Re: [osg-users] Camera rotation on three axes

2008-11-05 Thread Steven Saunderson

- From: John Vidar Larring at 2008-10-30 21:42-

Hi Steven,

Here is a snipplet of code from the osgautocapture example that I just
sent to osg-submissions (if my email got through?), provided as is. I
hope it might be of help:


Hi John,

Thanks for the code.  I tried it (and it also rekindled my interest in 
ViewMatrixLookAt) but I still got gimbal-lock.  Perhaps my 
implementation of your code is faulty.


I've spent days now trying to learn enough about quaternions.  This 
almost works but my calculation for the rotation angle is still 
wrong.  Is there a function in OSG for calculating a quaternion from 
euler angles ?  I've searched but haven't found anything.


The standard code to calculate a quaternion uses w = cosx * cosy * cosz 
+ sinx * siny * sinz.  This doesn't seem right to me and it doesn't work 
in my testing.  I would expect the final rotation to be between the 
largest input rotation and PI.


I hope this post is sufficiently on-topic for the osg-users list.  I 
apologise if I should be looking elsewhere.


Thanks,
Steven

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Re: [osg-users] osgDB loader question

2008-11-05 Thread Robert Osfield
Hi Sean,

As Wang Rui pointed out the osgDB::ReaderWriter's have a
readNode/writeNode(std::istream,Options*) interface that a number of
plugins support.  The easiest way to use it in the case of a byte
buffer is to create a std::stringstream, populate this than pass it
in.

Have a look at the src/osgPlugin/curl for an example of this in action.

Robert.

On Tue, Nov 4, 2008 at 10:28 PM, Sean Spicer [EMAIL PROTECTED] wrote:
 Is there a way to load files from a byte-buffer?  I'd like to be able to
 store certain shape-files as resources and load them with something similar
 to:

 osgDB::readNodeFile(shapeFile)

 something like:

 osgDb::readFromByteBuffer(char *buffer, size_t size);

 I can't find anything like this in the API, does it exist?

 cheers,

 sean

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Re: [osg-users] reseting position/rotation/scale

2008-11-05 Thread Robert Osfield
HI could you sign the name you wish to be addressed with on your mails

As for you errors, have you done any debugging???  Like looked at the
values of the matrix you are setting?  Does it contain invalid values?

Robert.

On Wed, Nov 5, 2008 at 5:36 AM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
 G'Day. I have some questions about osg.

 There is function MatrixTransform for reseting position/rotation/scale.
 [code]
 osg::Matrix mat;
 if (!position) mat.preMult 
 (osg::Matrix::translate(MyTransformMatrix-getMatrix().getTrans()));
 if (!rotate) mat.preMult 
 (osg::Matrix::rotate(MyTransformMatrix-getMatrix().getRotate()));
 if (!scale) mat.preMult 
 (osg::Matrix::scale(MyTransformMatrix-getMatrix().getScale()));
 MyTransformMatrix-setMatrix (mat);
 [/code]
 When call this function often ,time by time objects disappeare from the 
 screen and OpenGL writes many errors. Whyt can this happens?
 OSG 2.6.x, 2.7.x; MS VS2009
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Re: [osg-users] Camera rotation on three axes

2008-11-05 Thread J.P. Delport

Hi,

Steven Saunderson wrote:

- From: John Vidar Larring at 2008-10-30 21:42-

Hi Steven,

Here is a snipplet of code from the osgautocapture example that I just
sent to osg-submissions (if my email got through?), provided as is. I
hope it might be of help:


Hi John,

Thanks for the code.  I tried it (and it also rekindled my interest in 
ViewMatrixLookAt) but I still got gimbal-lock.  Perhaps my 
implementation of your code is faulty.


I've spent days now trying to learn enough about quaternions.  This 
almost works but my calculation for the rotation angle is still wrong.  
Is there a function in OSG for calculating a quaternion from euler 
angles ?  I've searched but haven't found anything.


You can make a quat from three angles and three axes:

osg::Quat lori = osg::Quat(osg::DegreesToRadians(heading),
   osg::Vec3d(0,0,1),
   osg::DegreesToRadians(pitch),
   osg::Vec3d(0,1,0),
   osg::DegreesToRadians(roll),
   osg::Vec3d(1,0,0));

Make sure the order is what you need.



The standard code to calculate a quaternion uses w = cosx * cosy * cosz 
+ sinx * siny * sinz.  This doesn't seem right to me and it doesn't work 
in my testing.  I would expect the final rotation to be between the 
largest input rotation and PI.


I hope this post is sufficiently on-topic for the osg-users list.  I 
apologise if I should be looking elsewhere.


Thanks,
Steven


jp


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Re: [osg-users] Camera rotation on three axes

2008-11-05 Thread Paul Melis

Hi Steven,

Steven Saunderson wrote:

- From: John Vidar Larring at 2008-10-30 21:42-

Here is a snipplet of code from the osgautocapture example that I just
sent to osg-submissions (if my email got through?), provided as is. I
hope it might be of help:


Thanks for the code.  I tried it (and it also rekindled my interest in 
ViewMatrixLookAt) but I still got gimbal-lock.  Perhaps my 
implementation of your code is faulty.


I've spent days now trying to learn enough about quaternions.  This 
almost works but my calculation for the rotation angle is still 
wrong.  Is there a function in OSG for calculating a quaternion from 
euler angles ?  I've searched but haven't found anything.


Maybe the following is an easier way to accomplish what you want, as I 
don't see why you are trying to calculate angles...


Assume that you want to apply the pitch, roll and yaw rotations to your 
plane in that order. Also assume that you have your plane centered at 
the origin with its nose looking down the positive Y axis and its 
top-side pointing in direction of the positive Z axis. The pitch 
rotation can then simply be around the global X axis.


However, the roll and yaw rotations will need to be around axes other 
than the global Y and Z, as otherwise they don't take the changed plane 
orientation due to pitch (and roll for the yaw rotation) into account.


For this, keep track of two helper points (osg::Vec3's): the first one, 
p1, is at (0, 1, 0), the second one, p2, is at (0, 0, 1).


When you have calculated your pitch transformation, using for example, 
osg::Quat(pitch_angle /* in radians */, osg::X_AXIS), you also transform 
p1 with this quaternion. Let's call this transformed point p1t, and you 
can simply p1t = q * p1 to get the transformed point. To apply the roll 
rotation to the plane we then need to rotate around the vector that goes 
through pt1 and the origin. This vector is simply p1t. So the roll 
rotation would then be osg::Quat(roll_angle, p1t).


To apply the yaw rotation we need to transform p2 first by the pitch 
rotation followed by the roll rotation: p2t = pitch_transform * 
roll_transform * p2.

Then the yaw rotation will be osg::Quat(yaw_angle, p2t).

We now have three rotations defined by three quaternions. We only have 
to combine these into a single transformtion to get the final plane 
transformation:

q_final = q_pitch * q_roll * q_yaw

To convert q_final to a transformation matrix that you can pass to e.g. 
osg::MatrixTransform::setMatrix() you can use

osg::Matrix m;
q_final.get(m);
// m will now contain the quaternion in matrix form

Hope this helps,
Paul


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Re: [osg-users] reseting position/rotation/scale

2008-11-05 Thread J.P. Delport

Hi ?,

as Robert suggested, print out some values of the matrices to make sure 
that they are valid and that the multiplication order you are using is 
correct.


OSG has functions for printing matrix values to screen, see / search for 
osg/io_utils.


jp

GMD GammerMaxyandex.ru wrote:
G'Day. I have some questions about osg. 


There is function MatrixTransform for reseting position/rotation/scale.
[code]
osg::Matrix mat;
if (!position) mat.preMult 
(osg::Matrix::translate(MyTransformMatrix-getMatrix().getTrans()));
if (!rotate) mat.preMult 
(osg::Matrix::rotate(MyTransformMatrix-getMatrix().getRotate()));
if (!scale) mat.preMult 
(osg::Matrix::scale(MyTransformMatrix-getMatrix().getScale()));
MyTransformMatrix-setMatrix (mat);
[/code]
When call this function often ,time by time objects disappeare from the screen 
and OpenGL writes many errors. Whyt can this happens?
OSG 2.6.x, 2.7.x; MS VS2009 
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[osg-users] Tone mapping algorithms

2008-11-05 Thread josselin . petit

Hi,

I just would like to know if some persons have implemented some tone  
mapping algorithms in OSG (others that the one in OSG PPU, like  
Reinhard in Photographic Tone Reproduction for Digital Images in  
2002 or others algorithms), using OSG PPU or not.


I would like to know if you have some problems with these algorithms  
(like me...), particulary with the computation of the log-average  
luminance of the high dynamic range image.


Else, what results have you ? Nice rendering ? Good frame rate ?

Thanks in advance,
Josselin Petit.


This message was sent using IMP, the Internet Messaging Program.

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Re: [osg-users] composite view and cameras question

2008-11-05 Thread Robert Osfield
Hi Peter,

You usage is very much a case of two cameras that contribute to build
a single view.

David suggests the osgdepthpartion example, this is a good place to
start, it creates two cameras in the scene graph for the purpose of
partitioning the scene for better z precision.  This was written
before osgViewer came into being, and these days it'd actually be
better to implement the same functionality but as two slave Camera's
in a single View.

The Camera settings for in scene graph or in viewer will be very
similar, the main difference will be the conceptual element - the
Camera configuration is really related to the viewer rather than
something related to the scene so this particular task is most
naturally suited to a Camera in the viewer.  Practicalities also
favour the slave Camera in the Viewer approach.

In terms of Camera setup, have a look at the osgwindow example - this
shears the projection matrix by doing a post translate.  You are doing
something kinda similar - but modifying the depth range of the
projection matrix instead for each of the Camera, and the other
difference would be that you'd disable the compute of near/far and
enable culling of the near/far planes, and share the same graphics
context between the two cameras.

Robert.

On Tue, Nov 4, 2008 at 7:25 PM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
 Hi Robert,

 To answer the question about the two views, i'll have to explain the problem
 that made us to use the two views.

 We have a terrain and an airplane... the problem is the terrain has a lot of
 decals
 and was giving z-fighting problems. The terrain is generated by a 3rd party
 software
 so we are limited in adding anykind of bias to the decals or objects causing
 the
 z-problem. To solve this problem we decided to render the plane in one we
 and the
 terrain in another. This way the near-far plane is shorter for each view
 allowing us
 greater z precision. The z fighting problem disappeared and we are happy,
 but we never
 really did find an elegant way of syncing the two cameras.

 Perhaps there is a better solution to this problem, if so I would love to
 hear it.

 We talked about using slave cameras to solve the problem, don't know if this
 is the way
 but I was going to do some testing with it tommorow.

 You last suggestion about copying all view setting is also something we have
 talked about,
 but again before taking that direction I wanted to hear if there was an
 elegant way instead
 of the more hacked way of doing it.

 regards,
 Peter Wraae Marino

 On Tue, Nov 4, 2008 at 3:52 PM, Robert Osfield [EMAIL PROTECTED]
 wrote:

 Hi Peter,

 On Tue, Nov 4, 2008 at 2:21 PM, Peter Wraae Marino [EMAIL PROTECTED]
 wrote:
  when having a composite view I have two camera, one for each view.
  Is there an elegant way of syncing these two cameras? so they have
  the same fov, position, direction, and so on...

 What is different between the two Views?  I do wonder if a single View
 with two slave Cameras might not be more suitable.

 If you do have two different View's such as with two different scene
 graphs then perhaps sharing a single CameraManipulator between the two
 views might do the trick - I've never tried this though so odd things
 might happen.

 The other approach would be to attach a CameraManipulator to one View,
 then on each frame copy the first view's Camera settings to the second
 View.   You'd need to break the viewer.frame() up into it's parts so
 you could do the sync just before the call to renderingTraversals().

 Robert.
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 Regards,
 Peter Wraae Marino

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Re: [osg-users] scale bug?

2008-11-05 Thread Robert Osfield
Hi ??

Scaling works just fine in the OSG, it's code that has been used for
many years in many different ways, and there are no bugs with it I'm
aware of.  As to what the problem is are you end, can't really say
given your code segment and the lack of context.

Robert.

On Wed, Nov 5, 2008 at 5:35 AM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
 G'Day. I have some questions about osg.

 1. I have 2 functions: first sets relative scalation, second - absolute. 
 First function works
 [code]
 osg::Matrix matrix = MyTransformMatrix-getMatrix();
 matrix.preMult(osg::Matrix::scale(dx,dy,dz));
 MyTransformMatrix-setMatrix(matrix);
 [/code]

 Second doesn't - scalation works, but rotation of object changes too 
 (casually).
 [code]
 osg::Matrix mat;
 mat.preMult 
 (osg::Matrix::translate(MyTransformMatrix-getMatrix().getTrans()));
 mat.preMult (osg::Matrix::rotate 
 (MyTransformMatrix-getMatrix().getRotate()));
 mat.preMult (osg::Matrix::scale (ax,ay,az));
 MyTransformMatrix-setMatrix (mat);
 [/code]

 Where can be mistake?
 OSG 2.6.x, 2.7.x; MS VS2009.
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Re: [osg-users] Is there paid OSG-user support?

2008-11-05 Thread Cedric Pinson

Hi,
If you want services on osg, you can find a list of contractors here
http://www.openscenegraph.org/projects/osg/wiki/Community/Contractors

Cheers,
Cedric

GMD GammerMaxyandex.ru wrote:

Is there paid OSG-user support? I have question like How may it be done 
better?,
and can pay for consulting (for example througth WebMoney). Is it real? 
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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Robert Osfield
Hi Jan,

On Wed, Nov 5, 2008 at 7:05 AM, Jan Ciger [EMAIL PROTECTED] wrote:
 From what I understand, in addition to OSG/Cal, OSG has some animation
 features built in.  Which animation libraries or extensions are ideal
 for handling .3ds models with skeletal animation?


 You can use osgCal or ReplicantBody. Both are based on the Cal3D library
 for skeletal animation and allow you to provide custom skeleton. There
 are mature exporters for all major modelers and animation packages - 3DS
 Max, Maya, Blender.

 However, both Replicant and osgCal have their advantages and drawbacks,
 especially Replicant has quite slow rendering - if you need only few
 characters it will work, but will not scale very well.

Your experience on CAL/OSG integration would be useful a guide for the
osgAnimation development.  My hope is that osgAnimation would be able
to replace osgCal usage, but without any experience with osgCal I
can't say how easy as step this is right now, or how easy this can be
made, so... it would be useful to get feedback from those who've been
using osgCal/ReplicantBody as to what is missing/needs improving on
osgAnimation to make it possible to move apps over to osgAnimation.

Robert.
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Re: [osg-users] VirtualPlantBuilder Ubuntu 64bit Quad Core only using single core

2008-11-05 Thread Robert Osfield
Hi Mark,

You don't make any mention of what tools you are invoking in VPB. At a
guess you are probably just running osgdem with is for the most part
single threaded.  If you want multi-threaded usage then use vpbmaster,
which you provide a machines text file which outline your cluster or
without this it'll just run on all the cores available.

Robert.

On Tue, Nov 4, 2008 at 9:56 PM, Mark Yantek [EMAIL PROTECTED] wrote:
 OSG-USERS,



 My build of VirtualPlanetBuilder(VPB) 0.9.1 only utilizes one core out of
 the available four. Is there a way to tell VPB to use more than one core?



 I'm using Ubuntu 8.10 64-bit with an Intel quad core CPU.



 Thanks



 -Mark Yantek



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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-05 Thread Cedric Pinson

Hi,

Sorry i misunderstood, yes you can do it like you describe.

Cheers,
Cedric

Sukender wrote:

Hi again,

Err... I think I missed something. What I plan to do is:
- Check out osgWidget-dev branch
- Use osgAnimation from the branch in my project (under Win32)
- Send back *potential* modifications as an archive of modified sources on the 
osg-submissions list. These sources would always be made from the HEAD 
revision, since I only have to update my working copy.

Is that okay for both of you?

Sincerely,

  


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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Cedric Pinson

Hi,
Yes it would be great to have feedback. After writing osgCal (the gpl 
version) i decided to re design everything to make something new now 
called osgAnimation. I would like very much to have report from osgCal 
community and replicant body.


osgAnimation is young and need lot of work. Don't hesitate to contrib or 
to comment it


Cheers,
Cedric

Jan Ciger wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Dusten Sobotta wrote:
  

Hello,

From what I understand, in addition to OSG/Cal, OSG has some animation
features built in.  Which animation libraries or extensions are ideal
for handling .3ds models with skeletal animation?




You can use osgCal or ReplicantBody. Both are based on the Cal3D library
for skeletal animation and allow you to provide custom skeleton. There
are mature exporters for all major modelers and animation packages - 3DS
Max, Maya, Blender.

However, both Replicant and osgCal have their advantages and drawbacks,
especially Replicant has quite slow rendering - if you need only few
characters it will work, but will not scale very well.

Regards,

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

iD8DBQFJEUWwn11XseNj94gRAnuXAKC9+EbaOmNrPIgWFIOS4R5T6kih3ACgy7CU
z0zEpJf5YPnnUG9WGTwgPsQ=
=3rO4
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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Laurent Di Cesare

Cedric Pinson a écrit :

Hi,
Yes it would be great to have feedback. After writing osgCal (the gpl 
version) i decided to re design everything to make something new now 
called osgAnimation. I would like very much to have report from osgCal 
community and replicant body.


My main issue with osgCal (osgCal2 actually, the not GPL'd one) is with 
regards export format and error handling.
It's very common for my graphist to make a model, animate it in 3ds, 
export it and then it just doesn't work, usually due to material-related 
errors, which are extremely hard to understand (particularly for a 
graphist). So whatever osgAnimation does and whatever format it uses, 
I'd say the most important things are:

- Not GPL
- Reliable export tools (cal3d xml/compiled versions are nice since xml 
is easier to debug) (ideally import too)
- Verbose/understandable error reporting when a model doesn't load so 
you can know what part of the model (sekeleton, material, ...) fails
osgAnimation is young and need lot of work. Don't hesitate to contrib 
or to comment it


Cheers,
Cedric

Jan Ciger wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Dusten Sobotta wrote:
 

Hello,

From what I understand, in addition to OSG/Cal, OSG has some animation
features built in.  Which animation libraries or extensions are ideal
for handling .3ds models with skeletal animation?




You can use osgCal or ReplicantBody. Both are based on the Cal3D library
for skeletal animation and allow you to provide custom skeleton. There
are mature exporters for all major modelers and animation packages - 3DS
Max, Maya, Blender.

However, both Replicant and osgCal have their advantages and drawbacks,
especially Replicant has quite slow rendering - if you need only few
characters it will work, but will not scale very well.

Regards,

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

iD8DBQFJEUWwn11XseNj94gRAnuXAKC9+EbaOmNrPIgWFIOS4R5T6kih3ACgy7CU
z0zEpJf5YPnnUG9WGTwgPsQ=
=3rO4
-END PGP SIGNATURE-
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Re: [osg-users] OSG MFC Fullscreen

2008-11-05 Thread Alan Harris

Hi

The attached code snippet should help.

Regards
Alan Harris

Albino Rodrigues wrote:


Hi Simon,

Thanks for the reply.

I didn’t have much luck with ChangeDisplaySettingsEx

However, I found this 
http://www.codeguru.com/forum/showthread.php?t=363365 and it’s worked 
quite well. It’s a “fake” fullscreen where you hide components of your 
GUI and stretch the drawing window. It needs a bit of tweaking here 
and there.


Bino

*From:* [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] *On Behalf Of 
*Simon Hammett

*Sent:* Monday, 3 November 2008 7:11 PM
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] OSG MFC Fullscreen

Try

ChangeDisplaySettingsEx

Not sure how that interacts with MFC though.

2008/11/3 Albino Rodrigues [EMAIL PROTECTED] 
mailto:[EMAIL PROTECTED]


Hi,

I've created an application based off the OSG MFC example.

Does anyone know how to swap the rendering context between non full 
screen and full screen (where no GUI is visible)?


I haven't had much luck researching on MSDN.

Bino


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/
// CPhomFrame full screen functions

void CPhomFrame::OnViewFullScreen() 
{
RECT rectDesktop;
WINDOWPLACEMENT wpNew;

if (!m_bFullScreen)
{
m_bToolBarVis = m_wndToolBar.IsWindowVisible();
m_bStatBarVis = m_wndStatusBar.IsWindowVisible();
// need to hide all status bars
m_wndStatusBar.ShowWindow(SW_HIDE);
m_wndToolBar.ShowWindow(SW_HIDE);

// We'll need these to restore the original state.
GetWindowPlacement (m_wpPrev);

m_wpPrev.length = sizeof m_wpPrev;

//Adjust RECT to new size of window
::GetWindowRect ( ::GetDesktopWindow(), rectDesktop );
::AdjustWindowRectEx(rectDesktop, GetStyle(), TRUE, 
GetExStyle());

// Remember this for OnGetMinMaxInfo()
m_FullScreenWindowRect = rectDesktop;

wpNew = m_wpPrev;
wpNew.showCmd =  SW_SHOWNORMAL;
wpNew.rcNormalPosition = rectDesktop;

m_wndFullScrnBar.SetWindowPos(0, 100,100, 0,0,
SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE | 
SWP_SHOWWINDOW);
FloatControlBar(m_wndFullScrnBar, CPoint(100,100));
m_bFullScreen=TRUE;
}
else
{
m_wndFullScrnBar.SetWindowPos(0, 100,100, 0,0,
SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE | 
SWP_HIDEWINDOW);
DockControlBar(m_wndFullScrnBar);
m_bFullScreen=FALSE;

// restore status and tool bars
if (m_bStatBarVis)
m_wndStatusBar.ShowWindow(SW_SHOWNORMAL);
if (m_bToolBarVis)
m_wndToolBar.ShowWindow(SW_SHOWNORMAL);
wpNew = m_wpPrev;
}

SetWindowPlacement ( wpNew );
if (m_bFullScreen)
FullScreenSplit();
}

void CPhomFrame::OnGetMinMaxInfo(MINMAXINFO FAR* lpMMI) 
{
if (m_bFullScreen)
{
lpMMI-ptMaxSize.y = m_FullScreenWindowRect.Height();
lpMMI-ptMaxTrackSize.y = lpMMI-ptMaxSize.y;
lpMMI-ptMaxSize.x = m_FullScreenWindowRect.Width();
lpMMI-ptMaxTrackSize.x = lpMMI-ptMaxSize.x;
}
}

BOOL CPhomFrame::IsFullScreen()
{
return m_bFullScreen;
}

void CPhomFrame::OnUpdateViewFullScreen(CCmdUI* pCmdUI) 
{
pCmdUI-Enable(!m_pHView-m_bAnimate);
pCmdUI-SetCheck(m_bFullScreen);
}

// respond to escape key
void CPhomFrame::OnViewFullScreenEsc() 
{
// only for switching out of full screen mode
if (m_bFullScreen)
OnViewFullScreen(); 
}
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Re: [osg-users] How should I reset position/rotation/scale usingMatrixTransform?

2008-11-05 Thread Tomlinson, Gordon
See http://www.openscenegraph.org/projects/osg/wiki/Community/Contractors for a 
list of users who provide OSG services and paid technical support 


Gordon

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Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
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can arouse one's instinct for survival 
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-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of GMD 
GammerMaxyandex.ru
Sent: Wednesday, November 05, 2008 7:45 AM
To: osg-users@lists.openscenegraph.org; Robert Osfield
Subject: Re: [osg-users] How should I reset position/rotation/scale 
usingMatrixTransform?

Thanks Robert,
PositionAttitudeTransform works as I nedded. But can I reset matrix 
transformation using MatrixTransform? 

Robert, answer please, is there any paied technical support of OSG which can 
helps me do some things with OSG or give advices about how can I realize some 
of my ideas better? If there is some thing like this could you give me they 
contacts. 

Thanks, Max. 


05.11.08, 13:17, Robert Osfield [EMAIL PROTECTED]:

 Hi ??? Please use the mailing list convention of signing with the name 
 you wish to be addressed with, Might I recommend you use 
 osg::PositionAttitudeTransform?  This manages the potioning, scaling, 
 rotation and pivot point all as separate variables so there is no need 
 to try an decompose a Matrix into its part and recombine.
 Robert.
 On Wed, Nov 5, 2008 at 5:47 AM, GMD GammerMaxyandex.ru 
 [EMAIL PROTECTED] wrote:
  Hi. I have question about MatrixTransform.
  How should I reset position/rotation/scale using MatrixTransform?
  [code]
  {
  osg::Matrix mat;
  osg::Vec3d _Trans = MyMatrixTransform-getMatrix().getTrans();
  osg::Quat _Rotate =MyMatrixTransform-getMatrix().getRotate();
  osg::Vec3d _Scale = MyMatrixTransform-getMatrix().getScale();
  MyMatrixTransform-setMatrix(osg::Matrix::scale(1.0f,1.0f,1.0f) *
  osg::Matrix::rotate(0.0f,0.0f,0.0f,1.0f)*
  osg::Matrix::translate(0.0f,0.0f,0.0f));
  mat = osg::Matrix::scale(1.0f,1.0f,1.0f) * 
  osg::Matrix::rotate(0.0f,0.0f,0.0f,1.0f) * 
  osg::Matrix::translate(0.0f,0.0f,0.0f);
  if (!scale) mat.preMult (osg::Matrix::scale(_Scale)); if (!rotate) 
  mat.preMult (osg::Matrix::rotate(_Rotate)); if (!position) 
  mat.preMult (osg::Matrix::translate(_Trans));
  MyMatrixTransform-setMatrix (mat);
  }
  [/code]
 
  After that rotation ( 
  MyMatrixTransform-getMatrix().preMult(osg::Matrix::rotate(angle3,osg::Vec3d(0,0,1)));
   ) depends from scale (when scale is 10.0, rotation (angle3 = 0.2) visually 
  works like angle3=0).
 
  How should I reset position/rotation/scale correctly?
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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Brian R Hill
Cedric,

Thanks for you contributions!

The biggest issue I have with osgCal is that you have to load models
differently, you can't use osgDB::readNodeFiles and you can't clone
existing models. It complicates the applications loading routines.

We typically preprocess all our models and convert them to .ive format,
which we deliver and use for runtime. It would be nice to be able to do the
same with the animation models.

Brian

[EMAIL PROTECTED] wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Cedric Pinson [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 11/05/2008 06:21AM
Subject: Re: [osg-users] Character animation in OSG

Hi,
Yes it would be great to have feedback. After writing osgCal (the gpl
version) i decided to re design everything to make something new now
called osgAnimation. I would like very much to have report from osgCal
community and replicant body.

osgAnimation is young and need lot of work. Don't hesitate to contrib or
to comment it

Cheers,
Cedric

Jan Ciger wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Dusten Sobotta wrote:

 Hello,

 From what I understand, in addition to OSG/Cal, OSG has some animation
 features built in.  Which animation libraries or extensions are ideal
 for handling .3ds models with skeletal animation?



 You can use osgCal or ReplicantBody. Both are based on the Cal3D library
 for skeletal animation and allow you to provide custom skeleton. There
 are mature exporters for all major modelers and animation packages - 3DS
 Max, Maya, Blender.

 However, both Replicant and osgCal have their advantages and drawbacks,
 especially Replicant has quite slow rendering - if you need only few
 characters it will work, but will not scale very well.

 Regards,

 Jan
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 z0zEpJf5YPnnUG9WGTwgPsQ=
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Re: [osg-users] osgAnimation

2008-11-05 Thread Cedric Pinson

Hi,
I forget to mention you have to unpack 
http://www.plopbyte.net/tmp/osgAnimation-data.tar.gz in osg-data 
directory, because it's not yet in the repository.
It contains the bitmap for the interface of the osganimationviewer, it 
will work if you dont do it, you will just dont see the button images.


Robert,
can i put files in the svn osg-data ? am i allowed to do that ?

Cheers,
Cedric

Cedric Pinson wrote:

Hi All,

I commited all work of animtk in osgAnimation, so now you should be 
able to compile the few example and run the osganimationviewer with 
some examples files. I remember the repository to get the branch with 
osgAnimation:
svn co 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-osgWidget-dev/ 


or
hg clone http://hg.plopbyte.net/osg-branch/

i made a new repository for the blender exporter, now you can get it 
like that, it's easy to install follow the instructions

hg clone http://hg.plopbyte.net/osgexport

I put some osg files ready to use with the osganimationviewer as 
example, i guess those files could go in osg-data in futur.

osganimationviewer http://www.plopbyte.net/tmp/osgAnimation/Jansens.osg
osganimationviewer http://www.plopbyte.net/tmp/osgAnimation/nathan.osg
osganimationviewer  http://www.plopbyte.net/tmp/osgAnimation/avatar.osg
osganimationviewer  http://www.plopbyte.net/tmp/osgAnimation/example.osg
osganimationviewer  http://www.plopbyte.net/tmp/osgAnimation/robot.osg

or get the file http://www.plopbyte.net/tmp/osgAnimation.tar.gz

If somes could test on windows, it would be helpful

Cheers,
Cedric



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Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay

Hi Cedric,


If somes could test on windows, it would be helpful


Grabbed the SVN branch, compiling now. I'll keep you posted.

J-S
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Re: [osg-users] osgAnimation

2008-11-05 Thread Robert Osfield
Hi Cedric,

On Wed, Nov 5, 2008 at 2:16 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
 Robert,
 can i put files in the svn osg-data ? am i allowed to do that ?

It depends upon what Jose gave your permission for.  I believe it's
just the branches section of the OpenSceneGraph repository, not the
OpenSceneGraph-Data.

I can easily add them to OpenSceneGraph-Data.

I have a chunk of work to complete right now, but once this is done
I'll pull down the osgWidget branch and test your examples and get the
data checked in.

Robert.
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Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay

Hi Cedric,


Grabbed the SVN branch, compiling now. I'll keep you posted.


I get this error when configuring with CMake:


CMake Warning (dev) at CMakeModules/OsgMacroUtils.cmake:244 
(ADD_EXECUTABLE):

  Policy CMP0002 is not set: Logical target names must be globally unique.
  Run cmake --help-policy CMP0002 for policy details.  Use the 
cmake_policy

  command to set the policy and suppress this warning.
Call Stack (most recent call first):
  CMakeModules/OsgMacroUtils.cmake:298 (SETUP_EXE)
  examples/osganimationnode/CMakeLists.txt:8 (SETUP_EXAMPLE)
This warning is for project developers.  Use -Wno-dev to suppress it.


examples/osganimationnode/CMakeLists.txt line 8 is:

SETUP_EXAMPLE(osganimationmakepath)

but I don't see any other place where osganimationmakepath is used, so I 
can't see why it would not be unique... Any ideas?


For now I just ignored the error and generated the project files anyway, 
it's compiling now.


J-S
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Re: [osg-users] How should I reset position/rotation/scale using MatrixTransform?

2008-11-05 Thread Jean-Se'bastien Guay

Hi Max,

But can I reset matrix transformation using MatrixTransform? 


I think you need to brush up on some basic math concepts.

matrixTransform-setMatrix(osg::Matrix::identity());

The identity matrix is a matrix where scale = (1,1,1), translation = 
(0,0,0) and there is no rotation.


Robert, answer please, is there any paied technical support of OSG which can helps me do some things with OSG or give advices about how can I realize some of my ideas better? If there is some thing like this could you give me they contacts. 


Cedric and Gordon already answered. Check the list of contractors on the 
wiki.


Hope this helps,

J-S
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[osg-users] question about KDTREE

2008-11-05 Thread David _

Hi

as far as i understand, the osg databasepager runs in a different thread to 
load data from disk

i´m starting to use kdtree´s in our project and as far as i know it´s as easy 
as writing this

osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Options::BUILD_KDTREES);

Although the intersection solver speed has increased a lot, the pagelod data 
loading is now slower and we get some framedrops when loading huge amount of 
data

Is the kdtree being built in the same thread as the databasepager or is it 
built in the main osg thread during some traversal???

thanks



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Re: [osg-users] Migrating to a forum?

2008-11-05 Thread Patrick Castonguay
Hi guys,
Sorry for opening this can of worms... After looking at the different links 
people have posted I see this has already been pondered over.  But I guess 
there is always value in re-visiting an old idea once a while...
Cheers

 
Patrick Castonguay
H: 613 435 2235
C: 613 325 1341
 
Technology Innovation Management (TIM) Student - Modeling and Simulation stream

Carleton University, Ottawa, ON



- Original Message 
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Sent: Tuesday, November 4, 2008 6:08:30 PM
Subject: osg-users Digest, Vol 17, Issue 15

Send osg-users mailing list submissions to
osg-users@lists.openscenegraph.org

To subscribe or unsubscribe via the World Wide Web, visit
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or, via email, send a message with subject or body 'help' to
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You can reach the person managing the list at
[EMAIL PROTECTED]

When replying, please edit your Subject line so it is more specific
than Re: Contents of osg-users digest...
Today's Topics:

   1. Re: animtk release 0.0.9 - Win32 SUCCESS (Sukender)
   2. Re: animtk release 0.0.9 - Win32 SUCCESS (Jeremy Moles)
   3. Re: animtk release 0.0.9 - Win32 SUCCESS (Cedric Pinson)
   4. Re: animtk release 0.0.9 (Robert Osfield)
   5. Re: animtk release 0.0.9 - Win32 SUCCESS (Sukender)
   6. Re: composite view and cameras question (Peter Wraae Marino)
   7. Re: animtk release 0.0.9 - Win32 SUCCESS (Cedric Pinson)
   8. Re: Migrating to a forum? (Peter Wraae Marino)
   9. Re: animtk release 0.0.9 - Win32 SUCCESS (Sukender)
  10. Re: Migrating to a forum? (Jean-S?bastien Guay)
  11. Re: composite view and cameras question (David Spilling)
  12. VirtualPlantBuilder Ubuntu 64bit Quad Core only usingsingle
  core (Mark Yantek)
  13. Character animation in OSG (Dusten Sobotta)
  14. Re: Character animation in OSG (Cedric Pinson)
  15. osgDB loader question (Sean Spicer)
  16. Re: Migrating to a forum? (Ulrich Hertlein)

 
To answer the question about the two views, i'll have to explain the problem 
that made us to use the two views.
 
We have a terrain and an airplane... the problem is the terrain has a lot of 
decals
and was giving z-fighting problems. The terrain is generated by a 3rd party 
software
so we are limited in adding anykind of bias to the decals or objects causing 
the 
z-problem. To solve this problem we decided to render the plane in one we and 
the
terrain in another. This way the near-far plane is shorter for each view 
allowing us
greater z precision. The z fighting problem disappeared and we are happy, but 
we never
really did find an elegant way of syncing the two cameras.
 
Perhaps there is a better solution to this problem, if so I would love to hear 
it.
 
We talked about using slave cameras to solve the problem, don't know if this is 
the way
but I was going to do some testing with it tommorow.
 
You last suggestion about copying all view setting is also something we have 
talked about,
but again before taking that direction I wanted to hear if there was an 
elegant way instead
of the more hacked way of doing it.
 
regards,
Peter Wraae Marino


On Tue, Nov 4, 2008 at 3:52 PM, Robert Osfield [EMAIL PROTECTED] wrote:

Hi Peter,


On Tue, Nov 4, 2008 at 2:21 PM, Peter Wraae Marino [EMAIL PROTECTED] wrote:
 when having a composite view I have two camera, one for each view.
 Is there an elegant way of syncing these two cameras? so they have
 the same fov, position, direction, and so on...

What is different between the two Views?  I do wonder if a single View
with two slave Cameras might not be more suitable.

If you do have two different View's such as with two different scene
graphs then perhaps sharing a single CameraManipulator between the two
views might do the trick - I've never tried this though so odd things
might happen.

The other approach would be to attach a CameraManipulator to one View,
then on each frame copy the first view's Camera settings to the second
View.   You'd need to break the viewer.frame() up into it's parts so
you could do the sync just before the call to renderingTraversals().

Robert.
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Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site

 
I can see that having both systems at the same time would be nice, but how
would you solve the problem about catagory, topics, threads, subjects.. 
in a mailing
list you only have a subject. so if we parsed the mailist and got the forum 
in sync then
all posts would just come in one catorory (not much of a win there).
 
Peter

On Tue, Nov 4, 2008 at 4:00 PM, Robert Osfield [EMAIL PROTECTED] wrote:

Guys.

Please re-read the previous thread on this discussion.  Everything has
been said before, everything has be rehashed to death.  

Re: [osg-users] osgAnimation

2008-11-05 Thread Cedric Pinson

Hi Jean Sebastien
I guess it's because there are two examples in the same directory. I 
could split it if necessary.


Cheers,
Cedric

Jean-Sébastien Guay wrote:

Hi Cedric,


Grabbed the SVN branch, compiling now. I'll keep you posted.


I get this error when configuring with CMake:


CMake Warning (dev) at CMakeModules/OsgMacroUtils.cmake:244 
(ADD_EXECUTABLE):
  Policy CMP0002 is not set: Logical target names must be globally 
unique.
  Run cmake --help-policy CMP0002 for policy details.  Use the 
cmake_policy

  command to set the policy and suppress this warning.
Call Stack (most recent call first):
  CMakeModules/OsgMacroUtils.cmake:298 (SETUP_EXE)
  examples/osganimationnode/CMakeLists.txt:8 (SETUP_EXAMPLE)
This warning is for project developers.  Use -Wno-dev to suppress it.


examples/osganimationnode/CMakeLists.txt line 8 is:

SETUP_EXAMPLE(osganimationmakepath)

but I don't see any other place where osganimationmakepath is used, so 
I can't see why it would not be unique... Any ideas?


For now I just ignored the error and generated the project files 
anyway, it's compiling now.


J-S


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Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay

Hi Cedric,

I guess it's because there are two examples in the same directory. I 
could split it if necessary.


I'll try that locally and see if it makes things better.

A few other problems:
___

In include/osgAnimation/Export:

#if defined(_MSC_VER) || defined(__CYGWIN__) || defined(__MINGW32__) || 
defined( __BCPLUSPLUS__) || defined( __MWERKS__)

#  if defined( OSG_LIBRARY_STATIC )
#define OSGANIMATION_EXPORT
#  elif defined( OSGANIMATION_LIBRARY )
#define OSGANIMATION_EXPORT   __declspec(dllexport)
#  else
#define OSGANIMATION_EXPORT   __declspec(dllimport)
#endif
#else
#define OSGANIMATION_EXPORT
#endif

Did you mean to use OSG_LIBRARY_STATIC, but OSGANIMATION_LIBRARY? 
Perhaps both should be OSG_*, or both should be OSGANIMATION_*? And the 
src/osgAnimation/CMakeLists.txt defines -DOSG_LIBRARY but not 
-DOSGANIMATION_LIBRARY. So I get inconsistent DLL linkage warnings, 
and it will later not link when it comes to linking executables.


Using OSG_LIBRARY in the defined() tests works, but perhaps you want to 
name it differently for OSGANIMATION. Just make sure it's defined in the 
CMakeLists.txt and that it's consistent.

___

In src/osgAnimation/Timeline.cpp:

void RunTimeline::RunTimeline::operator()(Timeline* timeline)

should be:

void RunTimeline::operator()(Timeline* timeline)
___

In src/osgAnimation/AnimationManager.cpp:

On Windows, sys/time.h does not exist. You should probably use 
osg::Timer for this, it already uses gettimeofday on Linux and 
QueryPerformanceCounter on Windows, so it will work cross-platform.

___

That's it for now, I'll wait till these are fixed before continuing. Thanks,

J-S
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Re: [osg-users] Displaying a scene in the background of a QGraphicsView

2008-11-05 Thread Yvon Halbwachs

Hi everybody,

I managed to use osg in a Qt QGraphicsView with the information that 
Eric Zeremba and Rene Molenaar posted some weeks ago. I still have some 
troubles though... Things work fine when I display the cow.osg scene 
from the OpenSceneGraph example files, but nothing is displayed when I 
use cessna.osg. The only way to display it is to enable display lists 
(it is set to false by default).


Anybody has a clue about what's going on?

Yvon


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Re: [osg-users] How should I reset position/rotation/scale using MatrixTransform?

2008-11-05 Thread Robert Osfield
Hi ??? Please use the mailing list convention of signing with the name
you wish to be addressed with,

Might I recommend you use osg::PositionAttitudeTransform?  This
manages the potioning, scaling, rotation and pivot point all as
separate variables so there is no need to try an decompose a Matrix
into its part and recombine.

Robert.

On Wed, Nov 5, 2008 at 5:47 AM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
 Hi. I have question about MatrixTransform.
 How should I reset position/rotation/scale using MatrixTransform?
 [code]
 {
 osg::Matrix mat;
 osg::Vec3d _Trans = MyMatrixTransform-getMatrix().getTrans();
 osg::Quat _Rotate =MyMatrixTransform-getMatrix().getRotate();
 osg::Vec3d _Scale = MyMatrixTransform-getMatrix().getScale();
 MyMatrixTransform-setMatrix(osg::Matrix::scale(1.0f,1.0f,1.0f) *
 osg::Matrix::rotate(0.0f,0.0f,0.0f,1.0f)*
 osg::Matrix::translate(0.0f,0.0f,0.0f));
 mat = osg::Matrix::scale(1.0f,1.0f,1.0f) * 
 osg::Matrix::rotate(0.0f,0.0f,0.0f,1.0f) * 
 osg::Matrix::translate(0.0f,0.0f,0.0f);
 if (!scale) mat.preMult (osg::Matrix::scale(_Scale));
 if (!rotate) mat.preMult (osg::Matrix::rotate(_Rotate));
 if (!position) mat.preMult (osg::Matrix::translate(_Trans));
 MyMatrixTransform-setMatrix (mat);
 }
 [/code]

 After that rotation ( 
 MyMatrixTransform-getMatrix().preMult(osg::Matrix::rotate(angle3,osg::Vec3d(0,0,1)));
  )
 depends from scale (when scale is 10.0, rotation (angle3 = 0.2) visually 
 works like angle3=0).

 How should I reset position/rotation/scale correctly?
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Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay

Hi Cedric,

I guess it's because there are two examples in the same directory. I 
could split it if necessary.


I'll try that locally and see if it makes things better.


Yep, that worked. The error is gone. Could you do that please?

Thanks,

J-S
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[osg-users] HMD_Tracker_Synchronization

2008-11-05 Thread Ugras Erdogan
Dear All,
I've some questions regarding tracker data synchronization with OSG. Here they 
are:

        For tracker hardware read/write/control events, a seperate thread is 
spawned from the main thread and that thread handles all the hardware related 
communication via interrupt driven way and converts the binary readings to that 
of radian angle values.
      For the purpose of thread synchronization,  I use Windows OS 
synchronization objects. This is also needed because in the lack of 
synchronization the original frame rate of the application and the 
yaw/pitch/roll values acquired from the tracker may go out of sync.
    My questions are:
1)  (As I haven't noticed up to now), does OSG have synchronization  objects 
for the purpose above?
2) After obtaining the yaw/pitch/roll values in sync, is updating the virtual 
camera's viewmatrix correct way of proceeding or does OSG has some specialized 
functions for this?

Best regards,
Ugras
 


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[osg-users] osgAnimation

2008-11-05 Thread Cedric Pinson

Hi All,

I commited all work of animtk in osgAnimation, so now you should be able 
to compile the few example and run the osganimationviewer with some 
examples files. I remember the repository to get the branch with 
osgAnimation:
svn co 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-osgWidget-dev/

or
hg clone http://hg.plopbyte.net/osg-branch/

i made a new repository for the blender exporter, now you can get it 
like that, it's easy to install follow the instructions

hg clone http://hg.plopbyte.net/osgexport

I put some osg files ready to use with the osganimationviewer as 
example, i guess those files could go in osg-data in futur.

osganimationviewer http://www.plopbyte.net/tmp/osgAnimation/Jansens.osg
osganimationviewer http://www.plopbyte.net/tmp/osgAnimation/nathan.osg
osganimationviewer  http://www.plopbyte.net/tmp/osgAnimation/avatar.osg
osganimationviewer  http://www.plopbyte.net/tmp/osgAnimation/example.osg
osganimationviewer  http://www.plopbyte.net/tmp/osgAnimation/robot.osg

or get the file http://www.plopbyte.net/tmp/osgAnimation.tar.gz

If somes could test on windows, it would be helpful

Cheers,
Cedric

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Re: [osg-users] How should I reset position/rotation/scale using MatrixTransform?

2008-11-05 Thread GMD GammerMaxyandex.ru
Thanks Robert, 
PositionAttitudeTransform works as I nedded. But can I reset matrix 
transformation using MatrixTransform? 

Robert, answer please, is there any paied technical support of OSG which can 
helps me do some things with OSG or give advices about how can I realize some 
of my ideas better? If there is some thing like this could you give me they 
contacts. 

Thanks, Max. 


05.11.08, 13:17, Robert Osfield [EMAIL PROTECTED]:

 Hi ??? Please use the mailing list convention of signing with the name
 you wish to be addressed with,
 Might I recommend you use osg::PositionAttitudeTransform?  This
 manages the potioning, scaling, rotation and pivot point all as
 separate variables so there is no need to try an decompose a Matrix
 into its part and recombine.
 Robert.
 On Wed, Nov 5, 2008 at 5:47 AM, GMD GammerMaxyandex.ru
 [EMAIL PROTECTED] wrote:
  Hi. I have question about MatrixTransform.
  How should I reset position/rotation/scale using MatrixTransform?
  [code]
  {
  osg::Matrix mat;
  osg::Vec3d _Trans = MyMatrixTransform-getMatrix().getTrans();
  osg::Quat _Rotate =MyMatrixTransform-getMatrix().getRotate();
  osg::Vec3d _Scale = MyMatrixTransform-getMatrix().getScale();
  MyMatrixTransform-setMatrix(osg::Matrix::scale(1.0f,1.0f,1.0f) *
  osg::Matrix::rotate(0.0f,0.0f,0.0f,1.0f)*
  osg::Matrix::translate(0.0f,0.0f,0.0f));
  mat = osg::Matrix::scale(1.0f,1.0f,1.0f) * 
  osg::Matrix::rotate(0.0f,0.0f,0.0f,1.0f) * 
  osg::Matrix::translate(0.0f,0.0f,0.0f);
  if (!scale) mat.preMult (osg::Matrix::scale(_Scale));
  if (!rotate) mat.preMult (osg::Matrix::rotate(_Rotate));
  if (!position) mat.preMult (osg::Matrix::translate(_Trans));
  MyMatrixTransform-setMatrix (mat);
  }
  [/code]
 
  After that rotation ( 
  MyMatrixTransform-getMatrix().preMult(osg::Matrix::rotate(angle3,osg::Vec3d(0,0,1)));
   )
  depends from scale (when scale is 10.0, rotation (angle3 = 0.2) visually 
  works like angle3=0).
 
  How should I reset position/rotation/scale correctly?
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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Cedric,

Cedric Pinson wrote:
 Hi,
 Yes it would be great to have feedback. After writing osgCal (the gpl
 version) i decided to re design everything to make something new now
 called osgAnimation. I would like very much to have report from osgCal
 community and replicant body.
 
 osgAnimation is young and need lot of work. Don't hesitate to contrib or
 to comment it


What is the license for the code (cannot use GPL, LGPL is OK) and where
to get it? I would give it shot.

Jan
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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
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Laurent Di Cesare wrote:
 - Verbose/understandable error reporting when a model doesn't load so
 you can know what part of the model (sekeleton, material, ...) fails

I think this can be fixed - did you report the issues to Vladimir or
Ruben who are maintaining the library?

Regards,

Jan
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Re: [osg-users] How should I reset position/rotation/scale using MatrixTransform?

2008-11-05 Thread GMD GammerMaxyandex.ru
Thank you.

How should I reset position *OR* rotation *OR* scale using MatrixTransform

How should I reset position 
or
How should I reset position  scale 
or
How should I reset scale  rotation 
...


05.11.08, 16:54, Jean-Se'bastien Guay [EMAIL PROTECTED]:

 Hi Max,
  But can I reset matrix transformation using MatrixTransform? 
 I think you need to brush up on some basic math concepts.
 matrixTransform-setMatrix(osg::Matrix::identity());
 The identity matrix is a matrix where scale = (1,1,1), translation = 
 (0,0,0) and there is no rotation.
  Robert, answer please, is there any paied technical support of OSG which 
  can helps me do some things with OSG or give advices about how can I 
  realize some of my ideas better? If there is some thing like this could you 
  give me they contacts. 
 Cedric and Gordon already answered. Check the list of contractors on the 
 wiki.
 Hope this helps,
 J-S
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Re: [osg-users] auto-capture example: capturing an image from a PagedLOD Database

2008-11-05 Thread John Vidar Larring

Hi Robert et. al.,

 A custom cull visitor wouldn't be related to the osgViewer, rather
 it's something you'd instantiate and call yourself on demand.  The
 custom cull visitor needn't even subclass from CullVisitor.  The
 subclass from IntersectionVisitor with a Polytope representing the
 view frustum way actually be the best place to start.

I setup a osgUtil::PolytopeIntersector with a custom 
osgUtil::IntersectionVisitor::ReadCallback for loading as you suggested, 
but I have two new independent problems with this approach:


1) If I set the PolytopeIntersector to represent the view frustum (as 
below), then the IntersectionVisitor will try to load an insane amount 
of tiles (i.e. does not work. For the purpose of testing the method of 
loading PagedLOD this way I have just set the polytope to a fraction of 
the view). I think(?) the problem here is that I don't need the highest 
level of detail available - I need the correct level of detail for the 
specified camera.


   viewport = getCamera()-getViewport();
   intersector = new osgUtil::PolytopeIntersector( 
osgUtil::Intersector::WINDOW, viewport-x(), viewport-y(), 
viewport-width(), viewport-height() );

   osgUtil::IntersectionVisitor iv(intersector,_readCallback.get());
   getCamera()-accept(iv);

2) The DatabasePager does not pick up on the fact that some PagedLODs 
have already been explicitly loaded with: osgDB::readNodeFile(filename, 
new osgDB::ReaderWriter::Options(CACHE_ALL)) in my implementation of 
osgUtil::IntersectionVisitor::ReadCallback.


I found the earlier thread between Robert and Wojtek titled Passing 
explicitly loaded model to DatabasePager for expiry management 
http://groups.google.com/group/osg-users/browse_thread/thread/b4f1a0abf7f72353/fcd3955ed3e0384e?lnk=gstq=DatabasePager+IntersectionVisitor#fcd3955ed3e0384e


However, I didn't get the double caching trick to work (Wojtek, do you 
have any code sample to share?). I even tried to derive DatabasePager 
and add code (i.e.: ugly hacks) for making the DatabasePager aware of 
explicitly loaded tiles, but with no luck:(


Furthermore, even if I succeed in making the DatabasePager aware of 
already loaded tiles, I'm not sure that the intersector approach to 
loading the correct level of detail will fare any better than the 
CustomRenderer approach presented in an earlier posting. Profiling 
(callgrind) of both the osgautocapture and the osgintersection example 
with LineOfSight enabled shows that it is 
osgTerrain::GeometryTechnique::generateGeometry() that takes 60-78% for 
CPU time (rendering is disabled in both cases).


So the challenge seems to be:
1) Load necessary tiles down to appropriate level of detail _without_ 
generating geometry.


2) Discard tiles that are that are not needed for specific camera 
setting (excluding tiles that already have geometry)


3) Generate geometry for remaining tiles.

4) Render scene, capture image, and exit.

Thanks in advance for any suggestions, idea or relevant code samples:) 
Apologies for the lengthy post.


Best regards,
John

Robert Osfield wrote:

Hi John,

A custom cull visitor wouldn't be related to the osgViewer, rather
it's something you'd instantiate and call yourself on demand.  The
custom cull visitor needn't even subclass from CullVisitor.  The
subclass from IntersectionVisitor with a Polytope representing the
view frustum way actually be the best place to start.


Robert.




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[osg-users] need to port an application from OSG v1.2 (OSG::Producer based) to OSG 2.0 (OsgViewer based)

2008-11-05 Thread Gianluca Natale
Is there any tutorial that explains how to do that without any pain?

 

Thanks,

Gianluca

 

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Re: [osg-users] How should I reset position/rotation/scale using MatrixTransform?

2008-11-05 Thread Jean-Se'bastien Guay

Hi Max,


How should I reset position *OR* rotation *OR* scale using MatrixTransform


Decomposing the matrix is not that reliable. Keep them separately, or 
use PositionAttitudeTransform.


Remember that mt-setMatrix(osg::Matrix::scale(...) * 
osg::Matrix::rotate(...) * osg::Matrix::translate(...)) is functionally 
equivalent to one MatrixTransform with scale, with a child 
MatrixTransform with rotation, and another child MatrixTransform with 
translate (or some permutation, I can never remember).


J-S
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Re: [osg-users] osgAnimation

2008-11-05 Thread Cedric Pinson

Hi Jean Sebastien,

Thank you for the report i will fix that

Cheers,
Cedric

Jean-Sébastien Guay wrote:

Hi Cedric,

I guess it's because there are two examples in the same directory. I 
could split it if necessary.


I'll try that locally and see if it makes things better.


Yep, that worked. The error is gone. Could you do that please?

Thanks,

J-S


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[osg-users] Question about osgMovie sample

2008-11-05 Thread Ümit Uzun
Hi All,

I have an pretty easy question. I am digging osgMovie example and in this
example there is a s_imageStream global variable. But I can't understand
the usage meaning this variable because it is used only one place. Is it
used any where in the osgMovie sample?   I can't see and I don't find out
where.

Best Regards.

Ümit Uzun,
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Re: [osg-users] osgAnimation

2008-11-05 Thread Cedric Pinson

Hi Jean-Sebastien,

I fixed the issue it compiles fine on my plateform. Can you try on windows ?

Cheers,
Cedric

Jean-Sébastien Guay wrote:

Hi Cedric,

I guess it's because there are two examples in the same directory. I 
could split it if necessary.


I'll try that locally and see if it makes things better.


Yep, that worked. The error is gone. Could you do that please?

Thanks,

J-S


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Re: [osg-users] osgOcean(?)

2008-11-05 Thread Ümit Uzun
Hi Kim,

It's amazing think :) I want to help you if you need any help about any
think on this rearrangement and creation of osgOcean very much. I don't know
nodekit sample as you want but I can help you different needing on this
operation.

Best Regards.

Umit Uzun

2008/11/5 Kim C Bale [EMAIL PROTECTED]

  I'm working on an EU funded research project aimed at surveying and
 visualizing underwater archaeological sites. As part of the grant we've been
 tasked with developing a sort of rudimentary submarine simulator designed to
 allow the general public to explore underwater archaeological sites
 firsthand (reference screenshots attached).



 One of the final deliverables of this work package is to release all the
 graphical effects that went into making the simulator into an open source
 library so that others may use our work for future underwater rendering
 projects. Our aim was to do this in the form of a library for the OSG, since
 we used it to develop the simulator.



 I've now reached a stage where I am ready to start thinking about how to
 untangle the big heap of spaghetti that is my code and turn it into
 something that might be of use to someone.



 So, I was wondering what would be the best way to go about this. The code
 comprises of a range of effects such as god-rays, particle systems for
 floating particulate matter, seabed silt and bubbles, many shader effects
 (single and multipass) and an FFT ocean simulation.



 I think what would be most useful to me is to see a nodekit that does
 something similar and see how it is structured so that I can get a good idea
 of how to bring all of this code together in a useable form.



 Does anybody have any good examples or pointers on where to start?



 Regards,



 Kim.










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Re: [osg-users] Question about osgMovie sample

2008-11-05 Thread Robert Osfield
Hi Umit,

I've just looked at the example and there is no reason for the
s_imageStream variable - I can only guess that it was required for a
previous hardwired version of osgmovie, and was carried unused in
later incarnations.  I've removed the redundent variable and checked
in this change into svn/trunk.

Robert.

On Wed, Nov 5, 2008 at 3:41 PM, Ümit Uzun [EMAIL PROTECTED] wrote:
 Hi All,

 I have an pretty easy question. I am digging osgMovie example and in this
 example there is a s_imageStream global variable. But I can't understand
 the usage meaning this variable because it is used only one place. Is it
 used any where in the osgMovie sample?   I can't see and I don't find out
 where.

 Best Regards.

 Ümit Uzun,

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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
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Hi Brian,

Brian R Hill wrote:
 Cedric,
 
 Thanks for you contributions!
 
 The biggest issue I have with osgCal is that you have to load models
 differently, you can't use osgDB::readNodeFiles and you can't clone
 existing models. It complicates the applications loading routines.
 
 We typically preprocess all our models and convert them to .ive format,
 which we deliver and use for runtime. It would be nice to be able to do the
 same with the animation models.
 

Unfortunately, that probably cannot be really helped. The osgCal
characters are really only a thin front-end to the Cal3D animation
library, it is not an OSG project and not something developed for OSG.

It is possible to fork Cal3D and convert it to use extensions to osg/ive
formats (osg/ive do not have anything for character
animation/skeletons), but that would also mean redoing the whole
production pipeline - exporters, loaders, etc. I am not sure the benefit
would outweigh the cost, especially because you would have to maintain a
forked version. Feel free to go ahead and do that, but I do not see much
benefit in it.

If you want to distribute a single binary file to the end-users, I would
look at things like loading from zip/pak files containing all your
assets together instead of shoehorning everything into an ive file.
Moreover, the ive format is more-or-less a dead end according to Robert,
not designed to be really extensible and will be probably replaced
sometime in the future.

Regards,

Jan
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Re: [osg-users] MAX to COLLADA or which format ?

2008-11-05 Thread Ümit Uzun
Hi Kim,

Thanks for explanation. I will try to understand gerstner method. I would I
achieve very soon :)

When I search the old mail-archive I saw a question asked by you about
Error: [Screen #0] GraphicsWindowWin32::requestWarpPointer() - Window not
reali
ed; cannot warp pointer I have same problem and there no message except
this. Have you found the reason this error Kim?

Best Regards.

Umit Uzun

2008/11/4 Kim C Bale [EMAIL PROTECTED]

 I'm afraid I can't recall the interpolation method used for generating the
 normals from the gerstner model, it is detailed in the book. I personally
 didn't use the gerstner approach since I had already built an FFT simulation
 for the wave surface and wanted to use that for the the normal computation
 instead.

 The extrusion of the parallelpepids is done within the vertex shader, you
 store the length of the extrusion as a texture coordinate for each vertex.
 So inside the vertex shader you have something along the lines of:

 newVertex = oldVertex + (gl_TexCoord[0] * refractionVector);

 That way you can differentiate between vertices that lie on the water
 surface and those that need to extruded downward.

 Finally, everything in the screen shot is simulated, no real world objects.
 Sorry the screenshot was deliberatly small as I didn't want to bloat peoples
 inboxes.

 Regards,

 Kim.





 

 From: [EMAIL PROTECTED] on behalf of Ümit Uzun
 Sent: Tue 04/11/2008 12:35
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] MAX to COLLADA or which format ?


 Hi Kim,

 Thanks for detailed explanation. I grasp the method of sun-beams and I will
 read in ShaderX5 too. But could you clarify me at some point before I have
 started to search about this topic?

 I will create my own water surface and waves algorithm. And then with using
 sun light I will calculate the reflection and refraction angles for every
 vertex point. Then I will use this interpolated refraction angle and vertex
 position I will create a grided parallelepiped volume which is going
 downward this point under the sea with attenuating the glowing degree. But
 At that point I can't understand the creation of this parallelepiped volume
 creation on FragmentShader. How this grid of parallelepiped volumes geometry
 can be interpolated ?

 And I like so much your posted screen shot :) This is I think VENUS
 submarine and I have some question about it. Is there all simulation
 environment or with pilot cabin? I can't realize joysticks, another screen
 which is showing above the water surface and sonar gauge are real objects or
 simulated environment.

 Thanks for your advices Kim.
 Best Regards.


 2008/11/4 Kim C Bale [EMAIL PROTECTED]


Hi Umit,



Rendering God-rays is pretty easy. The approach I used is described
 in the book ShaderX5, although I have to say it's quite badly written.



Basically you model the god-rays as a grid of parallelepipeds
 positioned at the ocean surface, relative to the position of the camera. To
 create the god-ray geometry you then need to extrude the base points
 downward along the angle of refraction from the sea surface.



In order to compute the angle of refraction you'll need to create a
 simulation of the ocean surface itself. The technique described in ShaderX5
 details a Gerstner wave surface partially computed on the GPU. Using this
 you can interpolate between the vertex normals to get the normals you need
 to compute the refraction angles. Finally, you render these god-rays into a
 FBO and then render that texture to the screen with additive blending. A
 final stage which would look nice is to apply some sort of blur to the rays
 texture so the edges aren't quite so crisp.



You can see the effect in the attached screenshot.



Regards,



Kim.







From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: 31 October 2008 15:42
To: OpenSceneGraph Users
Subject: Re: [osg-users] MAX to COLLADA or which format ?



Hi Kim,

2008/10/31 Kim C Bale [EMAIL PROTECTED]

Hi Umit,



Yes, I am employed on the VENUS project, how on earth do you know
 that?

I have searched on internet and so know VENUS project and your MSc
 student Franclin Foping and another student Philip Apery who worked same
 project before. I have read these student thesis and implement in my
 animation. (caustics, fish motion, aquatic floara, silt on sea bed, water
 refraction and so on...)  Now I only want to much realistic fish motion as I
 said. So I learned that I should try different tools like animetk or just
 like it.

I want to ask another question about god-rays. Did you implement
 god-rays to VENUS? I want to create god-rays in my simulation, so is there
 any advices and searh path you can give me?

Thanks for all advices Kim.

Best Regards.

Umit Uzun



I, 

Re: [osg-users] MAX to COLLADA or which format ?

2008-11-05 Thread Kim C Bale
I didn't find a solution to that. However, it doesn't seem to cause any 
problems.

 

Kim.

 

From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: 05 November 2008 15:46
To: OpenSceneGraph Users
Subject: Re: [osg-users] MAX to COLLADA or which format ?

 

Hi Kim,

Thanks for explanation. I will try to understand gerstner method. I would I 
achieve very soon :)

When I search the old mail-archive I saw a question asked by you about 
Error: [Screen #0] GraphicsWindowWin32::requestWarpPointer() - Window not reali
ed; cannot warp pointer I have same problem and there no message except this. 
Have you found the reason this error Kim?

Best Regards.

Umit Uzun

2008/11/4 Kim C Bale [EMAIL PROTECTED]

I'm afraid I can't recall the interpolation method used for generating the 
normals from the gerstner model, it is detailed in the book. I personally 
didn't use the gerstner approach since I had already built an FFT simulation 
for the wave surface and wanted to use that for the the normal computation 
instead.

The extrusion of the parallelpepids is done within the vertex shader, you store 
the length of the extrusion as a texture coordinate for each vertex. So inside 
the vertex shader you have something along the lines of:

newVertex = oldVertex + (gl_TexCoord[0] * refractionVector);

That way you can differentiate between vertices that lie on the water surface 
and those that need to extruded downward.

Finally, everything in the screen shot is simulated, no real world objects. 
Sorry the screenshot was deliberatly small as I didn't want to bloat peoples 
inboxes.

Regards,

Kim.







From: [EMAIL PROTECTED] on behalf of Ümit Uzun
Sent: Tue 04/11/2008 12:35

To: OpenSceneGraph Users
Subject: Re: [osg-users] MAX to COLLADA or which format ?


Hi Kim,

Thanks for detailed explanation. I grasp the method of sun-beams and I will 
read in ShaderX5 too. But could you clarify me at some point before I have 
started to search about this topic?

I will create my own water surface and waves algorithm. And then with using sun 
light I will calculate the reflection and refraction angles for every vertex 
point. Then I will use this interpolated refraction angle and vertex position I 
will create a grided parallelepiped volume which is going downward this point 
under the sea with attenuating the glowing degree. But At that point I can't 
understand the creation of this parallelepiped volume creation on 
FragmentShader. How this grid of parallelepiped volumes geometry can be 
interpolated ?

And I like so much your posted screen shot :) This is I think VENUS submarine 
and I have some question about it. Is there all simulation environment or with 
pilot cabin? I can't realize joysticks, another screen which is showing above 
the water surface and sonar gauge are real objects or simulated environment.

Thanks for your advices Kim.
Best Regards.


2008/11/4 Kim C Bale [EMAIL PROTECTED]


   Hi Umit,



   Rendering God-rays is pretty easy. The approach I used is described in 
the book ShaderX5, although I have to say it's quite badly written.



   Basically you model the god-rays as a grid of parallelepipeds positioned 
at the ocean surface, relative to the position of the camera. To create the 
god-ray geometry you then need to extrude the base points downward along the 
angle of refraction from the sea surface.



   In order to compute the angle of refraction you'll need to create a 
simulation of the ocean surface itself. The technique described in ShaderX5 
details a Gerstner wave surface partially computed on the GPU. Using this you 
can interpolate between the vertex normals to get the normals you need to 
compute the refraction angles. Finally, you render these god-rays into a FBO 
and then render that texture to the screen with additive blending. A final 
stage which would look nice is to apply some sort of blur to the rays texture 
so the edges aren't quite so crisp.



   You can see the effect in the attached screenshot.



   Regards,



   Kim.







   From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
   Sent: 31 October 2008 15:42
   To: OpenSceneGraph Users
   Subject: Re: [osg-users] MAX to COLLADA or which format ?



   Hi Kim,

   2008/10/31 Kim C Bale [EMAIL PROTECTED]

   Hi Umit,



   Yes, I am employed on the VENUS project, how on earth do you know that?

   I have searched on internet and so know VENUS project and your MSc 
student Franclin Foping and another student Philip Apery who worked same 
project before. I have read these student thesis and implement in my animation. 
(caustics, fish motion, aquatic floara, silt on sea bed, water refraction and 
so on...)  Now I only want to much realistic fish motion as I said. So I 
learned that I should try different tools like animetk or just like it.

   I want to ask another question about 

Re: [osg-users] osgAnimation

2008-11-05 Thread Jeremy Moles
On Wed, 2008-11-05 at 11:10 -0500, Jean-Sébastien Guay wrote:
 Hi Cedric,
 
  I fixed the issue it compiles fine on my plateform. Can you try on 
  windows ?
 
 Good preliminary result:
 
  1osgAnimation - 0 error(s), 0 warning(s)
 
 :-)
 
 Waiting for the examples to compile, I'll check back in with the results 
 soon. Thanks,

I just checked in a bug fix to the viewer; you'll want to get this
before trying it out. :) So, be sure and rebuild quick after running
'svn update' :)

 J-S

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Re: [osg-users] Question about osgMovie sample

2008-11-05 Thread Ümit Uzun
Hi Robert,

Thanks for quick reply.

Regards.

Umit Uzun

2008/11/5 Robert Osfield [EMAIL PROTECTED]

 Hi Umit,

 I've just looked at the example and there is no reason for the
 s_imageStream variable - I can only guess that it was required for a
 previous hardwired version of osgmovie, and was carried unused in
 later incarnations.  I've removed the redundent variable and checked
 in this change into svn/trunk.

 Robert.

 On Wed, Nov 5, 2008 at 3:41 PM, Ümit Uzun [EMAIL PROTECTED] wrote:
  Hi All,
 
  I have an pretty easy question. I am digging osgMovie example and in this
  example there is a s_imageStream global variable. But I can't
 understand
  the usage meaning this variable because it is used only one place. Is it
  used any where in the osgMovie sample?   I can't see and I don't find out
  where.
 
  Best Regards.
 
  Ümit Uzun,
 
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 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
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Re: [osg-users] MAX to COLLADA or which format ?

2008-11-05 Thread Ümit Uzun
Hi Kim,

It doesn't damage but gives me a bit bothersome when I compile the project.

Thanks. Best Regards.

Umit Uzun

2008/11/5 Kim C Bale [EMAIL PROTECTED]

  I didn't find a solution to that. However, it doesn't seem to cause any
 problems.



 Kim.



 *From:* [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun
 *Sent:* 05 November 2008 15:46

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] MAX to COLLADA or which format ?



 Hi Kim,

 Thanks for explanation. I will try to understand gerstner method. I would I
 achieve very soon :)

 When I search the old mail-archive I saw a question asked by you about
 Error: [Screen #0] GraphicsWindowWin32::requestWarpPointer() - Window not
 reali
 ed; cannot warp pointer I have same problem and there no message except
 this. Have you found the reason this error Kim?

 Best Regards.

 Umit Uzun

 2008/11/4 Kim C Bale [EMAIL PROTECTED]

 I'm afraid I can't recall the interpolation method used for generating the
 normals from the gerstner model, it is detailed in the book. I personally
 didn't use the gerstner approach since I had already built an FFT simulation
 for the wave surface and wanted to use that for the the normal computation
 instead.

 The extrusion of the parallelpepids is done within the vertex shader, you
 store the length of the extrusion as a texture coordinate for each vertex.
 So inside the vertex shader you have something along the lines of:

 newVertex = oldVertex + (gl_TexCoord[0] * refractionVector);

 That way you can differentiate between vertices that lie on the water
 surface and those that need to extruded downward.

 Finally, everything in the screen shot is simulated, no real world objects.
 Sorry the screenshot was deliberatly small as I didn't want to bloat peoples
 inboxes.

 Regards,

 Kim.





 

 From: [EMAIL PROTECTED] on behalf of Ümit Uzun
 Sent: Tue 04/11/2008 12:35

 To: OpenSceneGraph Users
 Subject: Re: [osg-users] MAX to COLLADA or which format ?


 Hi Kim,

 Thanks for detailed explanation. I grasp the method of sun-beams and I will
 read in ShaderX5 too. But could you clarify me at some point before I have
 started to search about this topic?

 I will create my own water surface and waves algorithm. And then with using
 sun light I will calculate the reflection and refraction angles for every
 vertex point. Then I will use this interpolated refraction angle and vertex
 position I will create a grided parallelepiped volume which is going
 downward this point under the sea with attenuating the glowing degree. But
 At that point I can't understand the creation of this parallelepiped volume
 creation on FragmentShader. How this grid of parallelepiped volumes geometry
 can be interpolated ?

 And I like so much your posted screen shot :) This is I think VENUS
 submarine and I have some question about it. Is there all simulation
 environment or with pilot cabin? I can't realize joysticks, another screen
 which is showing above the water surface and sonar gauge are real objects or
 simulated environment.

 Thanks for your advices Kim.
 Best Regards.


 2008/11/4 Kim C Bale [EMAIL PROTECTED]


Hi Umit,



Rendering God-rays is pretty easy. The approach I used is described
 in the book ShaderX5, although I have to say it's quite badly written.



Basically you model the god-rays as a grid of parallelepipeds
 positioned at the ocean surface, relative to the position of the camera. To
 create the god-ray geometry you then need to extrude the base points
 downward along the angle of refraction from the sea surface.



In order to compute the angle of refraction you'll need to create a
 simulation of the ocean surface itself. The technique described in ShaderX5
 details a Gerstner wave surface partially computed on the GPU. Using this
 you can interpolate between the vertex normals to get the normals you need
 to compute the refraction angles. Finally, you render these god-rays into a
 FBO and then render that texture to the screen with additive blending. A
 final stage which would look nice is to apply some sort of blur to the rays
 texture so the edges aren't quite so crisp.



You can see the effect in the attached screenshot.



Regards,



Kim.







From: [EMAIL PROTECTED] [mailto:
 [EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: 31 October 2008 15:42
To: OpenSceneGraph Users
Subject: Re: [osg-users] MAX to COLLADA or which format ?



Hi Kim,

2008/10/31 Kim C Bale [EMAIL PROTECTED]

Hi Umit,



Yes, I am employed on the VENUS project, how on earth do you know
 that?

I have searched on internet and so know VENUS project and your MSc
 student Franclin Foping and another student Philip Apery who worked same
 project before. I have read these student thesis and implement in my
 animation. (caustics, fish motion, aquatic floara, silt on sea 

Re: [osg-users] Displaying a scene in the background ofa QGraphicsView

2008-11-05 Thread Fabien Lavignotte
Hi,
I have tested the integration between Qt GraphicsView and OSG too.
To have better results, don't use drawBackground() to do OSG drawing but
overload the paint event of QGraphicsView, somthing like that :

void MyGraphicsView::paintEvent( QPaintEvent* event )
{
QGLWidget* widget = dynamic_castQGLWidget*( viewport() );
if (widget)
{
widget-makeCurrent();
getCanvas()-frame();
}
QGraphicsView::paintEvent( event );
}

Using drawBackground() is a bad idea because Qt has already initialized
some OpenGL state for its needs. 
I have much better result this way. I still have some problems when
using osgEphemeris. Mixing Qt and OSG rendering in the same OpenGL
context does not seems very robust. 
Maybe it is needed to clear OSG state before calling
QGraphicsView::paintEvent() but i stop my investigations there.
Hope that helps

Fabien

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Yvon
Halbwachs
Sent: mercredi 5 novembre 2008 15:49
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Displaying a scene in the background ofa
QGraphicsView

Hi everybody,

I managed to use osg in a Qt QGraphicsView with the information that
Eric Zeremba and Rene Molenaar posted some weeks ago. I still have some
troubles though... Things work fine when I display the cow.osg scene
from the OpenSceneGraph example files, but nothing is displayed when I
use cessna.osg. The only way to display it is to enable display lists
(it is set to false by default).

Anybody has a clue about what's going on?

Yvon


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Re: [osg-users] need to port an application from OSG v1.2 (OSG::Producer based) to OSG 2.0 (OsgViewer based)

2008-11-05 Thread Robert Osfield
HI Gianluca,

On Wed, Nov 5, 2008 at 3:22 PM, Gianluca Natale
[EMAIL PROTECTED] wrote:
 Is there any tutorial that explains how to do that without any pain?

I'm afraid that isn't a tutorial for porting across.  We have a
porting page but it isn't filled out enough to help too much:

   http://www.openscenegraph.org/projects/osg/wiki/Support/Porting

Porting across may be very quick if you just using
osgProducer::Viewer, but if you use Producer extensively then the port
is likely to be a bit more difficult.

A few pointers to help you on your way (I'll be adding this to the above pages):

 1) osgViewer supports Producer .cfg configuration files via the cfg
plugin.  So you can do:

  osgviewer cow.osg -c MyProducer.cfg

You can also invoke the configuration programatically.  Via
Viewer::readConfiguration(filename);

 2) osgProducer::Viewer maps to osgViewer::Viewer

 3) Producer::Camera is kinda equivilant to an osg::Camera

 4) Producer::CameraGroup is roughly equivilant to an osgViewer::View,
althoug the later defers the threading
 to the Viewer/CompositeViewer.

 5) Producer's ThreadPerCamera threading model is equivlant to
osgViewer's CullDrawThreadPerContext.

 6) With osgProducer::Viewer/Producer::CameraGroup the master the
camera  is a viewer, but also
 has a list of one or more slave cameras.  You must have at
least one slave Camera in Producer.

 With osgViewer::View, the view has a master Camera , and an
optional list on slave Cameras.

7) Producer has a KeyboardMouse class that manages all events, while
osgViewer uses osgGA event support,
and manages it on a per View basis.

8) osgViewer handles complex viewer arrangements conveniently via the
CompositeViewer class, there is no
direct equivalent in Producer - the best you could do is have a
CameraGroup with unsync'd slaves and have
the app manage each slave camera manually, and if the cameras had
different scenes then the shared
DatabasePager would things screw up for paged databases.
CompositeViewer solves this mess with an
API that uses the same ViewerBase and View classes as the standard
osgViewer::Viewer.

osgViewer::View is a View.

osgVewer::CompositeView has a list of View

9) osgProducer::Viewer contained many event handling features by
default, but made it awkward to disable these.

osgViewer::Viewer doesn't have any default event handlers, save
for a TrackballManipulator that is only added as
a fallback if you don't specify your own when you call run().
Rather than have lots of defaults the event handling
features are added manually.  The examples, including osgviewer
illustrate how this is done.

10) The osgViewer library adds DrawThreadPerContext and
CullThreadPerCameraDrawThreadPerContext threading
models that allow the draw thread to run in a parallel with the
update, event and cull traversals, and the by
   default the threading model is chosen to suit your hardware - so if
you have dual core you'll end up with
DrawThreadPerContext.   The gotcha with this is that you need to
set the DataVariance to DYNAMIC on
any Drawable and StateSet's that contain data that vary.

11) Lots has been discussed about osgViewer over the past two years so
the archives are good source to mine.

12) The osgcamera, osgwindows, osgcompositeviewer and osgviewer
examples are all good places to learn about
  setting up osgViewer.

Robert.
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Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay

Hi Cedric,

Waiting for the examples to compile, I'll check back in with the results 
soon.


There's a missing OSGANIMATION_EXPORT on the 
osgAnimation::Bone::UpdateBone class.


With that added, all compiles correctly.

Running

  osganimationviewer osgAnimation/example.osg

gives a window with buttons at the bottom. If I click on the 2 left-most 
buttons some text comes in and fades out. If I click on the right-most 
button, a box in the bottom right corner comes in, and if I click on it 
again it goes out of the screen. Is that the expected behavior?


I tried running

  osganimationviewer osgAnimation/avatar.osg

but I get a disk error, and debugging I see that it's looking for a 
file called


  f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga

Those paths should probably be relative to the .osg file?

I didn't check other files in the .tar.gz.

One comment I have which applies to the osgWidget examples too (and I've 
said this before, when testing the osgWidget examples): the window shows 
up with its title bar outside the screen. It's very annoying. In 
general, don't use


  viewer.setUpViewInWindow(0, 0, WIDTH, HEIGHT);

and just let the viewer set itself up, or use

  viewer.setUpViewInWindow(50, 50, WIDTH, HEIGHT);

so that it comes up in a sane place on the screen. (but I really suggest 
to not use it, so that the user can use command-line args or environment 
variables to set where the viewer will show up if he wants)


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Laurent Di Cesare

Jan Ciger wrote :

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Laurent Di Cesare wrote:
  

- Verbose/understandable error reporting when a model doesn't load so
you can know what part of the model (sekeleton, material, ...) fails



I think this can be fixed - did you report the issues to Vladimir or
Ruben who are maintaining the library?

  

Actually I think it's more of a cal3d issue than an osgcal issue.

Regards,

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

iD8DBQFJEbjIn11XseNj94gRAkAGAKC/b6FLFVkTKbEkdGb0RgDZjn06KgCaAtVq
lfeVl/23wltowavJ8EM+NkQ=
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Re: [osg-users] osgAnimation

2008-11-05 Thread Robert Osfield
Hi Cedric,

I've pulled down your .osg and image files and have started testing.
Most of the .osg files do things, but the example.osg just seems to be
a static box.  The avatar.osg also references textures that you
haven't supplied.

grep file *.osg
avatar.osg:file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/skin.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/nose.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/mouth.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/eye.l.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/eye.l.tga
avatar.osg:  file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/skin.tga
avatar.osg:file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/dark_grey.tga
avatar.osg:file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/red.tga
avatar.osg:file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/dark_grey.tga
avatar.osg:file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/red.tga
avatar.osg:file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/red.tga

Could you provide these files?

What is the license associated with these models?

Cheers,
Robert.
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Re: [osg-users] osgAnimation

2008-11-05 Thread Cedric Pinson

Hi Jean-Sebastien,

In order to see buttons in osganimationviewer you need to unpack 
http://www.plopbyte.net/tmp/osgAnimation-data.tar.gz in the directory of 
osg-data (or in the same directory of the .exe) else you will not see 
the buttons. So it's normal, it will be not a problem when commited in 
the osg-data repository.
I know that in the avatar sample there are textures like 
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga but 
i did not know it will be a problem like doing an error disk  it's 
weird.


I fixed the missing OSGANIMATION_EXPORT for Bone, and the setupViewInWindow.

I recommand the nathan model as sample, it's a good sample. But you will 
understand better when using images buttons in the viewer ;)


Thanks for your help

Cheers,
Cedric


Jean-Sébastien Guay wrote:

Hi Cedric,

Waiting for the examples to compile, I'll check back in with the 
results soon.


There's a missing OSGANIMATION_EXPORT on the 
osgAnimation::Bone::UpdateBone class.


With that added, all compiles correctly.

Running

  osganimationviewer osgAnimation/example.osg

gives a window with buttons at the bottom. If I click on the 2 
left-most buttons some text comes in and fades out. If I click on the 
right-most button, a box in the bottom right corner comes in, and if I 
click on it again it goes out of the screen. Is that the expected 
behavior?


I tried running

  osganimationviewer osgAnimation/avatar.osg

but I get a disk error, and debugging I see that it's looking for a 
file called


  f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga

Those paths should probably be relative to the .osg file?

I didn't check other files in the .tar.gz.

One comment I have which applies to the osgWidget examples too (and 
I've said this before, when testing the osgWidget examples): the 
window shows up with its title bar outside the screen. It's very 
annoying. In general, don't use


  viewer.setUpViewInWindow(0, 0, WIDTH, HEIGHT);

and just let the viewer set itself up, or use

  viewer.setUpViewInWindow(50, 50, WIDTH, HEIGHT);

so that it comes up in a sane place on the screen. (but I really 
suggest to not use it, so that the user can use command-line args or 
environment variables to set where the viewer will show up if he wants)


J-S


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Re: [osg-users] osgAnimation

2008-11-05 Thread Cedric Pinson

Hi Robert,

All licences can be checked in the original blender files 
http://hg.plopbyte.net/osgexport/file/311bb37a11ab/data/


Here the licence by files:
nathan.osg - creative common sa 
http://creativecommons.org/licenses/by-sa/3.0/
avatar.osg - creative common sa 
http://creativecommons.org/licenses/by-sa/3.0/
example.osg - creative common sa 
http://creativecommons.org/licenses/by-sa/3.0/

robot.os - jeremy's file he has to choice it
Janses - Blender Artistic License - www.blender.org

Yes i can provide those textures.
I will adjust some stuff on thoses example to look better.

Cheers,
Cedric

Robert Osfield wrote:

Hi Cedric,

I've pulled down your .osg and image files and have started testing.
Most of the .osg files do things, but the example.osg just seems to be
a static box.  The avatar.osg also references textures that you
haven't supplied.

grep file *.osg
avatar.osg:file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/skin.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/nose.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/mouth.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/eye.l.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/eye.l.tga
avatar.osg:  file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/skin.tga
avatar.osg:file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/dark_grey.tga
avatar.osg:file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/red.tga
avatar.osg:file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/dark_grey.tga
avatar.osg:file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/red.tga
avatar.osg:file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/red.tga

Could you provide these files?

What is the license associated with these models?

Cheers,
Robert.
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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Brian R Hill
Jan,

My comments were directed towards the osgAnimation discussion - Robert
asked for feedback on what people thought would be useful for an integrated
animation capability. They weren't directed at osgCal or cal3d and aren't
meant to be critiques of either. I appreciate both osgCal and cal3d and the
work people put into their development - I use them all the time with great
success - Thanks!

Brian

[EMAIL PROTECTED] wrote: -

To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Jan Ciger [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 11/05/2008 10:22AM
Subject: Re: [osg-users] Character animation in OSG

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Brian,

Brian R Hill wrote:
 Cedric,

 Thanks for you contributions!

 The biggest issue I have with osgCal is that you have to load models
 differently, you can't use osgDB::readNodeFiles and you can't clone
 existing models. It complicates the applications loading routines.

 We typically preprocess all our models and convert them to .ive format,
 which we deliver and use for runtime. It would be nice to be able to do
the
 same with the animation models.


Unfortunately, that probably cannot be really helped. The osgCal
characters are really only a thin front-end to the Cal3D animation
library, it is not an OSG project and not something developed for OSG.

It is possible to fork Cal3D and convert it to use extensions to osg/ive
formats (osg/ive do not have anything for character
animation/skeletons), but that would also mean redoing the whole
production pipeline - exporters, loaders, etc. I am not sure the benefit
would outweigh the cost, especially because you would have to maintain a
forked version. Feel free to go ahead and do that, but I do not see much
benefit in it.

If you want to distribute a single binary file to the end-users, I would
look at things like loading from zip/pak files containing all your
assets together instead of shoehorning everything into an ive file.
Moreover, the ive format is more-or-less a dead end according to Robert,
not designed to be really extensible and will be probably replaced
sometime in the future.

Regards,

Jan
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Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay

Hi Cedric,

In order to see buttons in osganimationviewer you need to unpack 
http://www.plopbyte.net/tmp/osgAnimation-data.tar.gz in the directory of 
osg-data (or in the same directory of the .exe) else you will not see 
the buttons. So it's normal, it will be not a problem when commited in 
the osg-data repository.


OK, I only had the .osg files (osgAnimation.tar.gz), not the images 
(osgAnimation-Data.tar.gz). Now it looks better indeed :-)


I know that in the avatar sample there are textures like 
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga but 
i did not know it will be a problem like doing an error disk  it's 
weird.


I agree. I don't have an F: drive, and the error happens deep in Windows 
code, so I don't think it's a problem you have to fix (other than 
putting relative paths in the osg file and providing the textures...)


I fixed the missing OSGANIMATION_EXPORT for Bone, and the 
setupViewInWindow.


Excellent, thanks.

I recommand the nathan model as sample, it's a good sample. But you will 
understand better when using images buttons in the viewer ;)


Yep, looks good. Though if I switch animation loops it looks like it 
gets stuck on one animation loop sometimes. I'll see if I can get more 
concrete reproduction steps later.


Good work, definitely a great addition to OSG!

J-S
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Re: [osg-users] osgAnimation

2008-11-05 Thread Jeremy Moles
On Wed, 2008-11-05 at 13:31 -0500, Jean-Sébastien Guay wrote:
 Hi Cedric,
 
  In order to see buttons in osganimationviewer you need to unpack 
  http://www.plopbyte.net/tmp/osgAnimation-data.tar.gz in the directory of 
  osg-data (or in the same directory of the .exe) else you will not see 
  the buttons. So it's normal, it will be not a problem when commited in 
  the osg-data repository.
 
 OK, I only had the .osg files (osgAnimation.tar.gz), not the images 
 (osgAnimation-Data.tar.gz). Now it looks better indeed :-)
 
  I know that in the avatar sample there are textures like 
  f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga but 
  i did not know it will be a problem like doing an error disk  it's 
  weird.
 
 I agree. I don't have an F: drive, and the error happens deep in Windows 
 code, so I don't think it's a problem you have to fix (other than 
 putting relative paths in the osg file and providing the textures...)
 
  I fixed the missing OSGANIMATION_EXPORT for Bone, and the 
  setupViewInWindow.
 
 Excellent, thanks.
 
  I recommand the nathan model as sample, it's a good sample. But you will 
  understand better when using images buttons in the viewer ;)
 
 Yep, looks good. Though if I switch animation loops it looks like it 
 gets stuck on one animation loop sometimes. I'll see if I can get more 
 concrete reproduction steps later.

What is happening is that both animations are being played
simultaneously and mixing over each other; for the time being, you have
to explicitly stop any existing animations (if you want to just see
one at a time).

However, this behavior is great when you want to play two animations
that affect two wholly different parts of your rig. :)

 Good work, definitely a great addition to OSG!
 
 J-S

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Re: [osg-users] osgAnimation

2008-11-05 Thread Jeremy Moles
On Wed, 2008-11-05 at 11:53 -0500, Jean-Sébastien Guay wrote:
 Hi Cedric,
 
  Waiting for the examples to compile, I'll check back in with the results 
  soon.
 
 There's a missing OSGANIMATION_EXPORT on the 
 osgAnimation::Bone::UpdateBone class.
 
 With that added, all compiles correctly.
 
 Running
 
osganimationviewer osgAnimation/example.osg
 
 gives a window with buttons at the bottom. If I click on the 2 left-most 
 buttons some text comes in and fades out. If I click on the right-most 
 button, a box in the bottom right corner comes in, and if I click on it 
 again it goes out of the screen. Is that the expected behavior?
 
 I tried running
 
osganimationviewer osgAnimation/avatar.osg
 
 but I get a disk error, and debugging I see that it's looking for a 
 file called
 
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga
 
 Those paths should probably be relative to the .osg file?
 
 I didn't check other files in the .tar.gz.
 
 One comment I have which applies to the osgWidget examples too (and I've 
 said this before, when testing the osgWidget examples): the window shows 
 up with its title bar outside the screen. It's very annoying. In 
 general, don't use

Everyone asks about this, so I'll try and put a comment in the code
somewhere to explain it. The bottom line is that it simply isn't
possible to create a pixel-aligned 2D interface in OSG without at least
initially forcing a window size. Sure, I could rely on whatever size the
user sets in their environment, but I need some way to keep the
orthorgraphic camera in sync with the actual dimensions of the
application window itself.

Normally, you rely on the RESIZE event in osgGA to inform you of this,
and for the most part it works (see src/osgWidget/ViewerEventHandlers)
for keeping you in sync with the size of the window. However, a RESIZE
event isn't generate for the initial size of the window, nor is it
generated when the window is asked to go into fullscreen mode.

Until there is some global way of hooking into the intial (and any
subsequent changes thereafter) window dimensions in a reliable way, we
simply have no choice. I spent an afternoon trying to get around this
with no avail. If someone can tell me how to get the initial window
size, I'll be more than happy to patch osgWidget. :) (I've posted asking
about this in the past with no response.) Until then, I do the best I
can with what I've got.

Now, if you don't care about having a truly pixel-aligned WindowManager
(GUI) then it doesn't matter, of course. But this results in very poor
interface quality.

viewer.setUpViewInWindow(0, 0, WIDTH, HEIGHT);
 
 and just let the viewer set itself up, or use
 
viewer.setUpViewInWindow(50, 50, WIDTH, HEIGHT);
 
 so that it comes up in a sane place on the screen. (but I really suggest 
 to not use it, so that the user can use command-line args or environment 
 variables to set where the viewer will show up if he wants)
 
 J-S

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Re: [osg-users] osgOcean(?)

2008-11-05 Thread Jean-Sébastien Guay

Hello Kim,

So, I was wondering what would be the best way to go about this. The 
code comprises of a range of effects such as god-rays, particle systems 
for floating particulate matter, seabed silt and bubbles, many shader 
effects (single and multipass) and an FFT ocean simulation.


I'm very curious about your work and your screenshots look great. I'm 
wondering, could you give a more detailed feature list (effects 
supported both below and above the ocean surface, etc.).


In particular, do the waves on the ocean react to objects on the surface 
(boats etc.)? Do you simulate breaking waves (or whitecaps) in a 
realistic fashion? Is the shoreline rendered realistically? Is the wave 
motion just a direction or can it be affected by objects, wind, etc.?


(as you can see, I'm most interested in top-sea rendering, and your list 
above contains most of the items I would look for below the surface...)


Also, does this all work properly in multi-monitor / multi-camera / 
multi-view setups? (I see the little inset camera you have in the second 
shot, so I assume yes. How is the performance?


Thanks in advance,

J-S
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Re: [osg-users] osgAnimation

2008-11-05 Thread Cedric Pinson

Hi All,

Jeremy Moles wrote:

On Wed, 2008-11-05 at 13:31 -0500, Jean-Sébastien Guay wrote:
  

Hi Cedric,


In order to see buttons in osganimationviewer you need to unpack 
http://www.plopbyte.net/tmp/osgAnimation-data.tar.gz in the directory of 
osg-data (or in the same directory of the .exe) else you will not see 
the buttons. So it's normal, it will be not a problem when commited in 
the osg-data repository.
  
OK, I only had the .osg files (osgAnimation.tar.gz), not the images 
(osgAnimation-Data.tar.gz). Now it looks better indeed :-)



I know that in the avatar sample there are textures like 
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga but 
i did not know it will be a problem like doing an error disk  it's 
weird.
  
I agree. I don't have an F: drive, and the error happens deep in Windows 
code, so I don't think it's a problem you have to fix (other than 
putting relative paths in the osg file and providing the textures...)

In fact it's the blender exporter that does not handle this correctly i 
will fix it.

I adjusted nathan.osg to have color for each part, it's really better.
I fix the avatar.osg and i post the new files.

I fixed the missing OSGANIMATION_EXPORT for Bone, and the 
setupViewInWindow.
  

Excellent, thanks.


I recommand the nathan model as sample, it's a good sample. But you will 
understand better when using images buttons in the viewer ;)
  
Yep, looks good. Though if I switch animation loops it looks like it 
gets stuck on one animation loop sometimes. I'll see if I can get more 
concrete reproduction steps later.



What is happening is that both animations are being played
simultaneously and mixing over each other; for the time being, you have
to explicitly stop any existing animations (if you want to just see
one at a time).

However, this behavior is great when you want to play two animations
that affect two wholly different parts of your rig. :)

  
Exact in fact bheind this part there is only basics logic. If you play 
two animation then it takes

the bones and divide / 2, there is no priority or stuff like that.
So it's a part i have to work in a near futur.

Cheers,
Cedric

Good work, definitely a great addition to OSG!

J-S



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Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay

Hi Jeremy,


Everyone asks about this, so I'll try and put a comment in the code
somewhere to explain it. The bottom line is that it simply isn't
possible to create a pixel-aligned 2D interface in OSG without at least
initially forcing a window size. Sure, I could rely on whatever size the
user sets in their environment, but I need some way to keep the
orthorgraphic camera in sync with the actual dimensions of the
application window itself.

Normally, you rely on the RESIZE event in osgGA to inform you of this,
and for the most part it works (see src/osgWidget/ViewerEventHandlers)
for keeping you in sync with the size of the window. However, a RESIZE
event isn't generate for the initial size of the window, nor is it
generated when the window is asked to go into fullscreen mode.

Until there is some global way of hooking into the intial (and any
subsequent changes thereafter) window dimensions in a reliable way, we
simply have no choice. I spent an afternoon trying to get around this
with no avail. If someone can tell me how to get the initial window
size, I'll be more than happy to patch osgWidget. :) (I've posted asking
about this in the past with no response.) Until then, I do the best I
can with what I've got.


The requirement to have the size at startup makes sense. I have no 
problem with that. (but thanks for explaining, it's always useful to 
have a better understanding of the why).


What I have problems with is putting the window's top-left corner at 
(0,0). You can change that without affecting the window's size...


  viewer.setUpViewInSingleScreen(50, 50, w, h);

As for letting the viewer set itself up, there should be ways of getting 
the size of the window after viewer.realize():


* Get the viewport of the main viewer camera 
(viewer.getCamera()-getViewport()).

* Or get the graphics context and get the size from there.
* Or ...

But as I said, my major concern is putting the window at (0,0). I would 
find it more polite if your examples let the viewer decide, but if 
that's just not possible, at the very least place the window in a sane 
initial position.


J-S
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Re: [osg-users] osgAnimation

2008-11-05 Thread Jeremy Moles
On Wed, 2008-11-05 at 13:53 -0500, Jean-Sébastien Guay wrote:
 Hi Jeremy,
 
  Everyone asks about this, so I'll try and put a comment in the code
  somewhere to explain it. The bottom line is that it simply isn't
  possible to create a pixel-aligned 2D interface in OSG without at least
  initially forcing a window size. Sure, I could rely on whatever size the
  user sets in their environment, but I need some way to keep the
  orthorgraphic camera in sync with the actual dimensions of the
  application window itself.
  
  Normally, you rely on the RESIZE event in osgGA to inform you of this,
  and for the most part it works (see src/osgWidget/ViewerEventHandlers)
  for keeping you in sync with the size of the window. However, a RESIZE
  event isn't generate for the initial size of the window, nor is it
  generated when the window is asked to go into fullscreen mode.
  
  Until there is some global way of hooking into the intial (and any
  subsequent changes thereafter) window dimensions in a reliable way, we
  simply have no choice. I spent an afternoon trying to get around this
  with no avail. If someone can tell me how to get the initial window
  size, I'll be more than happy to patch osgWidget. :) (I've posted asking
  about this in the past with no response.) Until then, I do the best I
  can with what I've got.
 
 The requirement to have the size at startup makes sense. I have no 
 problem with that. (but thanks for explaining, it's always useful to 
 have a better understanding of the why).
 
 What I have problems with is putting the window's top-left corner at 
 (0,0). You can change that without affecting the window's size...
 
viewer.setUpViewInSingleScreen(50, 50, w, h);

Yeah, that's no problem. :) I can add this easy.

 As for letting the viewer set itself up, there should be ways of getting 
 the size of the window after viewer.realize():

That's the key though--I wouldn't want to rely on the viewer being
realized, and it would make the code tricky to do properly in the right
order.

The answer, I think, is me hacking osgViewer to report this data via the
RESIZE event properly, I'm just so overwhelmed with a sense of wanting
to get this done I haven't had a chance. :) It is something I will do
eventually, of course.

(Wasn't trying to be inflammatory, if it sounded that way. :))

 * Get the viewport of the main viewer camera 
 (viewer.getCamera()-getViewport()).
 * Or get the graphics context and get the size from there.
 * Or ...
 
 But as I said, my major concern is putting the window at (0,0). I would 
 find it more polite if your examples let the viewer decide, but if 
 that's just not possible, at the very least place the window in a sane 
 initial position.
 
 J-S

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Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay

Hi Jeremy,


   viewer.setUpViewInSingleScreen(50, 50, w, h);


Yeah, that's no problem. :) I can add this easy.


OK good, that's at least a good start.

As for letting the viewer set itself up, there should be ways of getting 
the size of the window after viewer.realize():


That's the key though--I wouldn't want to rely on the viewer being
realized, and it would make the code tricky to do properly in the right
order.


I don't think it's a problem. You have to pass the size anyways when 
creating the WindowManager right? So you'll just defer creating your 
WindowManager until the viewer is realized. Just calling 
viewer.realize() yourself before viewer.run() does the trick...


Anyways, we're talking about examples here, where the polite thing is to 
let osgViewer::Viewer set itself up however it likes. So if you need to 
go through a few more hoops to do this, that's fine IMHO. In the case of 
a real application, the user will probably know the size of their window 
in advance, so the problem is non-existent.



The answer, I think, is me hacking osgViewer to report this data via the
RESIZE event properly, I'm just so overwhelmed with a sense of wanting
to get this done I haven't had a chance. :) It is something I will do
eventually, of course.


Perhaps hacking isn't the right word, I would say fixing instead :-)


(Wasn't trying to be inflammatory, if it sounded that way. :))


Nah, don't worry about it.

J-S
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Re: [osg-users] osgAnimation

2008-11-05 Thread Jean-Sébastien Guay

Hi Jeremy,


What is happening is that both animations are being played
simultaneously and mixing over each other; for the time being, you have
to explicitly stop any existing animations (if you want to just see
one at a time).


When multiple animations are mixing, should the stop button stop them all?

If I just click multiple animations in the list (eject button), it 
seems to do what you say (play them all at the same time, mixing) but 
then clicking the stop button seems to have no effect.


J-S
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Re: [osg-users] How should I reset position/rotation/scale using MatrixTransform?

2008-11-05 Thread GMD GammerMaxyandex.ru
Thank you! it works)

05.11.08, 18:27, Jean-Se'bastien Guay [EMAIL PROTECTED]:

 Hi Max,
  How should I reset position *OR* rotation *OR* scale using MatrixTransform
 Decomposing the matrix is not that reliable. Keep them separately, or 
 use PositionAttitudeTransform.
 Remember that mt-setMatrix(osg::Matrix::scale(...) * 
 osg::Matrix::rotate(...) * osg::Matrix::translate(...)) is functionally 
 equivalent to one MatrixTransform with scale, with a child 
 MatrixTransform with rotation, and another child MatrixTransform with 
 translate (or some permutation, I can never remember).
 J-S
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Re: [osg-users] osgAnimation

2008-11-05 Thread Jeremy Moles
On Wed, 2008-11-05 at 14:26 -0500, Jean-Sébastien Guay wrote:
 Hi Jeremy,
 
  What is happening is that both animations are being played
  simultaneously and mixing over each other; for the time being, you have
  to explicitly stop any existing animations (if you want to just see
  one at a time).
 
 When multiple animations are mixing, should the stop button stop them all?

It only stops the last animation played. I think I put that code
together in about 45 seconds tops, so... it's pretty crappy .:)

 If I just click multiple animations in the list (eject button), it 
 seems to do what you say (play them all at the same time, mixing) but 
 then clicking the stop button seems to have no effect.
 
 J-S

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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
 On Wed, Nov 5, 2008 at 3:14 PM, Jan Ciger [EMAIL PROTECTED] wrote:
 -BEGIN PGP SIGNED MESSAGE-
 What is the license for the code (cannot use GPL, LGPL is OK) and where
 to get it? I would give it shot.
 
 Cedric's has changed the licensing of osgAnimation so that it's OSGPL,
 compatible with the rest of the OSG.
 

OK, great. I will try to get it working here. Indeed, something newer
and better integrated than the venerable Cal3D would be good to have.

 our experience on CAL/OSG integration would be useful a guide for the
 osgAnimation development.  My hope is that osgAnimation would be able
 to replace osgCal usage, but without any experience with osgCal I
 can't say how easy as step this is right now, or how easy this can be
 made, so... it would be useful to get feedback from those who've been
 using osgCal/ReplicantBody as to what is missing/needs improving on
 osgAnimation to make it possible to move apps over to osgAnimation.

Well, I didn't see the new library yet, but as always, the main problem
is not to make the code work - basic keyframe playing and skinning is
not that difficult to do. The problem is to have the full pipeline from
the modeler to the screen and a way to use existing data. I will try to
get the osgAnimation to work and look at what would need to be done.

Jan

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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
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Laurent Di Cesare wrote:

 Actually I think it's more of a cal3d issue than an osgcal issue.

Well, the loading is done via osgCal, so if the underlying library barfs
on the data, it should report the error better.

Jan
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Re: [osg-users] osgOcean(?)

2008-11-05 Thread Sergey Kurdakov
Hello Kim,

you might take a look at

http://www.ogre3d.org/phpBB2/viewtopic.php?t=38148

it is free but uses different engine.

Sergey Kurdakov




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Re: [osg-users] Help with Positiong a Camera

2008-11-05 Thread Dusten Sobotta
http://stderr.org/doc/openscenegraph-doc/openscenegraph/classosg_1_1Camera.htmlprovides
the method for doing just that


void 
setViewMatrixAsLookAthttp://stderr.org/doc/openscenegraph-doc/openscenegraph/classosg_1_1Camera.html#ffdfac8750ae789faa395d3e8d4e(const
osg::Vec3http://stderr.org/doc/openscenegraph-doc/openscenegraph/classosg_1_1Vec3f.htmleye,
const
osg::Vec3http://stderr.org/doc/openscenegraph-doc/openscenegraph/classosg_1_1Vec3f.htmlcenter,
const
osg::Vec3http://stderr.org/doc/openscenegraph-doc/openscenegraph/classosg_1_1Vec3f.htmlup)


It sounds like that would be more appropriate for your situation.

On Wed, Nov 5, 2008 at 4:03 PM, Allen [EMAIL PROTECTED] wrote:

 Hi, I'm new to OSG and am in need of assistance with how to position a
 camera in a scene.  I am using OSG 2.6.1 on linux (centos4). Here's my
 setting: 1) I've setup my scene (only one node - terrain). 2) I've setup my
 1 and only 1 camera in my only viewer by calling:
 setProjectionMatrixAsPerspective ( 30.0f, static_castdouble ( width )
 /static_castdouble ( height ), 1.0f, 1.0f );
 3) I CAN add a slave camera  translate it in ONLY the x  y planes.  I can
 scale too but this still is not what I'm looking for.

 My Question:  How to I get my Camera to be positioned at a certain spot
 over my terrain and looking at a particular spot on my terrain?  For the
 life of me, I can't figure this out  Ive been pouring through dozens of
 examples, the API, and trying all sorts of experiments with EVERY camera
 method I can find, view  viewer method I can find that might help me.

 Thx everyone for your help.  I really appreciate this.

 --
 Sincerely, Allen

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Re: [osg-users] need to port an application from OSG v1.2 (OSG::Producer based) to OSG 2.0 (OsgViewer based)

2008-11-05 Thread Eric Sokolowsky

Gianluca Natale wrote:

Is there any tutorial that explains how to do that without any pain?


No pain, no gain. :)

All joking aside, it really is not that painful. I migrated my OSG 1.2 
application (using old Producer libraries) to new osgViewer in a couple 
of hours. There was some functionality that was lost (Producer config 
files don't work properly yet, hiding the mouse pointer is not 
supported, multimonitor strangeness), but for the most part the port was 
straightforward.


I just recommend checking out a copy of your application out of your 
source control (you do use source control, don't you?) and compiling it 
against OSG 2.6, fixing the errors along the way.


I didn't keep good notes of my own experience, but if you have specific 
questions about porting functionality, email the list and I'll do my 
best to answer.


-Eric

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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Robert (and all),

Robert Osfield wrote:
 Your experience on CAL/OSG integration would be useful a guide for the
 osgAnimation development.  My hope is that osgAnimation would be able
 to replace osgCal usage, but without any experience with osgCal I
 can't say how easy as step this is right now, or how easy this can be
 made, so... it would be useful to get feedback from those who've been
 using osgCal/ReplicantBody as to what is missing/needs improving on
 osgAnimation to make it possible to move apps over to osgAnimation.
 


I have managed to compile the branch with osgAnimation and it works OK
on my Linux system. Here are few things I have observed, Cedric feel
free to correct me if I am wrong here:

- - The animation format seems to be not very practical/efficient. The
animation is stored as a special node in the .osg file, with each bone
having every key specified, even if it is not moving. It is simple, but
leads to huge files. Cal3D and most animation toolkits are able to
interpolate the keyframes between points in time - i.e. I specify a time
when certain key pose should be set, not a set of samples at fixed
intervals. If the bone is not moving, only one sample is set at the
beginning.

Also, from a practical point of view it is better to separate
animations, skeleton and mesh files. The same skeleton and animations
are often reused for several different meshes (e.g. with different
textures or even shapes). This could be probably handled by loading
several osg files, but it needs to be kept in mind. This is why Cal3D
has these data separate.

- - Is there support for different frame rates of the animation? This is a
very important feature, together with the capability to
resample/interpolate the animations on the fly. E.g. a motion capture
system can give you an animation file at a frame rate being anything
between 20-120 Hz. You cannot rely on having all animations at the same
frame rate, because assets are often reused and pre-converting
everything every time is simply not practical.

- - How many bones can be influencing one vertex of the mesh? The data
seems to be stored as skeleton bone having a list of vertices affected
by it + weight. I wonder how practical this is from the exporter/design
tool point of view - you typically paint weights over the mesh and
assign bones to vertices, not vertices to the skeleton bones.

This is a detail, though, but it leads to long lists of vertices that
are duplicated several times, for each bone affecting the vertex. A more
usual way is to have a vertex id followed by a list: bone id weight bone
id weight ... That allows to have the long list only once. A
pathological worst case would be a mesh where every vertex is affected
by all bones. With the current format one would have e.g. 2000 vertices
x 15 bones = 3 vertex entries. With the format I have mentioned, one
would have only 2000 entries.

- - Support for animation priorities - an absolutely essential thing, but
doesn't seem to be there yet (I may be wrong). If there are multiple
animations playing and influencing the same parts of the rig, they need
to be weighted. For example a waiter carrying a tray with drinks - you
have a walk cycle animating the whole skeleton and a raised arm holding
the drink tray steady. The arm animation would have higher priority,
overriding the walk cycle for the part of the skeleton. Cal3D does this
using an animation mixer.

One cannot rely on having two animations affecting only distinct
portions of the rig - this is not feasible unless one animates
everything by hand and it doesn't look natural anyway - e.g. even the
waiter's hand above will be bobbing up and down a little in the rhythm
of the walk cycle, otherwise he would look like having a terrible cramp
in that hand and holding it completely stiff.

- - Support for animation blending - there needs to be a possibility to
transition smoothly from e.g. walking to jump and again to walking. This
is done using animation blending - interpolating between the end pose of
one key frame to the start pose of the next one. Without this jumps will
occur and it will look bad.

- - Hardware accelerated skinning - at the moment the skinning seems to be
done all in software, not using vertex shaders. There is code in osgCal
that does this already. I believe that there was also the osgCharacter
nodekit doing skinning in hardware.

Regards,

Jan



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[osg-users] Need explanation about a strange behaviour with RenderBin

2008-11-05 Thread Sukender
Hi,

I found a strange behavior, and I would like someone to explain, if possible.
In an .osg model (exported from Blender) the rendering_hint OPAQUE_BIN line 
in some StateSets causes my model to be lit in a funky way. It is sometimes 
correctly lit, sometimes not (looks like diffuse got away). In my app, I have:
- a pStateset-setRenderBinDetails(11,RenderBin) used to render HUD 
components,
- and a pStateset-setRenderBinDetails(-1, RenderBin) elsewhere for my sky 
sphere.

But if I change OPAQUE_BIN to DEFAULT_BIN, then my model is correctly lit...
Can someone explains what happened?
Thanks.

Sincerely,

-- 
Sukender
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Re: [osg-users] Character animation in OSG

2008-11-05 Thread Cedric Pinson

Hi Jan,

Thank you taking time to read code and test it. I will try to answer to 
your remarks.



Jan Ciger wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi Robert (and all),

Robert Osfield wrote:
  

Your experience on CAL/OSG integration would be useful a guide for the
osgAnimation development.  My hope is that osgAnimation would be able
to replace osgCal usage, but without any experience with osgCal I
can't say how easy as step this is right now, or how easy this can be
made, so... it would be useful to get feedback from those who've been
using osgCal/ReplicantBody as to what is missing/needs improving on
osgAnimation to make it possible to move apps over to osgAnimation.





I have managed to compile the branch with osgAnimation and it works OK
on my Linux system. Here are few things I have observed, Cedric feel
free to correct me if I am wrong here:

- - The animation format seems to be not very practical/efficient. The
animation is stored as a special node in the .osg file, with each bone
having every key specified, even if it is not moving. It is simple, but
leads to huge files. Cal3D and most animation toolkits are able to
interpolate the keyframes between points in time - i.e. I specify a time
when certain key pose should be set, not a set of samples at fixed
intervals. If the bone is not moving, only one sample is set at the
beginning.
  
You are right, but it's not the job of osgAnimation to make this 
assumption, osgAnimation
interpolate bewteen keyframes. The optimization of key is the 
responsiblity of the exporter
instead. In the osg exporter i bake everything without optimization yet, 
that's why it produces

a big amount of data. To work quickly i just exported all baked animation.
If you want you can just put one key for a channel or two with 40 
seconds between them.
So it's not a blocker. But in the futur you could want to separate each 
channel like PosX PosY PosZ
because sometimes it vary only on one value and you can save space like 
espacialy if you have to bake

animation.


Also, from a practical point of view it is better to separate
animations, skeleton and mesh files. The same skeleton and animations
are often reused for several different meshes (e.g. with different
textures or even shapes). This could be probably handled by loading
several osg files, but it needs to be kept in mind. This is why Cal3D
has these data separate.
  

Yes i am completely agree with that. Here more info how it's splitted.
RigGeometry
Animation/Channel
Skeleton/Bone

So those 3 elements can be splitted in different file, and in animtk it 
was like that before, the .osg is just a container of those three elements.



- - Is there support for different frame rates of the animation? This is a
very important feature, together with the capability to
resample/interpolate the animations on the fly. E.g. a motion capture
system can give you an animation file at a frame rate being anything
between 20-120 Hz. You cannot rely on having all animations at the same
frame rate, because assets are often reused and pre-converting
everything every time is simply not practical.
  
There is no framerate, you specify your keyframes in seconds so more 
your put keyframes

in a short range of time and better the resolution is.


- - How many bones can be influencing one vertex of the mesh? The data
seems to be stored as skeleton bone having a list of vertices affected
by it + weight. I wonder how practical this is from the exporter/design
tool point of view - you typically paint weights over the mesh and
assign bones to vertices, not vertices to the skeleton bones.
  

the format stored is VertexGroup.
For a geometry you have a set of VertexGroup, a vertex group is a list 
of 'id of the vertex' and its 'weight'.
The name of vertex group identify the target typically the bone. Using 
this format is generic. For example
if you want to extend the mesh, like adding new vertexes, you can add a 
group for them and give it the name
to the new bone or other elements that could influence those vertexes. 
Then rebuild
the association on the fly. I choiced this format for genericity it's 
easier to manipulate, but i know sometime it's less readable in

the osg file.


This is a detail, though, but it leads to long lists of vertices that
are duplicated several times, for each bone affecting the vertex. A more
usual way is to have a vertex id followed by a list: bone id weight bone
id weight ... That allows to have the long list only once. A
pathological worst case would be a mesh where every vertex is affected
by all bones. With the current format one would have e.g. 2000 vertices
x 15 bones = 3 vertex entries. With the format I have mentioned, one
would have only 2000 entries.
  

It's the same amount of data. it just differents way, you suggest
2000 x 15
and it's currently
15 x 2000
but i am agree your solution produces less lines.

- - Support for animation priorities - an absolutely essential thing, but

Re: [osg-users] osgAnimation

2008-11-05 Thread Cedric Pinson

Hi Robert,

I updated the file http://www.plopbyte.net/tmp/osgAnimation-data.tar.gz 
so there is everything needed. You just need to depack in osg-data, then 
use the osganimationviewer.


The osg exporter for blender is updated too

Cheers,
Cedric

Robert Osfield wrote:

Hi Cedric,

I've pulled down your .osg and image files and have started testing.
Most of the .osg files do things, but the example.osg just seems to be
a static box.  The avatar.osg also references textures that you
haven't supplied.

grep file *.osg
avatar.osg:file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/skin.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/nose.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/mouth.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/eye.l.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga
avatar.osg:  file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/eye.l.tga
avatar.osg:  file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/skin.tga
avatar.osg:file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/dark_grey.tga
avatar.osg:file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/red.tga
avatar.osg:file
F:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/dark_grey.tga
avatar.osg:file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/red.tga
avatar.osg:file
f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/red.tga

Could you provide these files?

What is the license associated with these models?

Cheers,
Robert.
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[osg-users] Setting number of Cull, Draw threads

2008-11-05 Thread Paul Pocock
Just a simple question, is there a limit on the number of threads I set
for one graphics Context? Does OSG set this limit and can't be over
-ridden ?

Regards


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Re: [osg-users] my problem with VPB 0.9.9

2008-11-05 Thread legeochen
Hi Robert
Thanks for replying. Sorry for my poor explanation. It happens like this,
after i execute the command, nothing happened, even crash. I will try figure
it out, maybe i have some wrong configurations.
Cheers
Logeo


2008/11/4 Robert Osfield [EMAIL PROTECTED]

 Hi Legeo,

 Could please explain what you mean by it just stop there as it's
 totally meaningless.  Does it crash?  Does it hang?  Does time freeze?
  Does a bell ring and the bus conductor tell you to get off at the
 next stop?

 Robert.

 On Tue, Nov 4, 2008 at 2:36 PM, legeochen [EMAIL PROTECTED] wrote:
  Hi all
  I have just managed to compile VPB 0.9.9. But there is a problem: when
 run
  the applications like osgdem, vpbmaster, it just stop there.
  osgdem --xx 10 --yy 10 -t ps_texture_16k.tif \
  --xx 10 --yy 10 -d ps_height16.tif \
  -l 8 -v 0.1 -o puget.ive -a pegout.osga
  I have osg 2.7.4 installed under my Deiban lenny. Quite confusing. It
 worked
  fine when I was using VPB 0.9.1. Any idear?
  Thanks!
  Best Regards
 
  legeo
 
 
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Re: [osg-users] vpbmaster seg faults on my build

2008-11-05 Thread J.P. Delport

Hi,

I remember some segfault problems I had at some stage, but it was on 
Debian Lenny 32-bit and had something to do with the compiler/optims. 
Could you try one of the following (just a hunch):


first clean out all local libs (OSG and OpenThreads)

1) try g++-4.2
2) run ccmake, press t to toggle advanced, look in the compiler flags 
and modify -O3 to -O2.


jp

Mark Yantek wrote:

OSG-USERS,

 

I’m Using, “..OpenSceneGraph (rev 8413) and VirtualPlanetBuilder (rev 
914) checked out from svn around June 2008..” Everything built fine, but 
when I try to run vpbmaster it only says “Segmentation Fault”. How do I 
get around this problem?


 

The system I’m using is running Ubuntu Linux 8.10 64-bit and GCC 4.3.2. 
I have been following the cluster example here 
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD 
.


 


Thanks

 


-Mark Yantek

 





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