-12 Thread Robert Osfield
Hi Judd,

The OSG just adapts the windowing systems provided mouse xy values,
and as such is limited to the clapping that happens due to the
windowing systems.  Getting the delta moyse xy isn't supported, and
personaly I don't know how one would go about getting this extra info
from the various window systems, I'm open to suggestsions.

Robert.

On Tue, Aug 12, 2008 at 8:37 PM, Judd Tracy [EMAIL PROTECTED] wrote:
 The problem is that through osg there is no way to get the raw mouse values.
  In normal mouse mode you can get the x, y and the delta values but once you
 move the mouse to the extent of the window we no longer get deltas even
 though we move the mouse.  The quick and dirty solution is to recenter the
 mouse at 0,0 every time so that you can get the delta values.  If there was
 a way to access the raw mouse values so that even though the extent of the
 window was hit and you would still get delta updates then there would not be
 an issue.  If you have any ideas of how to build this type of motion model
 without having to warp the mouse pointer I would like to hear about them.

 Judd

 Robert Osfield wrote:

 Hi Brad,

 Recentering the mouse on every frame or event seems like a real
 overkill.  I'd suggest you develop a manipulator that doesn't require
 this.

 Robert.

 On Mon, Aug 11, 2008 at 3:51 PM, Anderegg, Bradley G
 [EMAIL PROTECTED] wrote:


 Hi,



 I am trying to make an FPS style motion model using OSG.  Every frame I
 calculate the mouse translation and then reset the mouse back to the
 center
 of the screen.  The problem is if I call
 osgViewer::View::requestWarpPointer() to re-center the mouse I seem to
 flood
 the system with input events and the end result is that I seem to get
 much
 fewer mouse movement updates.  I changed my code to only re-center the
 mouse
 if the mouse moved, but even still I am only getting a mouse moved event
 about every third frame with continuous mouse movement.  This leads to a
 very choppy feeling mouse any ideas? Until the upgrade to OSG 2.0 the
 motion
 model worked fine, ever since it's seemed as though we are not
 re-centering
 it properly.  Is there a better way to re-center the mouse?



 Brad



 Senior Software Engineer

 Alion Science  Technology Corporation

 BMH Operation - A CMMI Maturity Level 3 Organization

 5365 Robin Hood Road, Suite 100

 Norfolk, VA 23513

 Desk:  (757) 857-5670 x257

 Fax:  (757) 857-6781

 www.alionscience.com



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Re: [osg-users] VPB for osg 2.4

2008-08-12 Thread Robert Osfield
On Tue, Aug 12, 2008 at 8:54 PM, Ralf Stokholm [EMAIL PROTECTED] wrote:
 Hi All

 Anyone having succes with a specific version of VPB for osg 2.4?

I didn't tag a specific version of VPB for use with OSG.  VPB is still
in beta.  I have to recommend using VPB svn trunk against OSG 2.6 for
best stability.

 Im building on windowsXP using vpbmaster and it seams to start out fine but
 then stops loading the processors and uses a huge amount of memmory. It
 dosent really seam to stop again.

This isn't really enough info to be able to guess what might be up.
If you try out the VPB svn trunk and OSG 2.6, and then provide the
build info that you've used when you've hit problems so that others
can try to recreate it.

Also try building databases under a Unix system, such as Linux, as the
Windows file system really sucks at handling large datasets that VPB
churns through, you'll find performance double or more with a decent
file system.

Robert.
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Re: [osg-users] Outlines using Stencil Buffer

2008-08-12 Thread Robert Osfield
Hi Chris,

In OSG-2.6 the osg::Camera and associate rendering setup code in the
rendering backend provide support for controlling the clearing of
colour, depth and stencil buffers.  You could use this to do your
multipass technique by decorating the phase you want to control with a
Camera that sets the clear of the stencil buffer, but not the colour
or depth.

Robert.

On Tue, Aug 12, 2008 at 8:59 PM, Chris Glasnapp
[EMAIL PROTECTED] wrote:
 Hello,

 This is my first post, so please forgive any breech of etiquette.

 I'm trying to use stencil buffers to achieve outlines around my
 objects, as described in the following article:
 http://www.codeproject.com/KB/openGL/Outline_Mode.aspx

 I want to be able to display the outlines of objects regardless of
 whether they are behind another object or not. For example, say I have
 two objects: A and B. If Object A is partially occluded by Object B, I
 want to display the entire outline of Object A, even the occluded
 part.

 The problem I'm running into is that when Object B is rendered first,
 the silhouette for Object B is in the stencil buffer, which prevents
 the outline surrounding the occluded parts of Object A from being
 drawn.

 Similarly, if Object A is rendered first, a part of the outline for
 Object B will not be drawn because the silhouette of Object A is in
 the stencil buffer.

 This is a long way of saying: How do I clear the stencil buffer in the
 middle of rendering?

 I took a look at osg::ClearNode, but when I set its clear mask to
 GL_STENCIL_BUFFER_BIT, it had an effect as if I had cleared the
 GL_COLOR_BUFFER_BIT instead.

 I am aware of the polygon offset method of outlining objects, but have
 found the stencil buffer method to be much more accurate in my
 application.

 Thanks,
 -Chris
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Re: [osg-users] VPB for osg 2.4

2008-08-12 Thread Ralf Stokholm
Hi Robert

Thanks for the promt answer. im afraid I cant upgrade to osg 2.6 right now,
we are using delta3d and it is currently constrained to 2.4.

I could try building using the latest tagged VPB 0.9.7 with OSG 2.3.6 would
a dataset created with this combination work with osg 2.4?

Brgs.

Ralf
2008/8/12 Robert Osfield [EMAIL PROTECTED]

 On Tue, Aug 12, 2008 at 8:54 PM, Ralf Stokholm [EMAIL PROTECTED]
 wrote:
  Hi All
 
  Anyone having succes with a specific version of VPB for osg 2.4?

 I didn't tag a specific version of VPB for use with OSG.  VPB is still
 in beta.  I have to recommend using VPB svn trunk against OSG 2.6 for
 best stability.

  Im building on windowsXP using vpbmaster and it seams to start out fine
 but
  then stops loading the processors and uses a huge amount of memmory. It
  dosent really seam to stop again.

 This isn't really enough info to be able to guess what might be up.
 If you try out the VPB svn trunk and OSG 2.6, and then provide the
 build info that you've used when you've hit problems so that others
 can try to recreate it.

 Also try building databases under a Unix system, such as Linux, as the
 Windows file system really sucks at handling large datasets that VPB
 churns through, you'll find performance double or more with a decent
 file system.

 Robert.
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Re: [osg-users] VPB for osg 2.4

2008-08-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Ralf,

I'm using VPB 0.9.7 with OSG 2.4 on Windows XP SP2. Other than the
performance issues Robert pointed out on Windows, I'm having good success. 

An example command I'm using is:

osgdem --TERRAIN --PagedLOD --geocentric -t texture/w113 -d dted/w113 -l 8
-o terrain/terraintiles.ive

Hope this helps...
-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ralf
Stokholm
Sent: Tuesday, August 12, 2008 1:54 PM
To: OpenSceneGraph Users
Subject: [osg-users] VPB for osg 2.4

Hi All
 
Anyone having succes with a specific version of VPB for osg 2.4?
 
Im building on windowsXP using vpbmaster and it seams to start out fine but
then stops loading the processors and uses a huge amount of memmory. It
dosent really seam to stop again.
 
Brgs.
 
Ralf Stokholm
 
Arenalogic


smime.p7s
Description: S/MIME cryptographic signature
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Re: [osg-users] VPB for osg 2.4

2008-08-12 Thread Robert Osfield
Hi Ralf,

It should be straight forward to recompile Delta3D against OSG 2.6,
while it's isn't binary compatible with OSG 2.4 the API is very close
and shouldn't introduce any porting issues.

Robert.

On Tue, Aug 12, 2008 at 9:19 PM, Ralf Stokholm [EMAIL PROTECTED] wrote:
 Hi Robert

 Thanks for the promt answer. im afraid I cant upgrade to osg 2.6 right now,
 we are using delta3d and it is currently constrained to 2.4.

 I could try building using the latest tagged VPB 0.9.7 with OSG 2.3.6 would
 a dataset created with this combination work with osg 2.4?

 Brgs.

 Ralf
 2008/8/12 Robert Osfield [EMAIL PROTECTED]

 On Tue, Aug 12, 2008 at 8:54 PM, Ralf Stokholm [EMAIL PROTECTED]
 wrote:
  Hi All
 
  Anyone having succes with a specific version of VPB for osg 2.4?

 I didn't tag a specific version of VPB for use with OSG.  VPB is still
 in beta.  I have to recommend using VPB svn trunk against OSG 2.6 for
 best stability.

  Im building on windowsXP using vpbmaster and it seams to start out fine
  but
  then stops loading the processors and uses a huge amount of memmory. It
  dosent really seam to stop again.

 This isn't really enough info to be able to guess what might be up.
 If you try out the VPB svn trunk and OSG 2.6, and then provide the
 build info that you've used when you've hit problems so that others
 can try to recreate it.

 Also try building databases under a Unix system, such as Linux, as the
 Windows file system really sucks at handling large datasets that VPB
 churns through, you'll find performance double or more with a decent
 file system.

 Robert.
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Re: [osg-users] VPB for osg 2.4

2008-08-12 Thread Ralf Stokholm
 Hi again

Yea, i just went over the latest release branch on delta3d, and it seams
like they have indeed made the change to osg 2.6 ...  Im so sry i didnt
bother to do this first. My only apology is that there was a series of
postings on the delta3d forum a while back surgesting that making the switch
to 2.6 was not trivial.

Sry

Fortunatly it will allow me to stay with VPB head once i make the switch to
newest delta.

Btw i succesfully build a 640 Gig dataset using vpb -r914 on windows XP so
its not impossible on windows :)

Brgs.

Ralf

2008/8/12 Robert Osfield [EMAIL PROTECTED]

 Hi Ralf,

 It should be straight forward to recompile Delta3D against OSG 2.6,
 while it's isn't binary compatible with OSG 2.4 the API is very close
 and shouldn't introduce any porting issues.

 Robert.

 On Tue, Aug 12, 2008 at 9:19 PM, Ralf Stokholm [EMAIL PROTECTED]
 wrote:
  Hi Robert
 
  Thanks for the promt answer. im afraid I cant upgrade to osg 2.6 right
 now,
  we are using delta3d and it is currently constrained to 2.4.
 
  I could try building using the latest tagged VPB 0.9.7 with OSG 2.3.6
 would
  a dataset created with this combination work with osg 2.4?
 
  Brgs.
 
  Ralf
  2008/8/12 Robert Osfield [EMAIL PROTECTED]
 
  On Tue, Aug 12, 2008 at 8:54 PM, Ralf Stokholm [EMAIL PROTECTED]
 
  wrote:
   Hi All
  
   Anyone having succes with a specific version of VPB for osg 2.4?
 
  I didn't tag a specific version of VPB for use with OSG.  VPB is still
  in beta.  I have to recommend using VPB svn trunk against OSG 2.6 for
  best stability.
 
   Im building on windowsXP using vpbmaster and it seams to start out
 fine
   but
   then stops loading the processors and uses a huge amount of memmory.
 It
   dosent really seam to stop again.
 
  This isn't really enough info to be able to guess what might be up.
  If you try out the VPB svn trunk and OSG 2.6, and then provide the
  build info that you've used when you've hit problems so that others
  can try to recreate it.
 
  Also try building databases under a Unix system, such as Linux, as the
  Windows file system really sucks at handling large datasets that VPB
  churns through, you'll find performance double or more with a decent
  file system.
 
  Robert.
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Re: [osg-users] Has something changed regarding some of the plugin builds (the net plugin in particular) that might affect a Cygwin/Windows build

2008-08-12 Thread Brian Keener
Robert Osfield wrote:
 As JS mentioned the net plugin has been deprecated, and just before
 2.6 was moved out into the deprecated section of the OSG svn
 repository, alongside the original OpenFlight plugin, this means that
 the .net plugin isn't part of 2.6 nor svn trunk.
 
 Could you try OSG-2.6 out and see how you get on.

I have been working from the current svn's and did not have curl 
installed on Cygwin but do now.  Haven't had a chance to compare what 
plugins should be building vs what is but program that were hanging are 
now completing normal.  Just have to work out a few debug vs release 
issues (at least in my mind issues) as far as when it uses the 
DEBUG_POSTFIX and when it shouldn't.

bk



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Re: [osg-users] FPS Motion Model

2008-08-12 Thread Jason Daly

Robert Osfield wrote:

Hi Judd,

The OSG just adapts the windowing systems provided mouse xy values,
and as such is limited to the clapping that happens due to the
windowing systems.  Getting the delta moyse xy isn't supported, and
personaly I don't know how one would go about getting this extra info
from the various window systems, I'm open to suggestsions.
  


The way we handled this is to provide wrapping of the mouse to the other 
side of the screen/window when the pointer gets within a few pixels of 
the edge.  The pointer values are returned as normal (and reflect the 
change in position), but the delta values stay consistent (the pointer 
position is tracking internally and the extra movement from the warp is 
subtracted out).  For us this provided nice, smooth delta values that we 
used to create an FPS motion model (among others).


We just had to add a couple of extra functions to enable/disable the 
wrapping behavior (not everyone will want it), and we also had to 
implement grabbing of the pointer (restricting it to the window) for 
windowed applications, otherwise it was possible for the pointer to 
leave the window if you moved it fast enough.


Unfortunately, none of this code was implemented in OSG, so I can't 
contribute it (and I'm not in a position where I can port it right 
now).  Maybe the idea will work for someone, though.


--J

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