Re: [osg-users] setProjectionMatrix and FOV

2009-04-02 Thread Tomas Hnilica

Many thanks Paul.
I introduced _fovCoefficient to the TrackballManipularor subclass - by 
default (FOV=30) this coefficient is 1, when changing FOV, the 
coefficient needs to be changed to  30/newFOV.
The coefficient is used in MatrixManipulator::computeHomePosition() 
subclass:

--
   setHomePosition(boundingSphere._center+osg::Vec3( 
0.0,-3.5f * boundingSphere._radius * _fovCoefficient ,0.0f),

   boundingSphere._center,
   osg::Vec3(0.0f,0.0f,1.0f),
   _autoComputeHomePosition);
 --
By setting such coefficient to MatrixManipulator when changing 
projection FOV, the home() will fit the scene to the window by any FOV.


To stay visually in the same distance when changing FOV, the last task 
is to change the distance of the matrixManipulator:
matrixManipulator-setDistance(matrixManipulator-getDistance() / oldFOV 
* (30.0f / newFOV) )



Maybe this will help someone.

Tomas




Paul Martz napsal(a):

You can either use a true orthographic projection, or you can set the
TrackballManipulator home position so that the viewpoint is further away. If
you are really trying to create a near orthographic (but not a true
orthographic) projection, then setting the eye distance very far away is the
right approach.

At my former employer, we used to set the FOV to about 10 degrees to mimic
the angle actually subtended by our render window on the screen. (10 degrees
is not as extreme as what you're doing, but it's still pretty extreme
compared to most 3D apps, and approaches orthographic.) But then we needed
to see an entire aircraft in that window, so we had to set the viewpoint
quite far away to get the entire aircraft into that 10 degree field. You'll
need to do the same.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomas
Hnilica
Sent: Friday, March 27, 2009 5:19 AM
To: OpenSceneGraph Users
Subject: [osg-users] setProjectionMatrix and FOV

Hello osg users,

I am trying to set the camera perspective projection to 'near' 
orthogonal. I achieve desired projection by setting the FOV to some low

number (1.0).
When the projection matrix is changed in this way, the scene is 'zoomed-in'.
This means, that MatrixManipulator::home does also zoom-in and the scene
does not fit to the view (using TrackBallManipulator).
It is clear what happens, but how can I prevent the 'zooming' in the best
way? I could apply some scaling factor to the MatrixManipulator, but this
seems to me not a clean solution...

many thanks,
Tomas



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Re: [osg-users] Object oriented coding

2009-04-02 Thread Tomas Lundberg
Thank you. I will check it out. 

Can you please edit the replies and remove my name and email? I have chosen the 
settings not to publish name and email, but they still appear just before 
quoted text it seems.

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Re: [osg-users] Object oriented coding

2009-04-02 Thread Roland Smeenk
Hello Tomas,

I moderated the forum posts to hide your real name and e-mail address. However 
it is appreciated if you make your real name visible or at least sign your post 
with your name. 

Note that all forum posts also end up on the osg-users mailing list and 
therefore in the mailing list archive. Moderated forum posts do not end up on 
the ML so the ML archive will still contain your e-mail address and real name.

kind regards,

Roland Smeenk

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Re: [osg-users] [osgPlugins] osgmovie problem

2009-04-02 Thread Ümit Uzun
Hi Salvatore,

Actually I can't understand what you mean. Please refer your problem in much
understandable sentence.

Regards.

2009/4/1 salvatore salvator...@gmail.com

 hello to all,
 I have a problem: osgmovie use to see a movie. mov but I see a shift in the
 top of the movie screen, you can help me?
 Thank you in advance

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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Юрий Монаков
Try googling 
downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio9
and get the directory list from Google cache. You don't have
permission to access whole direcory, but links to files work
perfectly.
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Re: [osg-users] [osgPlugins] osgmovie problem

2009-04-02 Thread salvatore
hi,
excuse my English is not the best.
I have a quicktime movie of it and when I view with osgmovie you see a line at 
the top of the screen and the movie is delayed

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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Mattias Helsing
Hi Martin, Jose-Luis Hidalgo

On Wed, Apr 1, 2009 at 10:55 PM, Martin Beckett m...@mgbeckett.com wrote:
 A user on general pointed out that the windows binary links on
 http://www.openscenegraph.org/projects/osg/wiki/Downloads
 point to the directory not the file and they can't access them.

I noticed. I can't browse the download section either. I suppose
Jose-Luis is securing the server (which is a good thing). If we can't
access the folder we should provide some other way to browse the
packages.


 It also seems that windows binaries are packed as .tar.gz - could we make 
 them .zip? Windows users that are downloading binaries are unlikely to have 
 cygwin/ming tools installed.

It is possible. But we agreed early in the packaging support
development to go with tar.gz across all platforms since few modern
archiving tools for windows doesn't support tar.gz. I recommend
http://www.7-zip.org/

That said - windows has inbuilt support for zip archives so I can see
where you are coming from. On the other hand if you are doing
development of any kind you'll need some archiving tool sooner or
later and 7-zip is pretty good (open, support for many formats, simple
(gui and usage), small footprint). It's all I need (right now at
least).

Mattias


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Re: [osg-users] testing for multisampling capability

2009-04-02 Thread Robert Osfield
Hi Peter,

OpenGL doesn't provide any capability query system without first opening a
graphics context... which means the OSG can't provide anything similar.
The only way I know of doing what you want is to set up the
GraphicsContext::Traits for what you want, then try to create the
GraphicsWindow/Context, if this fails then fallback to using a Traits with
less demanding requirements.

You mention problems with doing something similar to the above suggestion,
but without more specific explanation of how you are doing what you are
doing I don't think anyone can help further with divining why it doesn't
work as expected.

Robert.

On Wed, Apr 1, 2009 at 8:20 PM, Peter Amstutz
peter.amst...@tseboston.comwrote:

 I'm trying to enable 4x multisampling in my application.  When running on
 systems with decent video drivers this is a simple matter of setting
 traits-sampleBuffers when I create the graphics window and it just works.
  Unfortunately in testing I've run into a system with an integrated Intel
 graphics driver that appears to not support multisampling -- I get pixel
 format error when I try to create the graphics context.  I need to fall
 back and disable multisampling in this case, but presently in our
 application this requires that the user edit an external xml configuration
 file.  Ideally it should be able to probe the driver features to determine
 if multisampling is available.  What is the best way to do this in Open
 Scene Graph?

 I tried creating the graphics window, testing for failure, and if so
 disabling multisampling and trying again.  Unfortunately, in testing this
 approach on a different system I ran into a problem -- it seems that once
 you've requested a graphics context with one multisampling setting, you
 can't ask for a different setting?  I created a multisample graphics
 context, forced the initialization to be considered to fail, deleted the
 context, then asked for a non-multisample context (with all the same
 settings), then reports an invalid pixel format on trying to change the
 multisample settings.  It's very weird.

 I'm sort of out in the weeds, here.  It would be nice if there was some way
 to use OSG to ask the driver what it supports rather than having to play
 guessing games with graphics context initialization.  Does anyone have any
 ideas?

 Thanks,
 Peter
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Re: [osg-users] [osgPlugins] osgmovie problem

2009-04-02 Thread Ümit Uzun
Hi Salvatore;

May be it could be general answer but it might be related about your graphic
card. Sometimes streamed movie can't texture about the texturing way. As
default osgmovie uses textureRectangle to show movie, try using Texture2D
(osgmovie --texture2D xxx.mov).

Hope this helps.
Regards.

2009/4/2 salvatore salvator...@gmail.com

 hi,
 excuse my English is not the best.
 I have a quicktime movie of it and when I view with osgmovie you see a line
 at the top of the screen and the movie is delayed

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Re: [osg-users] osgmovie problem

2009-04-02 Thread Lingyun Yu
I also updated my driver to the newest.  it is still the same.
my quicktime version is 7.3. Is it too old?

On Thu, Apr 2, 2009 at 1:57 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:

 On 2/4/09 5:32 AM, Lingyun Yu wrote:

 another warning

 TextureRectangle::apply(..) failed, texture rectangle is not support by
 your OpenGL drivers.


 That explains the white rectangle.
 The 8800 definitively supports texture rectangles.  Maybe you need to
 update your driver?

 /ulrich

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[osg-users] PositionAttitudeTransform - How do I make a rotation

2009-04-02 Thread Adrien Joly
Hi,

I'm kind of newbie in 3D developpment and in openSceneGraph.

I want to rotate a node using PositionAttitudeTransform::setAttitude but I 
don't know how to do that.

I've tried to make it rotate according ti the fact that x, y and z of the Quat 
is the coordinate of the vector from the origin (x, x, z) plus an angle (w).

But the node has a strange behavior.

Can anyone help me?

Thank you.

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[osg-users] Running OSG app across multiple GPUs (windows)

2009-04-02 Thread Endre Lidal
Hi all!

I'm searching for information on how OSG behaves and possible should be setup 
in my application when running on a multi-display (4 monitors) in a multi GPU 
(2 graphics cards) PC running Windows XP. I'm using OSG 2.6.1. I have searched 
the forum/mailing lists and available documentation, but I don't seem to get 
the right information about how to do this. 

I have an OSG application that runs correct on a one GPU/graphics card system 
(with 2 monitors). The actual problem I'm seeing is the following: I have 
created a custom subload texture callback to speed up texture subloading (only 
subload the part of the texture that are actually updated.) This works fine on 
a 1 GPU system, but the texture is not subloaded on the displays on the second 
GPU. I have other textures that uses the default texture subloading and these 
works in both setups. Afaik the textures/texture objects has to be created and 
subloaded on both GPU/graphics cards in order to make this work. But here is my 
problem, where can I get information on how to do this? 

I would be grateful for any hints to my problem or any links to references 
about this. Thank you.

Sincerely,
Endre

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Re: [osg-users] Depth buffer data is not clamp to [0.0,1.0].

2009-04-02 Thread Ulrich Hertlein

Hi YangXiao,

On 2/4/09 3:22 PM, YangXiao wrote:

z = float ( (depthBuffer-data())[i*4] );


Could it be your cast is wrong?  You're only reading every fourth byte and casting that to 
float, which explains why you're only seeing 0-255.


Try z = ((float*) depthBuffer-data())[i]; instead.

/ulrich
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[osg-users] Minimizing OSG app window frees memory

2009-04-02 Thread Miro Janosik
Hi, I was wondering why my OSG application frees lots of memory when I
minimize its window, and why that memory is not freed if I don't. I noticed
that when I create some objects in the scene by loading flt model files and
remove them from scene afterwards that not all memory is freed (when looking
at application's allocated memory through Task Manager ).
If I minimize application's window afterwards then application's allocated
memory decreses to level as it was before creation of objects.

Any ideas what could be causing this and if this freeing of memory can be
executed by some function call ? I would be handy for me, to keep my
allocated memory low.

My application is using osgViewer::Viewer and dynamic terrain paging, OSG
2.8.0 rc3, Windows XP SP2, Visual Studio 2008.

I'm newbie at OSG's mailing list so I hope this was not discussed already.
I've been looking through mailing archives and I could not find answer to
this question.



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[osg-users] About UV coordinates interpolation in a polygon

2009-04-02 Thread Max
Hi all,

 I've a question about the interpolation (I guess) computed to set the texture 
coordinates given each vertex's one (is that sentence correct?).

 It seems the interpolation (or whatever) is done considering the polygon as a 
triangle fan.
 As my coordinates don't perfectly match, the result is quite ugly.

Here's some screenshots, I highlighted the supposed triangles:

[Image: http://img5.hostingpics.net/pics/164071Deformation1_traits.png ]
[Image: http://img5.hostingpics.net/pics/634509Deformation2_traits.png ]
[Image: http://img5.hostingpics.net/pics/605645Deformation3_traits.png ]

 Isn't there a way to compute the coordinates considering the whole polygon 
(probably using the barycenter) ?
 Is there an option to activate it?

 Thanks for all (at least for reading),

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Re: [osg-users] [osgPlugins] osgmovie problem

2009-04-02 Thread salvatore
my graphics card is a ati radeon x1600 512mb, I see the movie that has a 
resolution of 1400 x 1050, attaching a photo with the problem[/url]

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[osg-users] Multisample Coverage in FBO

2009-04-02 Thread Rick Appleton
Hi,

I'm looking into using Multisampled Coverage in FBOs in our application, and 
I've run into an interesting snafu. According to the extension specification  
coverage_samples cannot be larger than color_samples. This is enforced in OSG 
in two places: osgUtil/RenderStage.cpp(352) and osg/FrameBufferObject.cpp(254). 
However, those two places take opposite actions to resolve the issue.

The first one, osgUtil/RenderStage.cpp(352), decreases colorSamples to match 
(coverage)samples.
The second one, osg/FrameBufferObject.cpp(254), increases (coverage)samples to 
match colorSamples.

I haven't looked too hard at the code around this, but shouldn't this check 
only happen in one place (presumably FrameBufferObject.cpp)? RenderStage.cpp 
seems to lead into FrameBufferObject.cpp anyway, so it's doing a redundant 
check.

I'm looking forward to hear your thoughts on this.

Kind regards,
Rick

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[osg-users] Controlling the rendering order

2009-04-02 Thread Tanguy Fautre
Hi,

When doing GUI elements in OpenGL, it's particularly useful to exactly
control the rendering order. Usually, this goes like this:

glDepthMask(0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);

/* Render GUI back to front */
/* Note that we use Z = 0.0 all the time */

glBegin(GL_QUADS);
glVertex2f(x, y);

/* ... */

It's very easy to do directly in OpenGL, but with OSG I've currently
found it ridiculously hard. The reason is that OSG change to rendering
order to optimize things (which is good in most cases, except this one).
Is there any way to easily control the rendering order of nodes in OSG
(e.g. set a node property to tell OSG to render children nodes in
order)?

I've found render bins to be over complicated to solve this (also they
require the user to assign a unique and ordered id to each of them), and
assigning a Z value to each GUI element is also tedious and error prone.

Am I missing something?


Cheers,

Tanguy

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Re: [osg-users] Running OSG app across multiple GPUs (windows)

2009-04-02 Thread Robert Osfield
Hi Endre,

Just to be clear, do you have your app running across all displays right
now?   Is it just the subloading that isn't working?

W.r.t subloading, this the unknown variable that makes it difficult to
comment on.  The best I can say is that osg::Texture* maintains a seperate
OpenGL texture object for each graphics context.  Have a look at the
Texture*.cpp classes to see how these texture objects are managed.

Robert.

On Thu, Apr 2, 2009 at 10:46 AM, Endre Lidal emli...@broadpark.no wrote:

 Hi all!

 I'm searching for information on how OSG behaves and possible should be
 setup in my application when running on a multi-display (4 monitors) in a
 multi GPU (2 graphics cards) PC running Windows XP. I'm using OSG 2.6.1. I
 have searched the forum/mailing lists and available documentation, but I
 don't seem to get the right information about how to do this.

 I have an OSG application that runs correct on a one GPU/graphics card
 system (with 2 monitors). The actual problem I'm seeing is the following: I
 have created a custom subload texture callback to speed up texture
 subloading (only subload the part of the texture that are actually updated.)
 This works fine on a 1 GPU system, but the texture is not subloaded on the
 displays on the second GPU. I have other textures that uses the default
 texture subloading and these works in both setups. Afaik the
 textures/texture objects has to be created and subloaded on both
 GPU/graphics cards in order to make this work. But here is my problem, where
 can I get information on how to do this?

 I would be grateful for any hints to my problem or any links to references
 about this. Thank you.

 Sincerely,
 Endre

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Re: [osg-users] Controlling the rendering order

2009-04-02 Thread Robert Osfield
Hi Tanguy,

The OSG sorts the objects in opaque bin to minimize state changes, this is
crucial for performance - it's a pretty fundamental part to efficient
rendering and standard practice in high performance graphics toolkts..  This
does mean the ordering changes.  You have complete control over the bins
though, you can change the sort algorithm on them, you can create own bins,
set the overall render order.

Within a single geometry the order is drawn in the order that the primitives
are placed in the geometry, so perhaps this is sufficient for your purposes.

Robert.

On Thu, Apr 2, 2009 at 11:02 AM, Tanguy Fautre tang...@aristechnologies.com
 wrote:

 Hi,

 When doing GUI elements in OpenGL, it's particularly useful to exactly
 control the rendering order. Usually, this goes like this:

glDepthMask(0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);

/* Render GUI back to front */
/* Note that we use Z = 0.0 all the time */

glBegin(GL_QUADS);
glVertex2f(x, y);

/* ... */

 It's very easy to do directly in OpenGL, but with OSG I've currently
 found it ridiculously hard. The reason is that OSG change to rendering
 order to optimize things (which is good in most cases, except this one).
 Is there any way to easily control the rendering order of nodes in OSG
 (e.g. set a node property to tell OSG to render children nodes in
 order)?

 I've found render bins to be over complicated to solve this (also they
 require the user to assign a unique and ordered id to each of them), and
 assigning a Z value to each GUI element is also tedious and error prone.

 Am I missing something?


 Cheers,

 Tanguy

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Re: [osg-users] Controlling the rendering order

2009-04-02 Thread Tanguy Fautre
Hi Robert,

 

Do you suggest I create an additional bin type (e.g. GUI_ELEMENT_BIN) in
addition to OPAQUE_BIN and TRANSPARENT_BIN, and write my own sort
algorithm for those (i.e. render in the same order children appears in)
?

 

Would it be relatively easy to do so?

 

The thing is I'm quite happy with the way OSG sorts nodes most of the
time, but for GUI elements (at least in our case)  there is no
performance benefit to do so. Almost everything use the same states
(blending on, no depth test/write, no lighting) while only the texture
changes.

 

 

Cheers,

 

Tanguy

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday 02 April 2009 11:59
To: OpenSceneGraph Users
Subject: Re: [osg-users] Controlling the rendering order

 

Hi Tanguy,

The OSG sorts the objects in opaque bin to minimize state changes, this
is crucial for performance - it's a pretty fundamental part to efficient
rendering and standard practice in high performance graphics toolkts..
This does mean the ordering changes.  You have complete control over the
bins though, you can change the sort algorithm on them, you can create
own bins, set the overall render order.

Within a single geometry the order is drawn in the order that the
primitives are placed in the geometry, so perhaps this is sufficient for
your purposes.

Robert.

On Thu, Apr 2, 2009 at 11:02 AM, Tanguy Fautre
tang...@aristechnologies.com wrote:

Hi,

When doing GUI elements in OpenGL, it's particularly useful to exactly
control the rendering order. Usually, this goes like this:

   glDepthMask(0);
   glDisable(GL_DEPTH_TEST);
   glDisable(GL_LIGHTING);
   glEnable(GL_BLEND);

   /* Render GUI back to front */
   /* Note that we use Z = 0.0 all the time */

   glBegin(GL_QUADS);
   glVertex2f(x, y);

   /* ... */

It's very easy to do directly in OpenGL, but with OSG I've currently
found it ridiculously hard. The reason is that OSG change to rendering
order to optimize things (which is good in most cases, except this one).
Is there any way to easily control the rendering order of nodes in OSG
(e.g. set a node property to tell OSG to render children nodes in
order)?

I've found render bins to be over complicated to solve this (also they
require the user to assign a unique and ordered id to each of them), and
assigning a Z value to each GUI element is also tedious and error prone.

Am I missing something?


Cheers,

Tanguy

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Re: [osg-users] Depth buffer data is not clamp to [0.0,1.0].

2009-04-02 Thread YangXiao

Thanks ulrich
I paste this code from others,and not check!
--- 09年4月2日,周四, Ulrich Hertlein u.hertl...@sandbox.de 写道:


发件人: Ulrich Hertlein u.hertl...@sandbox.de
主题: Re: [osg-users] Depth buffer data is not clamp to [0.0,1.0].
收件人: OpenSceneGraph Users osg-users@lists.openscenegraph.org
日期: 2009年4月2日,周四,下午5:14


Hi YangXiao,

On 2/4/09 3:22 PM, YangXiao wrote:
 z = float ( (depthBuffer-data())[i*4] );

Could it be your cast is wrong?  You're only reading every fourth byte and 
casting that to float, which explains why you're only seeing 0-255.

Try z = ((float*) depthBuffer-data())[i]; instead.

/ulrich
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Re: [osg-users] Controlling the rendering order

2009-04-02 Thread Guy
Maybe you should look at osgWidget which handles GUI elements.

 

Guy.

 



מאת: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] בשם Tanguy Fautre
נשלח: Thursday, April 02, 2009 2:27 PM
אל: OpenSceneGraph Users
נושא: Re: [osg-users] Controlling the rendering order

 

Hi Robert,

 

Do you suggest I create an additional bin type (e.g. GUI_ELEMENT_BIN) in 
addition to OPAQUE_BIN and TRANSPARENT_BIN, and write my own sort algorithm for 
those (i.e. render in the same order children appears in) ?

 

Would it be relatively easy to do so?

 

The thing is I’m quite happy with the way OSG sorts nodes most of the time, but 
for GUI elements (at least in our case)  there is no performance benefit to do 
so. Almost everything use the same states (blending on, no depth test/write, no 
lighting) while only the texture changes.

 

 

Cheers,

 

Tanguy

 

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday 02 April 2009 11:59
To: OpenSceneGraph Users
Subject: Re: [osg-users] Controlling the rendering order

 

Hi Tanguy,

The OSG sorts the objects in opaque bin to minimize state changes, this is 
crucial for performance - it's a pretty fundamental part to efficient rendering 
and standard practice in high performance graphics toolkts..  This does mean 
the ordering changes.  You have complete control over the bins though, you can 
change the sort algorithm on them, you can create own bins, set the overall 
render order.

Within a single geometry the order is drawn in the order that the primitives 
are placed in the geometry, so perhaps this is sufficient for your purposes.

Robert.

On Thu, Apr 2, 2009 at 11:02 AM, Tanguy Fautre tang...@aristechnologies.com 
wrote:

Hi,

When doing GUI elements in OpenGL, it's particularly useful to exactly
control the rendering order. Usually, this goes like this:

   glDepthMask(0);
   glDisable(GL_DEPTH_TEST);
   glDisable(GL_LIGHTING);
   glEnable(GL_BLEND);

   /* Render GUI back to front */
   /* Note that we use Z = 0.0 all the time */

   glBegin(GL_QUADS);
   glVertex2f(x, y);

   /* ... */

It's very easy to do directly in OpenGL, but with OSG I've currently
found it ridiculously hard. The reason is that OSG change to rendering
order to optimize things (which is good in most cases, except this one).
Is there any way to easily control the rendering order of nodes in OSG
(e.g. set a node property to tell OSG to render children nodes in
order)?

I've found render bins to be over complicated to solve this (also they
require the user to assign a unique and ordered id to each of them), and
assigning a Z value to each GUI element is also tedious and error prone.

Am I missing something?


Cheers,

Tanguy

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Re: [osg-users] ObjectType querry...

2009-04-02 Thread neil.hughes
Hi Robert,

Please ignor last email, and this request. I've just realised what to do. Put 
it down to temporary moment of insanity on my part.

Thanks for help.

Neil.

 neil.hug...@tesco.net wrote: 
 Hi Robert,
 
 Thanks for coming back to me so quickly, however I don't think I made myself 
 clear enough, as I'm not sure that osgconv is what I'm looking for. I'm 
 sitting within the zip plugin code, and I have the stream of bytes that 
 represents one of the files within the zip file. I need to know whether I 
 should be passing this stream into a ReadImage, readNode, readObject, or 
 readArchive function - like the Curl plugin does. Now, I can get the 
 appropriate reader as the registry provides functions for doing that. What I 
 need to know, within code, is what type of object that stream represents, so 
 that I can call the appropriate function within the plugin code at runtime. 
 
 I was hoping that a plugin might publish the type of object it creates via a 
 call, but I've looked at the plugin codes and all that is really available 
 seems to be the extensions that a reader addresses, and not the type of 
 object it returns.
 
 So, for example, I would like the JPG,TGA,BMP,PNG...(A.N.Other image format) 
 plugins to return IMAGE as the object type they create creates, whilst the 
 OSG, 3DS, FLT, IVE and (A.N.Other object format) would return node.
 
 Any thoughts ?
 
 Thanks in advance.
 
 Neil.
 
 
 
 
 
 
 
  Robert Osfield robert.osfi...@gmail.com wrote: 
  Hi Neil,
  
  In OSG-2.8 you can do osgconv --formats to get a listed of all the
  capabilities of the plugins.
  
  Robert.
  
  On Wed, Apr 1, 2009 at 5:29 PM, neil.hug...@tesco.net wrote:
  
   Hi All,
  
   Can anyone tell me whether there is a way (call) in OSG to say what type 
   of
   object a plugin will produce ? i.e. if I have a file A.jpg and I call
   osgDB::Registry::instance()-getReaderWriterForExtension passing in the 
   file
   extension, I get the readerwriter. What I would like to know is what
   ObjectType that readerwrite would return.
  
   The reason for the question is I'm updating the ReaderWriterZip plugin to
   handle in-memory zip extraction, and I want to be able to give it a zip 
   file
   that contains many files of varying format. Rippling through the zip file 
   I
   can get the individual files, and their content, and unzip them in memory,
   but the issue I have is that I don't really want to have a big If 
   statement
   in the plugin to look at the known file extensions and to say whether I
   should be calling ReadNode or ReadImage. I would like to be able to 
   enquire
   the type of Object that the reader would produce, and then have a simple
   switch statement like the Curl plugin.
  
   One route I thought of would be to add to extend each plugin to have a
   function based that returns the type of object, and I guess this would be
   fairly straight forward, but before delving in, I just wanted to check if
   there is a method already available.
  
   Many thanks for any help.
  
   Neil.
  
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Re: [osg-users] Controlling the rendering order

2009-04-02 Thread Robert Osfield
HI Tanguy,

2009/4/2 Tanguy Fautre tang...@aristechnologies.com

  Do you suggest I create an additional bin type (e.g. GUI_ELEMENT_BIN) in
 addition to OPAQUE_BIN and TRANSPARENT_BIN, and write my own sort algorithm
 for those (i.e. render in the same order children appears in) ?


Implicit rendering order is bound to be open to error, if the traversal
order changes then you'll hit upon problems, so I would not recommend going
this route.

You can certainly implement your own RenderBin, just assign a
RenderBinPrototype with the appropriate sort order and provide a name for it
so that the StateSet's of your geometry can select it.  However, while it's
technically quite straight forward to do I would recommend doing it in the
manner your are looking for, explcit control of rendering order is the best
way to go.

One route to making explictly render order easiler to manage would be via a
Layer node.  This Layer node would drop it's children in to different
bins.  I've been considering writing a osg::Layer node for quite a few
years, but never have had the time nor something that critically needed it.
Your welcome to collabroate on developing a new osg::Layer node :-)

Robert.
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Re: [osg-users] Controlling the rendering order

2009-04-02 Thread Tanguy Fautre
Hi Guy,

 

From what I’ve seen osgWidget would be an overkill for us, while not 
implementing the features we do need.

 

In any case, I’ve quickly looked into osgWidget source code, and it seems it’s 
using a single transparent bin with z ordering (WindowManager.cpp, around line 
400, assigns different z values to windows when changing the focus of a window).

 

This is currently what we are doing, but I’ve found it very error prone in our 
case.

 

Cheers,

 

Tanguy

 

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy
Sent: Thursday 02 April 2009 12:28
To: OpenSceneGraph Users
Subject: Re: [osg-users] Controlling the rendering order

 

Maybe you should look at osgWidget which handles GUI elements.

 

Guy.

 



מאת: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] בשם Tanguy Fautre
נשלח: Thursday, April 02, 2009 2:27 PM
אל: OpenSceneGraph Users
נושא: Re: [osg-users] Controlling the rendering order

 

Hi Robert,

 

Do you suggest I create an additional bin type (e.g. GUI_ELEMENT_BIN) in 
addition to OPAQUE_BIN and TRANSPARENT_BIN, and write my own sort algorithm for 
those (i.e. render in the same order children appears in) ?

 

Would it be relatively easy to do so?

 

The thing is I’m quite happy with the way OSG sorts nodes most of the time, but 
for GUI elements (at least in our case)  there is no performance benefit to do 
so. Almost everything use the same states (blending on, no depth test/write, no 
lighting) while only the texture changes.

 

 

Cheers,

 

Tanguy

 

 

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday 02 April 2009 11:59
To: OpenSceneGraph Users
Subject: Re: [osg-users] Controlling the rendering order

 

Hi Tanguy,

The OSG sorts the objects in opaque bin to minimize state changes, this is 
crucial for performance - it's a pretty fundamental part to efficient rendering 
and standard practice in high performance graphics toolkts..  This does mean 
the ordering changes.  You have complete control over the bins though, you can 
change the sort algorithm on them, you can create own bins, set the overall 
render order.

Within a single geometry the order is drawn in the order that the primitives 
are placed in the geometry, so perhaps this is sufficient for your purposes.

Robert.

On Thu, Apr 2, 2009 at 11:02 AM, Tanguy Fautre tang...@aristechnologies.com 
wrote:

Hi,

When doing GUI elements in OpenGL, it's particularly useful to exactly
control the rendering order. Usually, this goes like this:

   glDepthMask(0);
   glDisable(GL_DEPTH_TEST);
   glDisable(GL_LIGHTING);
   glEnable(GL_BLEND);

   /* Render GUI back to front */
   /* Note that we use Z = 0.0 all the time */

   glBegin(GL_QUADS);
   glVertex2f(x, y);

   /* ... */

It's very easy to do directly in OpenGL, but with OSG I've currently
found it ridiculously hard. The reason is that OSG change to rendering
order to optimize things (which is good in most cases, except this one).
Is there any way to easily control the rendering order of nodes in OSG
(e.g. set a node property to tell OSG to render children nodes in
order)?

I've found render bins to be over complicated to solve this (also they
require the user to assign a unique and ordered id to each of them), and
assigning a Z value to each GUI element is also tedious and error prone.

Am I missing something?


Cheers,

Tanguy

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Re: [osg-users] PositionAttitudeTransform - How do I make a rotation

2009-04-02 Thread J.P. Delport

Hi,

have a look at the quaternion/Matrix member functions, e.g. makeRotate. 
Do not try to set the quat internal values directly.


E.g. you can make a quat/Matrix from roll, pitch and yaw with three 
angles and 3 axes.


go here:
http://news.gmane.org/gmane.comp.graphics.openscenegraph.user
and search for roll pitch yaw makeRotate and you'll see some examples.

jp

Adrien Joly wrote:

Hi,

I'm kind of newbie in 3D developpment and in openSceneGraph.

I want to rotate a node using PositionAttitudeTransform::setAttitude but I 
don't know how to do that.

I've tried to make it rotate according ti the fact that x, y and z of the Quat 
is the coordinate of the vector from the origin (x, x, z) plus an angle (w).

But the node has a strange behavior.

Can anyone help me?

Thank you.

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Re: [osg-users] Controlling the rendering order

2009-04-02 Thread Tanguy Fautre
Hi Robert,

 

I do have a Layer class (although it's more than just a node), and I
also have an Overlay class.

 

An overlay sets up the orthogonal project and the common state set. It
also contains several layers. The overlay guarantees that the layer are
rendered in order (i.e. you add them to the overlay from back to front),
and I was actually going to do that by the approach you're suggesting
(that is, automatically create a different numbered rendering bin for
each child).

 

I would also like to achieve the same with layers. So that in the end,
layers are rendered in order, and the elements in each layer are also
drawn in order.

I'm not so familiar with render bins, but is it possible to have such a
hierarchical arrangement? This would be similar to having a hierarchy of
osg::Layer nodes as you've described them.

 

 

Cheers,

 

Tanguy

 

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Thursday 02 April 2009 12:46
To: OpenSceneGraph Users
Subject: Re: [osg-users] Controlling the rendering order

 

HI Tanguy,

2009/4/2 Tanguy Fautre tang...@aristechnologies.com

Do you suggest I create an additional bin type (e.g. GUI_ELEMENT_BIN) in
addition to OPAQUE_BIN and TRANSPARENT_BIN, and write my own sort
algorithm for those (i.e. render in the same order children appears in)
?


Implicit rendering order is bound to be open to error, if the traversal
order changes then you'll hit upon problems, so I would not recommend
going this route.  

You can certainly implement your own RenderBin, just assign a
RenderBinPrototype with the appropriate sort order and provide a name
for it so that the StateSet's of your geometry can select it.  However,
while it's technically quite straight forward to do I would recommend
doing it in the manner your are looking for, explcit control of
rendering order is the best way to go.

One route to making explictly render order easiler to manage would be
via a Layer node.  This Layer node would drop it's children in to
different bins.  I've been considering writing a osg::Layer node for
quite a few years, but never have had the time nor something that
critically needed it.  Your welcome to collabroate on developing a new
osg::Layer node :-)


Robert.

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[osg-users] How to get heightfield from ReadFileCallback VPB Terrain

2009-04-02 Thread Ralf Stokholm
Hi List

Im trying to get the heightfiled data from a VPB terrain using ReadFileCallback.

I use the code from readfile callback like this.

   class MyReadFileCallback : public osgDB::Registry::ReadFileCallback
   {
   public:
  virtual osgDB::ReaderWriter::ReadResult readNode(const
std::string fileName, const osgDB::ReaderWriter::Options* options)
  {
 // note when calling the Registry to do the read you have to
call readNodeImplementation NOT readNode, as this will
 // cause on infinite recusive loop.
 osgDB::ReaderWriter::ReadResult result =
osgDB::Registry::instance()-readNodeImplementation(fileName,options);
 if (result.validHeightField())
 {
LOG_ERROR(Found a valid HeightField);
 }
 return result;
  }
   };

The idea was simply to see if I had the heightfield available, but
even though I have verified that it gets called it is never a valid
heightfield.

This is on a terrain build using VPB with the --TERRAIN option.

Shouldent I be able to get the heightfieldnodes?

Brgs.

Ralf Stokholm
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[osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Sam
Hello everybody,

Because i'm doing a work that a colligue started about 2 years ago, i'd like to 
improve performance and efficiecy for his program by adding a support for the 
osgUtil::Simplifier to use the Decimation algorithm implementation. Since the 
older version there was no support for the Simplifier option in OSG. Is it 
possible to integrate this option in older versions or no?. Please if you have 
any suggestion or answer or may be you already experience a problem like this 
let me know

Thank you in advance.

Cheers

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Re: [osg-users] Running OSG app across multiple GPUs (windows)

2009-04-02 Thread Endre Lidal
Hi Robert, thank you for quick replay.


robertosfield wrote:
 Hi Endre,
 
 Just to be clear, do you have your app running across all displays right 
 now?   Is it just the subloading that isn't working?
 
 


Yes, that is correct. What I did was to run the my application unchanged on the 
multi-GPU computer, expand the application window by dragging the window 
sidebar cross all 4 displays. Everything except the textures that are affected 
by my subloading is working. For instance my skybox is rendered correctly on 
all 4 displays. B.t.w. it is an xwWidget application if it matters.


robertosfield wrote:
 
 W.r.t subloading, this the unknown variable that makes it difficult to 
 comment on.  The best I can say is that osg::Texture* maintains a seperate 
 OpenGL texture object for each graphics context.  Have a look at the 
 Texture*.cpp classes to see how these texture objects are managed.
 
 


I was thinking about the graphics contexts too, but I added a printout to my 
sub-load callback, something like this:


Code:
...
void 
MySubloadCallback::subload(const osg::TextureRectangle texture,osg::State 
state) const {
   const osg::Image* img = texture.getImage();
   const unsigned int contextID = state.getContextID();
   printf(ContextID = %d, contextID);
...



But I only get ContextID = 0 printed. This makes me suspect that I have only 
one graphics context.. I'm I right? This is where I cannot find any 
documentation (or examples) on where to look. Sorry if I'm a bad searcher. Is 
there a guide for how to setup multiple grapichs contexts (if I need them) 
across multiple GPUs? I used to work on SGI computers and multi-pipe rendering 
in the old days and maybe I'm not understanding how multi-GPU nowadays differs 
from that. Is for instance the driver handling all this multiple GPU stuff so 
that osg only sees one large screen?

Sincerely, 
Endre



robertosfield wrote:
 
 Robert.
 
 On Thu, Apr 2, 2009 at 10:46 AM, Endre Lidal  () wrote:
 
   Hi all!
  
  I'm searching for information on how OSG behaves and possible should be 
  setup in my application when running on a multi-display (4 monitors) in a 
  multi GPU (2 graphics cards) PC running Windows XP. I'm using OSG 2.6.1. I 
  have searched the forum/mailing lists and available documentation, but I 
  don't seem to get the right information about how to do this.
  
  I have an OSG application that runs correct on a one GPU/graphics card 
  system (with 2 monitors). The actual problem I'm seeing is the following: I 
  have created a custom subload texture callback to speed up texture 
  subloading (only subload the part of the texture that are actually 
  updated.) This works fine on a 1 GPU system, but the texture is not 
  subloaded on the displays on the second GPU. I have other textures that 
  uses the default texture subloading and these works in both setups. Afaik 
  the textures/texture objects has to be created and subloaded on both 
  GPU/graphics cards in order to make this work. But here is my problem, 
  where can I get information on how to do this?
  
  I would be grateful for any hints to my problem or any links to references 
  about this. Thank you.
  
  Sincerely,
  Endre
  
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  (http://forum.openscenegraph.org/viewtopic.php?p=9613#9613)
  
  
  
  
  
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Re: [osg-users] How to get heightfield from ReadFileCallback VPB Terrain

2009-04-02 Thread Jason Beverage

Hi ralf

Try casting the node to an osgTerrain::TerrainTile. If the cast works  
you'll be able to grab the elevation layer and cast it to a  
heightfieldlayer and grab the hf


Jason

Sent from my iPhone

On Apr 2, 2009, at 8:05 AM, Ralf Stokholm alfma...@arenalogic.com  
wrote:



Hi List

Im trying to get the heightfiled data from a VPB terrain using  
ReadFileCallback.


I use the code from readfile callback like this.

  class MyReadFileCallback : public osgDB::Registry::ReadFileCallback
  {
  public:
 virtual osgDB::ReaderWriter::ReadResult readNode(const
std::string fileName, const osgDB::ReaderWriter::Options* options)
 {
// note when calling the Registry to do the read you have to
call readNodeImplementation NOT readNode, as this will
// cause on infinite recusive loop.
osgDB::ReaderWriter::ReadResult result =
osgDB::Registry::instance()-readNodeImplementation(fileName,options);
if (result.validHeightField())
{
   LOG_ERROR(Found a valid HeightField);
}
return result;
 }
  };

The idea was simply to see if I had the heightfield available, but
even though I have verified that it gets called it is never a valid
heightfield.

This is on a terrain build using VPB with the --TERRAIN option.

Shouldent I be able to get the heightfieldnodes?

Brgs.

Ralf Stokholm
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Re: [osg-users] Running OSG app across multiple GPUs (windows)

2009-04-02 Thread Robert Osfield
Hi Endre,

On Thu, Apr 2, 2009 at 12:56 PM, Endre Lidal emli...@broadpark.no wrote:

 Yes, that is correct. What I did was to run the my application unchanged on
 the multi-GPU computer, expand the application window by dragging the window
 sidebar cross all 4 displays. Everything except the textures that are
 affected by my subloading is working. For instance my skybox is rendered
 correctly on all 4 displays. B.t.w. it is an xwWidget application if it
 matters.


If you are using a single window then you'll have a single graphics context,
but the OS/OpenGL driver will be cloning it in some way the kid on that you
have a single context across both contexts.   While this might seem
convenient it sucks for performance.

The right way to do multiple graphics cards to open up a single graphics
context for each graphics card, and use the OSG's master/slave camera
support in osgViewer to do all the threading/context management.   I've
heard from Windows users that Windows might still be cloning contexts
though.

Personally I'd recommend using unix to do multi context work as X11 provides
much better specific context of contexts assignment to GPUs.



 I was thinking about the graphics contexts too, but I added a printout to
 my sub-load callback, something like this:


 Code:
 ...
 void
 MySubloadCallback::subload(const osg::TextureRectangle texture,osg::State
 state) const {
   const osg::Image* img = texture.getImage();
   const unsigned int contextID = state.getContextID();
   printf(ContextID = %d, contextID);
 ...



 But I only get ContextID = 0 printed. This makes me suspect that I have
 only one graphics context.. I'm I right? This is where I cannot find any
 documentation (or examples) on where to look. Sorry if I'm a bad searcher.
 Is there a guide for how to setup multiple grapichs contexts (if I need
 them) across multiple GPUs? I used to work on SGI computers and multi-pipe
 rendering in the old days and maybe I'm not understanding how multi-GPU
 nowadays differs from that. Is for instance the driver handling all this
 multiple GPU stuff so that osg only sees one large screen?


The driver is playing games, hiding the fact that there is really two
graphics contexts doing the work, but only one at the application level.  It
sounds like it's mostly doing this approach successfully but fails with your
subloading.  So it's basically a driver bug, there won't be anything you can
do about it on the OSG end with your current viewer/graphics context
configuration.
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Re: [osg-users] Controlling the rendering order

2009-04-02 Thread Robert Osfield
Hi Tanguy,

The rendering backend is set up to allow nesting of RenderBin, so you can
implement layer within layers.  The rendering backend also support multiple
RenderStage for RTT and HUD purposes.  A RenderStage is just a subclass from
RenderBin that adds a clear at the begining of the stage, and does any data
copying at the end.  The rendering back therefore provides a great deal of
flexibility for controlling fine grained ordering as well as high level
order, but with this flexibility does come a bit of complexity is
controlling it.

It's worth mentioning that the OPAQUE_BIN and TRANSPARENT_BIN's aren't fixed
bins, they are just default settings to make it convinient, the actually
rendering back end doesn't actually have a specific opaque and transparent
bin, the only fixed element is that there is root RenderStage for each
viewer Camera, the rest of the bin layout is entirely generated on the fly,
so one frame you might have a hundred bins, the next only two.

Robert.



2009/4/2 Tanguy Fautre tang...@aristechnologies.com

  Hi Robert,



 I do have a Layer class (although it’s more than just a node), and I also
 have an Overlay class.



 An overlay sets up the orthogonal project and the common state set. It also
 contains several layers. The overlay guarantees that the layer are rendered
 in order (i.e. you add them to the overlay from back to front), and I was
 actually going to do that by the approach you’re suggesting (that is,
 automatically create a different numbered rendering bin for each child).



 I would also like to achieve the same with layers. So that in the end,
 layers are rendered in order, and the elements in each layer are also drawn
 in order.

 I’m not so familiar with render bins, but is it possible to have such a
 hierarchical arrangement? This would be similar to having a hierarchy of
 osg::Layer nodes as you’ve described them.





 Cheers,



 Tanguy





 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Robert Osfield
 *Sent:* Thursday 02 April 2009 12:46
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] Controlling the rendering order



 HI Tanguy,

 2009/4/2 Tanguy Fautre tang...@aristechnologies.com

 Do you suggest I create an additional bin type (e.g. GUI_ELEMENT_BIN) in
 addition to OPAQUE_BIN and TRANSPARENT_BIN, and write my own sort algorithm
 for those (i.e. render in the same order children appears in) ?


 Implicit rendering order is bound to be open to error, if the traversal
 order changes then you'll hit upon problems, so I would not recommend going
 this route.

 You can certainly implement your own RenderBin, just assign a
 RenderBinPrototype with the appropriate sort order and provide a name for it
 so that the StateSet's of your geometry can select it.  However, while it's
 technically quite straight forward to do I would recommend doing it in the
 manner your are looking for, explcit control of rendering order is the best
 way to go.

 One route to making explictly render order easiler to manage would be via a
 Layer node.  This Layer node would drop it's children in to different
 bins.  I've been considering writing a osg::Layer node for quite a few
 years, but never have had the time nor something that critically needed it.
 Your welcome to collabroate on developing a new osg::Layer node :-)


 Robert.

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Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Robert Osfield
Hi Sam,

You can should be able to back port osgUtil::Simplifier to OSG 1.2.

The other approach you could take is just port your app to OSG 2.8, as this
will bring you plenty of other benefits besides the Simplifier.

Robert.

On Thu, Apr 2, 2009 at 1:16 PM, Sam retc...@yahoo.fr wrote:

 Hello everybody,

 Because i'm doing a work that a colligue started about 2 years ago, i'd
 like to improve performance and efficiecy for his program by adding a
 support for the osgUtil::Simplifier to use the Decimation algorithm
 implementation. Since the older version there was no support for the
 Simplifier option in OSG. Is it possible to integrate this option in older
 versions or no?. Please if you have any suggestion or answer or may be you
 already experience a problem like this let me know

 Thank you in advance.

 Cheers

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Re: [osg-users] How to get heightfield from ReadFileCallback VPB Terrain

2009-04-02 Thread Ralf Stokholm
Hi Jason

Thanks for the surgestion, tried the following.

 osgDB::ReaderWriter::ReadResult result =
osgDB::Registry::instance()-readNodeImplementation(fileName,options);
 if (result.validNode())
 {
LOG_ERROR(Found a valid Node);
if (dynamic_castosgTerrain::TerrainTile*(result.getNode()))
{
   LOG_ERROR(Found a valid TerrainTile);
}
 }

There are plenty of valid nodes, but none of them will accept a cast
to TerranTile, is there a way to verify that my generated dataset
contains TerrainTiles ?

Brgs.

Ralf Stokholm

2009/4/2 Jason Beverage jasonbever...@gmail.com:
 Hi ralf

 Try casting the node to an osgTerrain::TerrainTile. If the cast works you'll
 be able to grab the elevation layer and cast it to a heightfieldlayer and
 grab the hf

 Jason

 Sent from my iPhone

 On Apr 2, 2009, at 8:05 AM, Ralf Stokholm alfma...@arenalogic.com wrote:

 Hi List

 Im trying to get the heightfiled data from a VPB terrain using
 ReadFileCallback.

 I use the code from readfile callback like this.

  class MyReadFileCallback : public osgDB::Registry::ReadFileCallback
  {
  public:
     virtual osgDB::ReaderWriter::ReadResult readNode(const
 std::string fileName, const osgDB::ReaderWriter::Options* options)
     {
        // note when calling the Registry to do the read you have to
 call readNodeImplementation NOT readNode, as this will
        // cause on infinite recusive loop.
        osgDB::ReaderWriter::ReadResult result =
 osgDB::Registry::instance()-readNodeImplementation(fileName,options);
        if (result.validHeightField())
        {
           LOG_ERROR(Found a valid HeightField);
        }
        return result;
     }
  };

 The idea was simply to see if I had the heightfield available, but
 even though I have verified that it gets called it is never a valid
 heightfield.

 This is on a terrain build using VPB with the --TERRAIN option.

 Shouldent I be able to get the heightfieldnodes?

 Brgs.

 Ralf Stokholm
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Re: [osg-users] How to get heightfield from ReadFileCallback VPB Terrain

2009-04-02 Thread Robert Osfield
Hi Ralf,

You'll need to write a custom NodeVisitor that traverses through the loaded
scene graph and picks out the TerrainTile using dyanmic cast.   It just so
happens that I'm actually working on a ReadFileCallback/custom Visitor that
does pick out all the TerrainTile's in a subgraph (there will typically be
one, two or four due to the quad tree structure generated by VPB.)

The visitor looks like:

class FindTerrainTileVisitor : public osg::NodeVisitor
{
public:
FindTerrainTileVisitor():
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{
}

void reset()
{
_terrainTiles.clear();
}

void apply(osg::Group group)
{
osgTerrain::TerrainTile* terrainTile =
dynamic_castosgTerrain::TerrainTile*(group);
if (terrainTile)
{
_terrainTiles.push_back(terrainTile);
}
else
{
traverse(group);
}
}

typedef std::list osg::ref_ptrosgTerrain::TerrainTile  TerrainTiles;
TerrainTiles _terrainTiles;
};

The custom ReadFileCallback's readNode method looks like:

virtual osgDB::ReaderWriter::ReadResult readNode(const std::string
filename, const osgDB::ReaderWriter::Options* options)
{
osg::notify(osg::NOTICE)Loading tile filenamestd::endl;
osgDB::ReaderWriter::ReadResult result =
osgDB::Registry::instance()-readNodeImplementation(filename,options);
if (result.validNode())
{
FindTerrainTileVisitor fttv;
result.getNode()-accept(fttv);
for(FindTerrainTileVisitor::TerrainTiles::iterator itr =
fttv._terrainTiles.begin();
itr != fttv._terrainTiles.end();
++itr)
{
osgTerrain::TerrainTile* terrainTile = itr-get();
/// my stuff omitted, put your  stuff here
}
 }
  }


Robert.

On Thu, Apr 2, 2009 at 1:05 PM, Ralf Stokholm alfma...@arenalogic.comwrote:

 Hi List

 Im trying to get the heightfiled data from a VPB terrain using
 ReadFileCallback.

 I use the code from readfile callback like this.

   class MyReadFileCallback : public osgDB::Registry::ReadFileCallback
   {
   public:
  virtual osgDB::ReaderWriter::ReadResult readNode(const
 std::string fileName, const osgDB::ReaderWriter::Options* options)
  {
 // note when calling the Registry to do the read you have to
 call readNodeImplementation NOT readNode, as this will
 // cause on infinite recusive loop.
 osgDB::ReaderWriter::ReadResult result =
 osgDB::Registry::instance()-readNodeImplementation(fileName,options);
 if (result.validHeightField())
 {
LOG_ERROR(Found a valid HeightField);
 }
 return result;
  }
   };

 The idea was simply to see if I had the heightfield available, but
 even though I have verified that it gets called it is never a valid
 heightfield.

 This is on a terrain build using VPB with the --TERRAIN option.

 Shouldent I be able to get the heightfieldnodes?

 Brgs.

 Ralf Stokholm
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Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Sam
Thank you Robert for the answer.

But  updating the osg version of the application(it's a huge application with 
too many classes and dependencies) may cause some problems.
I don't know realy the real impact of a such update but i remember that i tried 
to update the old version to the new one and finelly somthing was wrong. Is 
there way to update the OSG without causing problems later.

Thank you in advance.

Cheers

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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Jean-Sébastien Guay

Hi Martin,


It also seems that windows binaries are packed as .tar.gz - could we make them 
.zip? Windows users that are downloading binaries are unlikely to have 
cygwin/ming tools installed.


Most unzip tools support tarballs - 7-zip, winrar, etc. You could argue 
that Windows has native support for zip, but really, who uses that? Most 
people I know install 7-zip (it's open source) as soon as they start 
setting up a new machine. Pretty much the first thing to do on a new 
machine.


I think it was done like that for consistency. I don't know if it would 
be hard to package to .zip on Windows and to .tar.gz on Linux/MacOS? 
Perhaps Mattias could help here since he did the packaging.


J-S
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Re: [osg-users] How to get heightfield from ReadFileCallback VPB Terrain

2009-04-02 Thread Ralf Stokholm
Hi Robert

Thanks a lot, was starting to get at this but using a more primitive
approach of running through all the children of the node that I did
get.

Will try to implement your method.

Brgs.

Ralf Stokholm

2009/4/2 Robert Osfield robert.osfi...@gmail.com:
 Hi Ralf,

 You'll need to write a custom NodeVisitor that traverses through the loaded
 scene graph and picks out the TerrainTile using dyanmic cast.   It just so
 happens that I'm actually working on a ReadFileCallback/custom Visitor that
 does pick out all the TerrainTile's in a subgraph (there will typically be
 one, two or four due to the quad tree structure generated by VPB.)

 The visitor looks like:

 class FindTerrainTileVisitor : public osg::NodeVisitor
 {
 public:
     FindTerrainTileVisitor():
     osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
     {
     }

     void reset()
     {
     _terrainTiles.clear();
     }

     void apply(osg::Group group)
     {
     osgTerrain::TerrainTile* terrainTile =
 dynamic_castosgTerrain::TerrainTile*(group);
     if (terrainTile)
     {
     _terrainTiles.push_back(terrainTile);
     }
     else
     {
     traverse(group);
     }
     }

     typedef std::list osg::ref_ptrosgTerrain::TerrainTile  TerrainTiles;
     TerrainTiles _terrainTiles;
 };

 The custom ReadFileCallback's readNode method looks like:

     virtual osgDB::ReaderWriter::ReadResult readNode(const std::string
 filename, const osgDB::ReaderWriter::Options* options)
     {
     osg::notify(osg::NOTICE)Loading tile filenamestd::endl;
     osgDB::ReaderWriter::ReadResult result =
 osgDB::Registry::instance()-readNodeImplementation(filename,options);
     if (result.validNode())
     {
     FindTerrainTileVisitor fttv;
     result.getNode()-accept(fttv);
     for(FindTerrainTileVisitor::TerrainTiles::iterator itr =
 fttv._terrainTiles.begin();
     itr != fttv._terrainTiles.end();
     ++itr)
     {
     osgTerrain::TerrainTile* terrainTile = itr-get();
     /// my stuff omitted, put your  stuff here
     }
  }
   }


 Robert.

 On Thu, Apr 2, 2009 at 1:05 PM, Ralf Stokholm alfma...@arenalogic.com
 wrote:

 Hi List

 Im trying to get the heightfiled data from a VPB terrain using
 ReadFileCallback.

 I use the code from readfile callback like this.

   class MyReadFileCallback : public osgDB::Registry::ReadFileCallback
   {
   public:
      virtual osgDB::ReaderWriter::ReadResult readNode(const
 std::string fileName, const osgDB::ReaderWriter::Options* options)
      {
         // note when calling the Registry to do the read you have to
 call readNodeImplementation NOT readNode, as this will
         // cause on infinite recusive loop.
         osgDB::ReaderWriter::ReadResult result =
 osgDB::Registry::instance()-readNodeImplementation(fileName,options);
         if (result.validHeightField())
         {
            LOG_ERROR(Found a valid HeightField);
         }
         return result;
      }
   };

 The idea was simply to see if I had the heightfield available, but
 even though I have verified that it gets called it is never a valid
 heightfield.

 This is on a terrain build using VPB with the --TERRAIN option.

 Shouldent I be able to get the heightfieldnodes?

 Brgs.

 Ralf Stokholm
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Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Brian R Hill
I've migrated one small-medium project from 1.2 to 2.x and am preparing to
migrate another really large project. The biggest issue is removing
producer. If you don't do much with the internals of osgProducer::Viewer or
Producer::Cameras then the upgrade should be pretty straight forward. If
you do, then there is a bit of work to do.

Another area that caused some pain was migrating our 1.x .ive files to 2.x.
We use the .ive format exclusively for run time and distibution. The .ives
are created from .flt files and the flt loader changed in 2.x. We found a
couple differences in the loaders but were able to make changes on the .flt
side. Just make sure you test the models extensively.

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -


To: osg-users@lists.openscenegraph.org
From: Sam retc...@yahoo.fr
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 04/02/2009 08:54AM
Subject: Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2
Version

Thank you Robert for the answer.

But  updating the osg version of the application(it's a huge application
with too many classes and dependencies) may cause some problems.
I don't know realy the real impact of a such update but i remember that i
tried to update the old version to the new one and finelly somthing was
wrong. Is there way to update the OSG without causing problems later.

Thank you in advance.

Cheers

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[osg-users] Openscenegraph Image to Windows HBITMAP

2009-04-02 Thread Jesper D. Thomsen
Hi all, (and thank you for you help on previous occasions).

I'm writing (in Visual studio 2005sp1) the Openscenegraph (2.6.1) part of an 
application for Windows (XP/Vista). I need to be able to record and take 
screenshots of my Openscenegraph viewports and also from non-viewport cameras. 
I'm going to do this with RTT cameras, and I'm implementing this now.
However, I'm going to get my screenshots in the form of osg::Image and I need 
to convert them to HBITMAPs in order to use them further in the conversion 
chain of the application.
Is there an easier method than reading the osg::image pixel for pixel and 
writing this to the HBITMAP?

regards, and thanks in advance.

Jesper D. Thomsen

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Re: [osg-users] [build] Build problem with gdk-x11-2.0

2009-04-02 Thread Harry Plantinga
Yes, there is a symbolic link:

libgdk-x11-2.0.so - libgdk-x11-2.0.so.0.1000.6
libgdk-x11-2.0.so.0 - libgdk-x11-2.0.so.0.1000.6
libgdk-x11-2.0.so.0.1000.6

Harry

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Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Sam
Thank you Brian.

But once again if i tried to use osgUtil::Simplifier in osg1.2 what should i do 
to get the Simplifier options in my program without updating the OSG version

Thank you in advance.

Cheers

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Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Robert Osfield
Hi Sam,

On 4/2/09, Sam retc...@yahoo.fr wrote:
 Thank you Brian.

 But once again if i tried to use osgUtil::Simplifier in osg1.2 what should i
 do to get the Simplifier options in my program without updating the OSG
 version

I'm lost.  What are you looking for?  The code to the OSG is all open
source, you can grab what you want and back port to your heart's
content.  Exactly how you want to go about it is your problem, it
should be just basic C++ issues such as modifying project/makefiles
and tweaking code where necessary.

It might just be worth your while pulling down OSG-2.8 and learning
about it.  You can test the Simplifer in OSG-2.8 and see if it suits
your needs.  You can also look the task o porting at the same-time, it
needn't be a huge task if you application code was well written as the
majority of the OSG API is very similar between 1.x and 2.x, the main
difference is the viewer code.

Robert.
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Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Brian R Hill
Sam,

Robert suggested back porting the osgUtil::Simplifier class. Grab those
files and add them to your 1.x distribution.

Brian

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-osg-users-boun...@lists.openscenegraph.org wrote: -


To: osg-users@lists.openscenegraph.org
From: Sam retc...@yahoo.fr
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 04/02/2009 09:40AM
Subject: Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2
Version

Thank you Brian.

But once again if i tried to use osgUtil::Simplifier in osg1.2 what should
i do to get the Simplifier options in my program without updating the OSG
version

Thank you in advance.

Cheers

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[osg-users] default coordinate system and camera - newbie

2009-04-02 Thread ami guru
Hello Paul,


I have made the following changes, still having the same value:


***
int main()
{
//Creating the viewer
osgViewer::Viewer viewer ;


*viewer.setCameraManipulator(new osgGA::TrackballManipulator());*


//add some event handler
//to show the statistics
viewer.addEventHandler(new osgViewer::StatsHandler);


/*
  get camera related information

 */
osg::Vec3f eye;
osg::Vec3f dir;
osg::Vec3f up;

viewer.getCamera()-getViewMatrixAsLookAt(eye,dir,up);


cout  The eye  vector:   eye.x() eye.y()
eye.z()  endl;
cout  The look at position:   dir.x() dir.y()
dir.z()  endl;
cout  The up vector is:   up.x() up.y() up.z()
 endl;



***

-- Forwarded message --
From: ami guru dosto.wa...@gmail.com
Date: Thu, Apr 2, 2009 at 2:39 AM
Subject: Fwd: [osg-users] default coordinate system and camera - newbie
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


Hello Paul,


I have the following snippet that deals with the viewer


**'
int main()
{
//Creating the viewer
osgViewer::Viewer viewer ;


//add some event handler
//to show the statistics
viewer.addEventHandler(new osgViewer::StatsHandler);


/*
  get camera related information

 */
osg::Vec3f eye;
osg::Vec3f dir;
osg::Vec3f up;

viewer.getCamera()-getViewMatrixAsLookAt(eye,dir,up);


cout  The eye  vector:   eye.x() eye.y()
eye.z()  endl;
cout  The look at position:   dir.x() dir.y()
dir.z()  endl;
cout  The up vector is:   up.x() up.y() up.z()
 endl;

//Creating the root node
osg::ref_ptrosg::Node root  = createSceneGraph();





'**


Could you provide some hint where the bug might be , at least  the way to
find it?


I want to implement a very simple scenario. A camera that moves along with
the key press event.

I already have that implemented in OpenGL program where i can roll, pitch
yaw and slide with user key press event.


I want to map that in the scene graph system.


I have the following information predefined

*n* = eye - look;
*u* = *up* * *n*;
*v* = *n* * *u*;


To move the camera in an ineractive way i have to have the access to there
values .


there is a function in the Camera Class called getViewMatrix() , i hope that
it is one to access these values.


Any more reference would be of great help.


-- Forwarded message --
From: Paul Martz pma...@skew-matrix.com
Date: 2009/4/2
Subject: Re: [osg-users] default coordinate system and camera - newbie
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


 The CameraManipulator (like TrackballManipulator, for example) determines
the default orientation. You can change this default by setting the up
vector in the TrackballManipulator. By default, the TrackballManipulator
uses positive Z up, so if your code is getting positive Y up, either you
have a bug or you are not using the TrackballManipulator or you have changed
its default.

The default view position is also determined by the CameraManipulator. The
TrackballManipulator, for example, has a home position that you can set. By
default, it considers the scene bounding volume and tries to position the
view so that the entire scene fits within a 50 degree FOV (I think it's 50,
not sure).

Paul Martz
*Skew Matrix Software LLC*
http://www.skew-matrix.com
+1 303 859 9466


 --
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *ami guru
*Sent:* Wednesday, April 01, 2009 1:58 PM
*To:* OpenSceneGraph Users
*Subject:* [osg-users] default coordinate system and camera - newbie

Hello forum,


osgViewer , by default uses the world coordinate system that is oriented
with positive X to right , positive Z up, and positive Y into the screen.


Does that mean  the camera' s defualt position is at the origin looking down
into  the screen which is positive Y?


I have tried to extract  the vectors using the function

'
osg::Vec3f eye;
osg::Vec3f dir;
osg::Vec3f up;

viewer.getCamera()-getViewMatrixAsLookAt(eye,dir,up);


cout  The eye  vector:   eye.x() eye.y()
eye.z()  endl;
cout  The look at position:   dir.x() dir.y()
dir.z()  endl;
cout  The up vector is:   up.x() up.y() up.z()
 endl;





The eye  vector: 0 0 0
The look at position: 0 0 -1
The up vector is: 0 1 0


I was wondering if the up vector be Z axis instead


Regards
Sajjad


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Re: [osg-users] osgUtil::Simplifier in OpenSceneGraph 1.1 or 1.2 Version

2009-04-02 Thread Sam
Thank you Robert and Brian i appreciate your help :) :o

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Re: [osg-users] Object oriented coding

2009-04-02 Thread Paul Speed
Note that the e-mail address was only viewable by forum members.  I'm 
not a member and couldn't see it.


May be small consolation, I guess.

-Paul

Tomas Lundberg wrote:
Thank you. I will check it out. 


Can you please edit the replies and remove my name and email? I have chosen the 
settings not to publish name and email, but they still appear just before 
quoted text it seems.

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Re: [osg-users] PositionAttitudeTransform - How do I make a rotation

2009-04-02 Thread Tomlinson, Gordon
Look through the examples in the OSG src and also look through the
tuorials on the Web site, you will find code that's shows you how to do
this 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Adrien
Joly
Sent: Thursday, April 02, 2009 5:39 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] PositionAttitudeTransform - How do I make a
rotation

Hi,

I'm kind of newbie in 3D developpment and in openSceneGraph.

I want to rotate a node using PositionAttitudeTransform::setAttitude but
I don't know how to do that.

I've tried to make it rotate according ti the fact that x, y and z of
the Quat is the coordinate of the vector from the origin (x, x, z) plus
an angle (w).

But the node has a strange behavior.

Can anyone help me?

Thank you.

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g
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[osg-users] osgmovie plugins supported

2009-04-02 Thread Francesco Argese
Hi guys,

I want to add a movie in my scenegraph builded with openscenegraph 1.2
(on a windows machine).

The problem is that I have a .flv video and I don't know what types of
formats are supported in order to convert it in a supported format.
How can I see this? I have already done some tests with .asf, .avi,
.mpg, .mp4, .flv and .wmv but the message is always the same:
Warning: Could not find plugin to read objects from file
filename.ext

What types of formats are supported in a native way on Windows without
install other plugins?

Thanks in advance
Francesco Argese
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Re: [osg-users] osgmovie plugins supported

2009-04-02 Thread Robert Osfield
Hi Francesco,

I don't recall there being support for the Quicktime plugin back in the days
of OSG-1.2, so if you want video support you'll have to backport either the
Quicktime plugin or the new ffmpeg plugin.

Or... just upgrade to OSG-2.8 to get acess to the Quicktime plugin, or
OSG-2.9.x/svn for the ffmpeg plugin.

Robert.

On Thu, Apr 2, 2009 at 4:15 PM, Francesco Argese kekk...@gmail.com wrote:

 Hi guys,

 I want to add a movie in my scenegraph builded with openscenegraph 1.2
 (on a windows machine).

 The problem is that I have a .flv video and I don't know what types of
 formats are supported in order to convert it in a supported format.
 How can I see this? I have already done some tests with .asf, .avi,
 .mpg, .mp4, .flv and .wmv but the message is always the same:
 Warning: Could not find plugin to read objects from file
 filename.ext

 What types of formats are supported in a native way on Windows without
 install other plugins?

 Thanks in advance
 Francesco Argese
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[osg-users] Viewer::frame() thread-safety

2009-04-02 Thread Tanguy Fautre
Hi Robert,

Chasing a set of bugs, I'm very sceptical about the update logic of our
application. In a nutshell, here is currently what we are doing:

while (! done)
{
const double time = elapsedTime();

updateScene(time);

osgViewer::Viewer::frame(time);
}


The updateScene() function makes several changes to the scenegraph
(including: changing object positions, adding new nodes, changing text,
etc).

This looks however very suspicious to me as far as thread-safety is
concerned.

Could you confirm or deny my fears?


Cheers,

Tanguy


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Re: [osg-users] Node to Geode

2009-04-02 Thread Robert
Thanks for your help but you were right robertosfield, I realised I could get 
what I wanted without using geodes so, my fault. Thanks anyway.

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Re: [osg-users] PositionAttitudeTransform - How do I make a rotation

2009-04-02 Thread Adrien Joly
Thank you for the answers.

I finally found, thanks to you, how to make it work !

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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Mattias Helsing
Hi J-S, Martin,

On Thu, Apr 2, 2009 at 3:04 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Martin,

 It also seems that windows binaries are packed as .tar.gz - could we make
 them .zip? Windows users that are downloading binaries are unlikely to have
 cygwin/ming tools installed.

 Most unzip tools support tarballs - 7-zip, winrar, etc. You could argue that
 Windows has native support for zip, but really, who uses that? Most people I
 know install 7-zip (it's open source) as soon as they start setting up a new
 machine. Pretty much the first thing to do on a new machine.

 I think it was done like that for consistency. I don't know if it would be
 hard to package to .zip on Windows and to .tar.gz on Linux/MacOS? Perhaps
 Mattias could help here since he did the packaging.

Wouldn't be hard at all. It's a matter of
if(WIN32)
set(CPACK_GENERATOR ZIP)
else()
set(CPACK_GENERATOR TGZ)
endif()

To late for 2.8.0 but definitely possible in 2.8.1. Personally I
prefer the consistency of shipping tgz for all platforms but recognize
the fact that many windows users are (still) accustomed to having zip
archives supplied. On the other hand (again) we are not providing a
basic app that everyone should be able to use (and unpack) but a
fairly advanced development tool. One should also consider that so
far, and it's been a few weeks now, this is the first request for zip
archives.

This is a q about user-friendliness so perhaps others would care to
have an opinion. If the support for zip archives is demanded to some
degree (and Robert approves) I'll be happy to implement it in our
build scripts.

cheers
Mattias


 J-S
 --
 __
 Jean-Sebastien Guay    jean-sebastien.g...@cm-labs.com
                               http://www.cm-labs.com/
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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Jean-Sébastien Guay

Hi Mattias,


This is a q about user-friendliness so perhaps others would care to
have an opinion. If the support for zip archives is demanded to some
degree (and Robert approves) I'll be happy to implement it in our
build scripts.


I agree with all your points. If we had had lots of requests for .zip 
since 2.8 shipped, that would be a different story, but since this has 
been the first (and it was discussed on osg-submissions when the 
packaging was being developed and no one objected) it probably doesn't 
affect many people.


Nevertheless, Robert has put lots of emphasis on providing a good 
out-of-the-box experience on each platform, so since zip support is 
built-in on Windows, perhaps this falls into that category. What do you 
think?


J-S
--
__
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Openscenegraph Image to Windows HBITMAP

2009-04-02 Thread Glenn Waldron
Not sure, but the code in the bmp plugin might help.


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791


2009/4/2 Jesper D. Thomsen j...@anybodytech.com

  Hi all, (and thank you for you help on previous occasions).

 I'm writing (in Visual studio 2005sp1) the Openscenegraph (2.6.1) part of
 an application for Windows (XP/Vista). I need to be able to record and take
 screenshots of my Openscenegraph viewports and also from non-viewport
 cameras. I'm going to do this with RTT cameras, and I'm implementing this
 now.
 However, I'm going to get my screenshots in the form of osg::Image and I
 need to convert them to HBITMAPs in order to use them further in the
 conversion chain of the application.
 Is there an easier method than reading the osg::image pixel for pixel and
 writing this to the HBITMAP?

 regards, and thanks in advance.


 Jesper D. Thomsen

 * *

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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Jason Daly

Jean-Sébastien Guay wrote:
I agree with all your points. If we had had lots of requests for .zip 
since 2.8 shipped, that would be a different story, but since this has 
been the first (and it was discussed on osg-submissions when the 
packaging was being developed and no one objected) it probably doesn't 
affect many people.


Nevertheless, Robert has put lots of emphasis on providing a good 
out-of-the-box experience on each platform, so since zip support is 
built-in on Windows, perhaps this falls into that category. What do you 
think?
  


I'd suggest switching to .zip on Windows for the 2.10 release.  I don't 
think it is a big problem for most people, but it's one less obstacle 
for a potential new user to overcome.


BTW, J-S, I think the order of installation is actually Firefox first, 
then Nvidia driver, then 7-zip  ;-)


--J
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Re: [osg-users] Openscenegraph Image to Windows HBITMAP

2009-04-02 Thread Jason Daly


I believe an HBITMAP is more than just an array of pixels.  It's more 
like a drawing context (HDC).  I think no matter what you do, you'll 
have to create your HBITMAP from scratch and copy data to it.


Do you really need an HBITMAP for what you're doing?

--J


Glenn Waldron wrote:

Not sure, but the code in the bmp plugin might help.


Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 
+1.703.652.4791



2009/4/2 Jesper D. Thomsen j...@anybodytech.com 
mailto:j...@anybodytech.com


Hi all, (and thank you for you help on previous occasions).
 
I'm writing (in Visual studio 2005sp1) the Openscenegraph

(2.6.1) part of an application for Windows (XP/Vista). I need to
be able to record and take screenshots of my Openscenegraph
viewports and also from non-viewport cameras. I'm going to do this
with RTT cameras, and I'm implementing this now.
However, I'm going to get my screenshots in the form of osg::Image
and I need to convert them to HBITMAPs in order to use them
further in the conversion chain of the application.
Is there an easier method than reading the osg::image pixel for
pixel and writing this to the HBITMAP? 
 
regards, and thanks in advance.
 


Jesper D. Thomsen

*/*/*/ /*/*/*


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[osg-users] Euler angle rotation

2009-04-02 Thread Jason Daly


Hi, Robert,

I'm porting an old Performer application to OSG.  It's not a problem for 
me, but I noticed that there is practically no support for Euler angle 
rotations (heading, pitch, roll) in OSG anywhere.  (I'm not sure how I 
missed this all this time, but there it is.)


I ended up having to implement my own version of pfCoord and write the 
routines to extract Euler angles from quaternions.  Good fun!  :-)


I guess I'm just curious if this was a design decision from the start.  
Had you been burned by singularities one too many times?  :-)


--J
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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Jean-Sébastien Guay

Hi Jason,

BTW, J-S, I think the order of installation is actually Firefox first, 
then Nvidia driver, then 7-zip  ;-)


Diff'rent strokes for diff'rent folks :-)

If you really want to be nitpicky, I agree for Firefox, because I need 
it to download 7-zip (IE should only ever be used to download Firefox 
;-) ). Nvidia driver and 7-zip can be installed in parallel since 
there's no dependency there.


J-S
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Re: [osg-users] Viewer::frame() thread-safety

2009-04-02 Thread Robert Osfield
Hi Tanguy,

It all depends upon the threading model your are using.  Lots has been
written on this topic so searching the archives will reveal lots of info.
The threading models that require extra care are DrawTheadPerContext and
CullThreadPerCameraDrawTheadPerContext, for these the draw thread can run in
a parallel with the main frame loop thead so does have potential threading
issues if you don't take care.  The way to manage things safely is to make
sure the StateSet and Drawables that are dynamically updated have their
DataVariance set to DYNAMIC.

I've written this hundreds of times before so go have a look through the
archive.

Robert.

On Thu, Apr 2, 2009 at 5:48 PM, Tanguy Fautre
tang...@aristechnologies.comwrote:

 Hi Robert,

 Chasing a set of bugs, I'm very sceptical about the update logic of our
 application. In a nutshell, here is currently what we are doing:

while (! done)
{
const double time = elapsedTime();

updateScene(time);

osgViewer::Viewer::frame(time);
}


 The updateScene() function makes several changes to the scenegraph
 (including: changing object positions, adding new nodes, changing text,
 etc).

 This looks however very suspicious to me as far as thread-safety is
 concerned.

 Could you confirm or deny my fears?


 Cheers,

 Tanguy


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Re: [osg-users] Euler angle rotation

2009-04-02 Thread Robert Osfield
Hi Jason,

Well there is many different ways to define an Euler angle, which convention
would you go for???

Rather than go down this tangled route the OSG just uses quaternions for
rotation, they are far more robust and lack the ambiguities of Euler angles.

Robert.

On Thu, Apr 2, 2009 at 7:34 PM, Jason Daly jd...@ist.ucf.edu wrote:


 Hi, Robert,

 I'm porting an old Performer application to OSG.  It's not a problem for
 me, but I noticed that there is practically no support for Euler angle
 rotations (heading, pitch, roll) in OSG anywhere.  (I'm not sure how I
 missed this all this time, but there it is.)

 I ended up having to implement my own version of pfCoord and write the
 routines to extract Euler angles from quaternions.  Good fun!  :-)

 I guess I'm just curious if this was a design decision from the start.  Had
 you been burned by singularities one too many times?  :-)

 --J
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Re: [osg-users] default coordinate system and camera - newbie

2009-04-02 Thread Paul Martz
My guess is that, at the time you do the query, you haven't rendered a frame
yet. If so, the Viewer object hasn't queried the manipulator matrix yet. You
have the source code, so you can easily verify this with a debugger.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ami guru
Sent: Thursday, April 02, 2009 8:05 AM
To: OpenSceneGraph Users
Subject: [osg-users] default coordinate system and camera - newbie


Hello Paul,


I have made the following changes, still having the same value:


***
int main()
{
//Creating the viewer
osgViewer::Viewer viewer ;


viewer.setCameraManipulator(new osgGA::TrackballManipulator());


//add some event handler
//to show the statistics
viewer.addEventHandler(new osgViewer::StatsHandler);


/*
  get camera related information

 */
osg::Vec3f eye;
osg::Vec3f dir;
osg::Vec3f up;

viewer.getCamera()-getViewMatrixAsLookAt(eye,dir,up);


cout  The eye  vector:   eye.x() eye.y()
eye.z()  endl;
cout  The look at position:   dir.x() dir.y()
dir.z()  endl;
cout  The up vector is:   up.x() up.y() up.z()
 endl;



***


-- Forwarded message --
From: ami guru dosto.wa...@gmail.com
Date: Thu, Apr 2, 2009 at 2:39 AM
Subject: Fwd: [osg-users] default coordinate system and camera - newbie
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


Hello Paul,


I have the following snippet that deals with the viewer


**'
int main()
{
//Creating the viewer
osgViewer::Viewer viewer ;


//add some event handler
//to show the statistics
viewer.addEventHandler(new osgViewer::StatsHandler);


/*
  get camera related information

 */ 

osg::Vec3f eye;
osg::Vec3f dir;
osg::Vec3f up;

viewer.getCamera()-getViewMatrixAsLookAt(eye,dir,up);


cout  The eye  vector:   eye.x() eye.y()
eye.z()  endl;
cout  The look at position:   dir.x() dir.y()
dir.z()  endl;
cout  The up vector is:   up.x() up.y() up.z()
 endl;


//Creating the root node
osg::ref_ptrosg::Node root  = createSceneGraph();





'**


Could you provide some hint where the bug might be , at least  the way to
find it?


I want to implement a very simple scenario. A camera that moves along with
the key press event.

I already have that implemented in OpenGL program where i can roll, pitch
yaw and slide with user key press event.


I want to map that in the scene graph system.


I have the following information predefined

n = eye - look;
u = up * n;
v = n * u;


To move the camera in an ineractive way i have to have the access to there
values .


there is a function in the Camera Class called getViewMatrix() , i hope that
it is one to access these values.


Any more reference would be of great help.



-- Forwarded message --
From: Paul Martz pma...@skew-matrix.com
Date: 2009/4/2
Subject: Re: [osg-users] default coordinate system and camera - newbie
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org



The CameraManipulator (like TrackballManipulator, for example) determines
the default orientation. You can change this default by setting the up
vector in the TrackballManipulator. By default, the TrackballManipulator
uses positive Z up, so if your code is getting positive Y up, either you
have a bug or you are not using the TrackballManipulator or you have changed
its default.
 
The default view position is also determined by the CameraManipulator. The
TrackballManipulator, for example, has a home position that you can set. By
default, it considers the scene bounding volume and tries to position the
view so that the entire scene fits within a 50 degree FOV (I think it's 50,
not sure).
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ami guru
Sent: Wednesday, April 01, 2009 1:58 PM
To: OpenSceneGraph Users
Subject: [osg-users] default coordinate system and camera - newbie


Hello forum,


osgViewer , by default uses the world coordinate system that is oriented
with positive X to right , positive Z up, and positive Y into the screen.


Does that mean  the camera' s defualt position is at the origin looking down
into  the screen which is positive Y?


I have tried to extract  the vectors using the function 

'
osg::Vec3f eye;
osg::Vec3f dir;
osg::Vec3f up;


Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Mattias Helsing
Hi J-S

On Thu, Apr 2, 2009 at 7:45 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Mattias,

 This is a q about user-friendliness so perhaps others would care to
 have an opinion. If the support for zip archives is demanded to some
 degree (and Robert approves) I'll be happy to implement it in our
 build scripts.

 I agree with all your points. If we had had lots of requests for .zip since
 2.8 shipped, that would be a different story, but since this has been the
 first (and it was discussed on osg-submissions when the packaging was being
 developed and no one objected) it probably doesn't affect many people.

 Nevertheless, Robert has put lots of emphasis on providing a good
 out-of-the-box experience on each platform, so since zip support is built-in
 on Windows, perhaps this falls into that category. What do you think?

Yes, I know. And I agree. The user experience is the only reason to
provide zips but it's a good one. We could do

set(CPACK_GENERATOR ZIP TGZ)

for win32 and get both. Will require more space on server but no biggie I guess.

Mattias


 J-S
 --
 __
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                               http://www.cm-labs.com/
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Re: [osg-users] Minimizing OSG app window frees memory

2009-04-02 Thread Paul Martz
I don't believe this has anything to do with OSG. This looks like typical MS
Windows memory management. Are you saying you don't see this same kind of
behavior in non-OSG apps? I certainly have.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Miro
Janosik
Sent: Thursday, April 02, 2009 3:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Minimizing OSG app window frees memory

Hi, I was wondering why my OSG application frees lots of memory when I
minimize its window, and why that memory is not freed if I don't. I noticed
that when I create some objects in the scene by loading flt model files and
remove them from scene afterwards that not all memory is freed (when looking
at application's allocated memory through Task Manager ).
If I minimize application's window afterwards then application's allocated
memory decreses to level as it was before creation of objects.

Any ideas what could be causing this and if this freeing of memory can be
executed by some function call ? I would be handy for me, to keep my
allocated memory low.

My application is using osgViewer::Viewer and dynamic terrain paging, OSG
2.8.0 rc3, Windows XP SP2, Visual Studio 2008.

I'm newbie at OSG's mailing list so I hope this was not discussed already.
I've been looking through mailing archives and I could not find answer to
this question.



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Re: [osg-users] About UV coordinates interpolation in a polygon

2009-04-02 Thread Paul Martz
This behavior is allowed by the OpenGL spec. It's one good reason why
polygons are removed in OpenGL 3.1.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Max
Sent: Thursday, April 02, 2009 3:15 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] About UV coordinates interpolation in a polygon

Hi all,

 I've a question about the interpolation (I guess) computed to set the
texture coordinates given each vertex's one (is that sentence correct?).

 It seems the interpolation (or whatever) is done considering the polygon as
a triangle fan.
 As my coordinates don't perfectly match, the result is quite ugly.

Here's some screenshots, I highlighted the supposed triangles:

[Image: http://img5.hostingpics.net/pics/164071Deformation1_traits.png ]
[Image: http://img5.hostingpics.net/pics/634509Deformation2_traits.png ]
[Image: http://img5.hostingpics.net/pics/605645Deformation3_traits.png ]

 Isn't there a way to compute the coordinates considering the whole polygon
(probably using the barycenter) ?
 Is there an option to activate it?

 Thanks for all (at least for reading),

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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Jean-Sébastien Guay

Hi Mattias,


We could do

set(CPACK_GENERATOR ZIP TGZ)

for win32 and get both. Will require more space on server but no biggie I guess.


I don't see a reason to get both... Who on Windows can't open zip files 
and would prefer .tar.gz? Let's just pick one convention (probably one 
convention per platform) and be done with it.


J-S
--
__
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http://whitestar02.webhop.org/
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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Mattias Helsing
Hi guys,

ANECDOTE WARNING!

Have to share or head will explode: My company's computer and network
admins (outsourced) decided that firefox is not secure, scanned every
computer on the intranet for firefox.exe and sent mail warnings
instructing people to remove it or...

Now I have a bad conscience for no going to war on this but it just
makes me speechless. I mean - what hopes could I have to convince
people that came up with this idea of anything...sigh

Mattias

On Thu, Apr 2, 2009 at 8:35 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
 Hi Jason,

 BTW, J-S, I think the order of installation is actually Firefox first,
 then Nvidia driver, then 7-zip  ;-)

 Diff'rent strokes for diff'rent folks :-)

 If you really want to be nitpicky, I agree for Firefox, because I need it to
 download 7-zip (IE should only ever be used to download Firefox ;-) ).
 Nvidia driver and 7-zip can be installed in parallel since there's no
 dependency there.

 J-S
 --
 __
 Jean-Sebastien Guay    jean-sebastien.g...@cm-labs.com
                               http://www.cm-labs.com/
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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Martin Beckett
It's not a big deal - it's just one of those detail things that puts off new 
users if to try OSG they have to go and install some other third party app to 
open the download.
If making them zip on windows is as easy as Mattias said, we should do it.

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[osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-02 Thread Buckley, Bob CTR MDA/IC
Classification:  UNCLASSIFIED 
Caveats: NONE


A moment of silence please ...

   http://www.modsim.org/index.php?name=Newsfile=articlesid=1999

They sure were amazing.

Classification:  UNCLASSIFIED 
Caveats: NONE

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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Robert Osfield
Hi All,

I'm open to OSG's CPack support being tweaked support generated of .zip's
under Windows, but am against support multiple archive formats for each
platform.  The decision to go for .tar.gz under Windows was discussed on
osg-users and there was no one who thought it an problem at the time so I
think it's not a critical issue.  Changing to .zip for 2.8.1 would be fine.

Robert.
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Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-02 Thread Tomlinson, Gordon
Again

They died the day they killed their logo and changed name, the head had
gone but the tale took some time to catch up

Found memorys though of great hunking Iron and I loved Irix.. 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Buckley, Bob CTR MDA/IC
Sent: Thursday, April 02, 2009 3:39 PM
To: OpenSceneGraph Users
Subject: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

Classification:  UNCLASSIFIED
Caveats: NONE


A moment of silence please ...

   http://www.modsim.org/index.php?name=Newsfile=articlesid=1999

They sure were amazing.

Classification:  UNCLASSIFIED 
Caveats: NONE

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Re: [osg-users] Euler angle rotation

2009-04-02 Thread Jason Daly

Robert Osfield wrote:

Hi Jason,

Well there is many different ways to define an Euler angle, which 
convention would you go for???


Rather than go down this tangled route the OSG just uses quaternions 
for rotation, they are far more robust and lack the ambiguities of 
Euler angles.


I'm well aware of that, and I even think it's a good idea.  I'm sure it 
avoids a lot of support issues as well.


As I said, I was just curious about the history behind it (I guess I'm 
feeling nostalgic looking at all this Performer code).  Was OSG always 
this way, or did it evolve over time?


If you'd rather not take the time to talk about it, I understand.

--J

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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Jean-Sébastien Guay

Hello Martin,


It's not a big deal - it's just one of those detail things that puts off new 
users if to try OSG they have to go and install some other third party app to 
open the download.
If making them zip on windows is as easy as Mattias said, we should do it.


Agreed. It's just that as Robert said, we had discussed it and no one 
had objected at the time. You're the first to bring it up since then (in 
about 2 months since the 2.8.0 release). But changing it is fine.


J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-02 Thread Brian R Hill
I grew up on SGI's starting with the VGX (1990) all the way through the
IR-3 (2001).

It was a fun and exciting time.

Brian

This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this e-mail shall not operate to bind CSC to
any order or other contract unless pursuant to explicit written agreement
or government initiative expressly permitting the use of e-mail for such
purpose. •


-osg-users-boun...@lists.openscenegraph.org wrote: -


To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Tomlinson, Gordon gtomlin...@overwatch.textron.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 04/02/2009 03:41PM
Subject: Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

Again

They died the day they killed their logo and changed name, the head had
gone but the tale took some time to catch up

Found memorys though of great hunking Iron and I loved Irix..


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Buckley, Bob CTR MDA/IC
Sent: Thursday, April 02, 2009 3:39 PM
To: OpenSceneGraph Users
Subject: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

Classification:  UNCLASSIFIED
Caveats: NONE


A moment of silence please ...

  http://www.modsim.org/index.php?name=Newsfile=articlesid=1999

They sure were amazing.

Classification:  UNCLASSIFIED
Caveats: NONE

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Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-02 Thread Jason Daly

Tomlinson, Gordon wrote:

Again

They died the day they killed their logo and changed name, the head had
gone but the tale took some time to catch up

Found memorys though of great hunking Iron and I loved Irix.. 
  


I agree.  IRIX was such a great platform to develop on.

--J


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Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)

2009-04-02 Thread Brian Stewart
So sad. I had the first Indigo that would digitize video back in '92, and later 
on I had an Onyx in my house for about a year. It did use a lot of electricity 
though... This certainly wasn't a surprise, but I will miss them.

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Re: [osg-users] setPolygonMode for Geometry?

2009-04-02 Thread Paul Martz
Yes, attach a PolygonMode StateAttribute to the StateSet. See the
osggeometry example, which does this.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Beckett
Sent: Thursday, April 02, 2009 4:22 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] setPolygonMode for Geometry?

I would like to render objects in a scene in different polygon modes -some
as points, others as mesh etc.
Is there anyway to set a polygon mode for a Geometry rather than a global
view or camera?

Thanks
Martin

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[osg-users] [vpb] osgdem with mesa drivers?

2009-04-02 Thread Lucasw
I've seen a few other threads about osgdem with non-accelerated graphics, I've 
tried it myself and am curious about the details of why it won't work.  

I have ubuntu 8.10 running in virtualbox, have libgl1-mesa-glx installed (which 
has mesa '7.2-1ubuntu2'), and osg 2.8.0 builds fine and running osgviewer 
cow.osg also works.  VPB also built okay. 

When running osgdem, these errors are output (and no processing of textures or 
height maps is done, and no output files created):

Error: :0.0 no Pbuffer support in GLX available.
Error: Not able to create requested visual.
Error: Unable to create graphis context, problem with running osgViewer-2.8.0, 
cannot run compression.
Elapsed time = 0.174421

The first error is because glXQueryVersion says the opengl version number is 
only 1.2 (and glxInfo concurs).  The mesa website claims support for 1.3 for 
years, so I don't understand this.  And the last error is because the creation 
of a GraphicsContext fails- I haven't look too deeply at that one.

osgprerender cow.osg --pbuffer runs as if it is working, but also outputs an 
error about 'no Pbuffer support in GLX available'- maybe falling through to 
another prerendering method?

I'll probably inquire on a mesa forum, but if anyone can point out the opengl 
functions OSG is calling that might be failing that would help. 

Thanks

-Lucas

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Re: [osg-users] setPolygonMode for Geometry?

2009-04-02 Thread Martin Beckett
Thanks Paul 
- for the archives here's the code sample:

Code:

osg::StateSet* stateSet = new osg::StateSet();
model-setStateSet(stateSet);
osg::PolygonMode* state = new osg::PolygonMode;
state-setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::POINT);
stateSet-setAttributeAndModes(state,osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON);



Change the second arg to setMode() to change to line.

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Re: [osg-users] setPolygonMode for Geometry?

2009-04-02 Thread Paul Martz
For the record, basic concepts like setting state are covered pretty well in
the Quick Start Guide:
http://www.lulu.com/content/paperback-book/openscenegraph-quick-start-guide/
767629

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] [build] Windows binary download

2009-04-02 Thread Philip Lowman
On Thu, Apr 2, 2009 at 3:57 PM, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hello Martin,

  It's not a big deal - it's just one of those detail things that puts off
 new users if to try OSG they have to go and install some other third party
 app to open the download.
 If making them zip on windows is as easy as Mattias said, we should do it.


 Agreed. It's just that as Robert said, we had discussed it and no one had
 objected at the time. You're the first to bring it up since then (in about 2
 months since the 2.8.0 release). But changing it is fine.


I also think this is a good idea for end users.

-- 
Philip Lowman
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