Re: [osg-users] OpenThreads::Condition and spurious wakeups

2009-05-27 Thread J.P. Delport

Hi,

Cory Riddell wrote:

I'm using boost::threads, but not any of the timed wait stuff. I run my
viewer in its own thread.

It is my understanding that for a timed wait, you do need to manually
track how much time has actually elapsed 


Only if the time specified is a relative time. Pthreads uses an absolute 
time specifically for this problem. It's easy to restart with an 
absolute time in future and you don't have to keep track of time passed 
manually. OT does not have this facility, I'll double check if boost has 
relative/absolute time.


The only reason I want to use the timed wait is to make sure the users 
of my app don't deadlock it waiting for a condition. If there is some 
other way to handle it without the timed wait, I'm interested.


rgds
jp

 and restart the wait if necessary.



Cory

J.P. Delport wrote:

Hi all,

I'm using OpenThreads in a cross-platform application and wanted to
use the Condition implementation, specifically the wait(timeout)
version. However, the pthread docs suggest that pthread_cond_timedwait
(that is used by OT) can return without explicitly being signalled
(so-called spurious wakeups [1]). Now if I used pthreads directly I
can just put the wait in a while loop checking my condition, because
pthread_cond_timedwait takes an absolute time as a parameter and not a
relative time as OT::Condition does.

With the current OT::Condition there is no way to easily restart the
timed wait (one will have to keep track of time oneself and OT does
not have functions for it).

I've searched for places in OSG where the timed wait is used and it is
not used much. It is used in block(timeout) too, but that is also not
used much in OSG. However, in the new ffmpeg plugin there is also this
comment before using the timed wait:

---8---
// We don't wait in a loop to avoid an infinite loop (as the ms
timeout would not be decremented).
// This means that timedPop() could return with (is_empty = true)
before the timeout has been hit.
---8---

Does anyone have more information on how to handle this issue? Should
I just write my code to cope with this limitation? Has anyone used
boost threads (and associated sync utils) with OSG?

rgds
jp


[1] see the pthread docs or
http://en.wikipedia.org/wiki/Spurious_wakeup


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Accessing Texture Indices

2009-05-27 Thread Ulrich Hertlein

Hi Omar,

On 27/5/09 12:33 AM, Omar Alvi wrote:

I am new to osg. I have loaded an obj file using osgDB but I don't know
how to access vertex and texture indices. I can get the vertex array
from the geometry using
pGeo.get()-getVertexArray()  method but pGeo.get()-getVertexIndices()
returns null.  I cant figure out how the indices are stored for the
vertices and the texture. The model is loaded and displayed fine so
there is definitely a problem in the way I am accessing the data. Would
really appreciate any help.


It might be that there simply are no vertex indices.  Which would be good because then the 
rendering doesn't drop to the slow path.


A good way to understand what's happening is to convert whatever you have to a .osg file 
using 'osgconv file.obj file.osg'  You can then inspect it at your leasure in any text editor.


Cheers,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Accessing Texture Indices

2009-05-27 Thread Maxime BOUCHER

omaralvi wrote:
 Hello guys,
 
 I am new to osg. I have loaded an obj file using osgDB but I don't know how 
 to access vertex and texture indices. I can get the vertex array from the 
 geometry using
 pGeo.get()-getVertexArray()  method but pGeo.get()-getVertexIndices() 
 returns null.  I cant figure out how the indices are stored for the vertices 
 and the texture. The model is loaded and displayed fine so there 
 is definitely a problem in the way I am accessing the data. Would really 
 appreciate any help. 
 
 
 
 
 Thanks
 
 Hotmail® has ever-growing storage! Don’t worry about storage limits. Check it 
 out.
 
  --
 Post generated by Mail2Forum


Hi!

 If your file isn't a .osg, you can convert it using osgconv in prompt.
Once you have a .osg you can open it with a text editor, thus you can have an 
idea of how is your scene graph organized.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13006#13006





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Test post, very strange

2009-05-27 Thread Robert Osfield
On Wed, May 27, 2009 at 5:22 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
  I'm posting to see if this message shows up.

  Oddly, a message I've tried to send to the list three times over the past 
 few weeks,
 refuses to appear here. But my other replies seem to show up.

  Is there any sort of content-based filtering that might be eating my message?

There isn't any content based filtering.  The only filtering done
presently is the rejection of email addresses that aren't subscribed
to the osg-users list.

Some mail clients silently don't display your own posts, perhaps this
is something that is happening.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 2.10 schedule?

2009-05-27 Thread Robert Osfield
Hi Martin,

On Tue, May 26, 2009 at 5:55 PM, Martin Beckett m...@mgbeckett.com wrote:
 Is there are a bigger picture roadmap for OSG?

There isn't a formal roadmap.  It goes where it goes to fulfill the
needs of those who contribute to it.

 The direction it's heading and the kind of apps it is aimed at.

On the list we often discuss items like where we'd like to take
things, it's generally about either doing things better than we
already do now, or encompassing new markets through adoption of API's
like OpenGL ES etc.

 I know this depends on what code users submit but is there a master plan from 
 the benevolent dictator?

I actually get to dictate very little beyond what gets merged with
svn/trunk and when we attempt to go for releases.  I can hint to the
community that I'd like to x or y feature developed or refactored, but
such stuff only makes a difference if it chimes in with what community
members already have in mind for their own work.

It's a strangely chaotic development process, I don't get to choose
what members of the community work upon, they just do what they do for
the good of their projects that just so happen also to benefit the
general community so we get to share in it.  The secret to
effectiveness to seemingly disordered process is that end users are
developing real apps, they don't develop stuff unless it addresses a
concrete need.  This keeps things focused on useful functionality,
rather than marketing bullet points.

Oh the other secret is that is some rather talented engineers out
there so the contributions are often of high quality, and the
engineers also pour over the OSG source code and fix the bits where
quality ain't what it should be.

In the end order comes out of chaos.  The OSG keeps chugging along
getting better on each release ;-)

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] PluginStrData....

2009-05-27 Thread neil.hughes
Hi Robert,

I hope you're over your cold/flu now?

I'm looking at the PluginStrData work , and wondered whether you think the 
setPluginStrData and getPluginStrData should be made case insensitive? I was 
thinking to force the 'set' parameters through the osgDB::convertToLowerCase 
function. It would make checking for specific option string settings a little 
cleaner, and more robust.

Neil
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] missed state set for a scene node

2009-05-27 Thread Gianluca Natale
Hi All.
I've forgotten to set a state set to a node (and it
shouldn't be necessary, since it is just a switch, with
any children that define its own state set; and in fact the
state set for that switch should be a simple set that just sets a rendering
bin
to the default for opaque, 0), but I got strange visualization.

Does a node need a state set, always?

 

Thanks,
Gianluca

 

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Test post, very strange

2009-05-27 Thread Paul Melis
Robert Osfield wrote:
 On Wed, May 27, 2009 at 5:22 AM, Chris 'Xenon' Hanson
 xe...@alphapixel.com wrote:
   
  I'm posting to see if this message shows up.

  Oddly, a message I've tried to send to the list three times over the past 
 few weeks,
 refuses to appear here. But my other replies seem to show up.

  Is there any sort of content-based filtering that might be eating my 
 message?
 

 There isn't any content based filtering.  The only filtering done
 presently is the rejection of email addresses that aren't subscribed
 to the osg-users list.

 Some mail clients silently don't display your own posts, perhaps this
 is something that is happening.
   
Note that there is also a mailman setting to specify if you want to
receive your own post or not.

Paul
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] PluginStrData....

2009-05-27 Thread Robert Osfield
Hi Neil,

On Wed, May 27, 2009 at 9:40 AM,  neil.hug...@tesco.net wrote:
 I hope you're over your cold/flu now?

On the mend thanks, still not 100%, but able to work just fine.

 I'm looking at the PluginStrData work , and wondered whether you think the 
 setPluginStrData and getPluginStrData should be made case insensitive? I was 
 thinking to force the 'set' parameters through the osgDB::convertToLowerCase 
 function. It would make checking for specific option string settings a little 
 cleaner, and more robust.

FYI, I renamed the method is s/getPluginStringData().  As to whether
to make it case insensitive on setting, I would generally avoid
enforcing this, what you set is what you get.  For instance if you
want to encode a human readable phrase then for sure you would want to
keep case.   For options it's a bit different, but it's on reading the
options you can decide whether you want to treat it as case
insensitive.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] missed state set for a scene node

2009-05-27 Thread Robert Osfield
Hi Gianluca,

On Wed, May 27, 2009 at 9:42 AM, Gianluca Natale
gianluca.nat...@adstorino.it wrote:
 Does a node need a state set, always?

No, in fact you can have scene graphs where no nodes or drawables have
StateSet assigned to them, it's still a perfectly valid scene graph.
Such a naked scene graph would have to rely on the viewer's camera for
it's state, and wouldn't be that useful, but it's still valid.

For most scene graphs you'll find the StateSet's on the Geode's or
Drawable leaves.  StateSet's on internal nodes of the scene graph tend
to be used for decorating the subgraph with some new or overridden
state.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Single-sided ClipPlane?

2009-05-27 Thread Paul Griffiths
Wish someone could of told me, you cant put clipplanes within clip planes, you 
cant make holes!

Is it possible to have more than one clipNode in a scene? if i try 2 clipnodes 
everything gets clipped to the second node.

Any ideas?

If I cant use more than one clipNode in a scene im thinking about using a 
shader to make parts transparant. BUT ive got to figure a way to cap the holes 
after.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13016#13016





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] missed state set for a scene node

2009-05-27 Thread Gianluca Natale
Thanks,
I should have messed up some state set elsewhere.

Gianluca

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: mercoledì 27 maggio 2009 10.49
To: OpenSceneGraph Users
Subject: Re: [osg-users] missed state set for a scene node

Hi Gianluca,

On Wed, May 27, 2009 at 9:42 AM, Gianluca Natale
gianluca.nat...@adstorino.it wrote:
 Does a node need a state set, always?

No, in fact you can have scene graphs where no nodes or drawables have
StateSet assigned to them, it's still a perfectly valid scene graph.
Such a naked scene graph would have to rely on the viewer's camera for
it's state, and wouldn't be that useful, but it's still valid.

For most scene graphs you'll find the StateSet's on the Geode's or
Drawable leaves.  StateSet's on internal nodes of the scene graph tend
to be used for decorating the subgraph with some new or overridden
state.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 8.5.339 / Virus Database: 270.12.39/2134 - Release Date: 05/26/09
20:20:00

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] missed state set for a scene node

2009-05-27 Thread Ulrich Hertlein

Hi Gianluca,

On 27/5/09 10:42 AM, Gianluca Natale wrote:

state set for that switch should be a simple set that just sets a
rendering bin to the default for opaque, 0), but I got strange visualization.


That is such a nondescriptive problem description it's not funny.
You'll need to be more specific if you expect us to help you in any way.
But I doubt it's related to the missing StateSet (see below).


Does a node need a state set, always?


No, you don't.  Nodes without StateSet are perfectly fine.

Cheers,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] vertex shader help: compare position

2009-05-27 Thread Paul Griffiths
Hi,

Im trying to use a shader to make parts of models transparant(clipped) i was 
using a clipnode but learned you cant use more than one in a scene? or am i 
wrong?

anyway, i wish to clip along a plane.

currently this plane is defined as 3 points:


Code:
varying vec3 pos0;
varying vec3 pos1;
varying vec3 pos2;



currently set as:


Code:
pos0.x = 0.0;
pos0.y = 0.0;
pos0.z = 0.0;

pos1.x = 0.0;
pos1.y = 1.0;
pos1.z = 0.0;   

pos2.x = 0.0;
pos2.y = 0.0;
pos2.z = 1.0;



how do i check which side the current world position is compared to this plane?

ive tried


Code:

varying float inside;
...

vec3 worldPos = gl_ModelViewMatrix * gl_Vertex;

inside = 1.0;
if (worldPos.x  pos0.x)
{
inside = 0.0;
}



and inside my fragment shader im simply using


Code:
if (inside) discard;



which does cut the model in half but its jagged. its not removing pixels but 
the whole vertex.
it is wrong. how do i get the current world position with the vertex shader?

and how can i check this position compared to the plane?

the example code above just checks x axis, i need all 3.

... 

Thank you!

Cheers,
PaulG

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13020#13020





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] vertex shader help: compare position

2009-05-27 Thread Sebastian Messerschmidt

Hi Paul,

I guess the problem is related to the varying. AFAIR it is 
interpolated over the primitive. So maybe this is the problem.

The other odd thing is that you do

if (inside) discard;


instead of

if (inside == 1.0) discard;


cheers
Sebastian




Hi,

Im trying to use a shader to make parts of models transparant(clipped) i was 
using a clipnode but learned you cant use more than one in a scene? or am i 
wrong?

anyway, i wish to clip along a plane.

currently this plane is defined as 3 points:


Code:
varying vec3 pos0;
varying vec3 pos1;
varying vec3 pos2;



currently set as:


Code:
pos0.x = 0.0;
pos0.y = 0.0;
pos0.z = 0.0;

pos1.x = 0.0;
pos1.y = 1.0;
pos1.z = 0.0;   

pos2.x = 0.0;
pos2.y = 0.0;
pos2.z = 1.0;



how do i check which side the current world position is compared to this plane?

ive tried


Code:

varying float inside;
...

vec3 worldPos = gl_ModelViewMatrix * gl_Vertex;

inside = 1.0;
if (worldPos.x  pos0.x)
{
inside = 0.0;
}



and inside my fragment shader im simply using


Code:
if (inside) discard;



which does cut the model in half but its jagged. its not removing pixels but 
the whole vertex.
it is wrong. how do i get the current world position with the vertex shader?

and how can i check this position compared to the plane?

the example code above just checks x axis, i need all 3.

... 


Thank you!

Cheers,
PaulG

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13020#13020





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] vertex shader help: compare position against plane

2009-05-27 Thread Paul Griffiths
I know the code:

vec3 worldPos = gl_ModelViewMatrix * gl_Vertex; 

is worng, if i rotate the view so does this position. i need the world position 
and not the modelview position.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13023#13023





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Visual Studio 2008 (vc90sp1) binaries

2009-05-27 Thread Mattias Helsing
Hi Robert,

I have uploaded msvc90sp1 binaries built from the 2.8.1 tag to the ftp area.
I verified the archives here and will download and verify again once
you have moved them into their appropriate locations.

On another issue - I still haven't found the time to make the deb
package generator work on linux. I hope I can have it ready for 2.10.

cheers
Mattias
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Using a slave camera to take screenshots in a different resolution than the main camera.

2009-05-27 Thread Jesper D. Thomsen
Hi all, I'm trying to use a slave camera to take screenshots in a different 
resolution than the main camera. I have tried setting the slave cameras 
renderingimplementation to Frame_buffer_object and pixel_buffer_rtt and have 
made a graphics context with the desired resolution, but I'm always just 
getting a screenshot where I have the desired content in the original camera's 
resolution in the lower left corner and black pixels in the rest of the 
screenshots area. I've tried changing the background color of the slave cameras 
graphics context, and this works fine with only the screenshot being affected 
and the windows rendered by the main camera looking as normal, so I'm guessing 
that it's using the FBO for the slave camera. I'm guessing that I have 
forgotten some kind of statement regarding the slave camera's graphics context.

regards, and thanks in advance.

Jesper D. Thomsen

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] earth_bayarea sample dataset

2009-05-27 Thread Ulrich Hertlein

Hi guys,

should the earth_bayarea sample dataset at
http://www.openscenegraph.org/data/earth_bayarea/earth.ive still work?  It's supposed to 
have a hi-res inset but I'm only getting the top-most LOD and nothing after that.


Cheers,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] OpenFlight plugin and static linking

2009-05-27 Thread Gregory Jaegy
I have submitted the patch.

I guess one could add a macro in one of the OpenFlight headers to group all the 
USE_FLTRECORD macros, something like:

#define REGISTER_FLT_RECORDS USE_FLTRECORD(Comment, COMMENT_OP); \
USE_FLTRECORD(LongID, LONG_ID_OP); \
USE_FLTRECORD(Matrix, MATRIX_OP); \
..

Cheers,
Greg

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13029#13029





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] earth_bayarea sample dataset

2009-05-27 Thread Robert Osfield
Hi Ulrich,

On Wed, May 27, 2009 at 1:20 PM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
 should the earth_bayarea sample dataset at
 http://www.openscenegraph.org/data/earth_bayarea/earth.ive still work?  It's
 supposed to have a hi-res inset but I'm only getting the top-most LOD and
 nothing after that.

Running:

osgviewer http://www.openscenegraph.org/data/earth_bayarea/earth.ive


Works fine for me.  I've just removed my local file cache to force it
reload everything over http and it's working great.   I'm using the
svn/trunk version of the OSG.  I would expect it to work find in
previous versions of the OSG as well, certainly back to 2.6.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] vertex shader help: compare position against plane

2009-05-27 Thread Paul Griffiths
ok, i got the world position with:


Code:
mat4 ToWorldMatrix= osg_ViewMatrixInverse* gl_ModelViewMatrix;
vec3 worldPos = ToWorldMatrix * gl_Vertex;




now i need to check which side of the plane the worldPos is.
I googled and found some code for this but its not for glsl, ive came up with 
this but i get errors.

the code is:


Code:
vec3 n;
float d;

n = (pos1 -pos0) ^ (pos2 - pos1);
d = -n * pos0;

inside = 1.0;

if (dot(n, gl_Position) + w)
{   
inside = 0.0;
}




the errors i get are:


Code:
VERTEX glCompileShader  FAILED
VERTEX Shader  infolog:
0(46) : error C1021: operands to ^ must be integral

glLinkProgram eroded FAILED
Program eroded infolog:
Vertex info
---
0(46) : error C1021: operands to ^ must be integral

Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)




so i tried 


Code:
vec3 n;
float w;

int p0 = (pos1 -pos0);
int p1 = (pos2 - pos1);
n =  p0 ^ p1;
w = -n * pos0;
inside = 1.0;

if (dot(n, worldPos) + w)
{   
inside = 0.0;
}



but it alway returns inside = 0.0;

any ideas?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13031#13031





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Using a slave camera to take screenshots in a different resolution than the main camera.

2009-05-27 Thread Jesper D. Thomsen
I just tried changing the main camere to a slave camera (as supposedly a 
main+slave cam combination is bad somehow). This changed the behaviour such 
that the screenshot slave camere can now take screenshots in any resolution for 
the first screenshot, but subsequent screenshots have the same rendered area as 
the first screenshot, which either results in black area (when the second 
screenshot has higher resolution) or a cropped screenshot (when the new 
screenshot is in lower resolution). I'm assigning a fresh graphics context to 
the slave camera before each screenshot, but it seems to ignore the resolution 
in the subsequent graphics contexts.
I'm pretty sure it's something really simple I'm forgetting to do.

Regards,

Jesper D. Thomsen



From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jesper D. Thomsen 
[...@anybodytech.com]
Sent: Wednesday, May 27, 2009 1:18 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Using a slave camera to take screenshots in a different 
resolution than the main camera.

Hi all, I'm trying to use a slave camera to take screenshots in a different 
resolution than the main camera. I have tried setting the slave cameras 
renderingimplementation to Frame_buffer_object and pixel_buffer_rtt and have 
made a graphics context with the desired resolution, but I'm always just 
getting a screenshot where I have the desired content in the original camera's 
resolution in the lower left corner and black pixels in the rest of the 
screenshots area. I've tried changing the background color of the slave cameras 
graphics context, and this works fine with only the screenshot being affected 
and the windows rendered by the main camera looking as normal, so I'm guessing 
that it's using the FBO for the slave camera. I'm guessing that I have 
forgotten some kind of statement regarding the slave camera's graphics context.

regards, and thanks in advance.

Jesper D. Thomsen

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] BoundingSphere and IntersectionTest

2009-05-27 Thread Matthias Gabriel

Simon Hammett schrieb:

2009/5/21 Matthias Gabriel g3e...@hotmail.de:

Hi,
today i wanted to build my own LineSegmentIntersector - well some kind
of... while doing this, i looked into the sourcecode of the
LineSegmentIntersector. There I saw, that the tests in
LineSegmentIntersector::intersects(..) refer to start and end point of the
lsi on the one hand, and to boundsphere.center()/radius() on the other hand.
But here is my Problem. Start and end- points are in world coordinates,
while the boundingsphere is in local coordinates...somewhere here in the
newsgroup a read, that boundingssphere only refers to their children..

I came to this problem, while implementing my own
Intersect-Bounding-Algorithms, where i get wrong results... Why is the
original LinesegmentIntersector working or: is it actually working?

At which point am i missunderstanding this?

Thanks für your Help,
MG


As you traverse the scene graph, you maintain a matrix stack in the same way
that open gl does.
Enter a transform, push your stack, multiply the transform into it.
Leave a transform and pop your stack.

Then when you want to do the intersection, you can either transform the bounding
sphere into world coordinates or transform your pick ray into local coordinates.

It's easier to transform the ray, but then you have to pay for a matrix invert.



Hi Simon,

i looked at the source code and then i saw my mistake. In the 
iv-apply(osg::Transform); method, the IntersectionVisitor pushs the 
model matrix. After that, the LinesegmentIntersector will be transformed 
to this local coordinate system via the lsi-clone() method... So in 
every case we will compute (and pay for) the matrix inverse (except 
traversing upwards?!).


Thank you for your reply, now i know how it is working!

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Using a slave camera to take screenshots in a different resolution than the main camera.

2009-05-27 Thread Jesper D. Thomsen
Another update:

Well, I kind of found a solution, but it's really ugly.
If I remove the slave camera from the viewer, then set the new graphics 
context, and then add the slave cam to the viewer again, it works with a new 
resolution for each screenshot.
This seems very un-elegant though, and I'm pretty sure that this is a misuse of 
OSG in comparison to what was intended.

Jesper D. Thomsen



From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jesper D. Thomsen 
[...@anybodytech.com]
Sent: Wednesday, May 27, 2009 2:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Using a slave camera to take screenshots in a 
different resolution than the main camera.

I just tried changing the main camere to a slave camera (as supposedly a 
main+slave cam combination is bad somehow). This changed the behaviour such 
that the screenshot slave camere can now take screenshots in any resolution for 
the first screenshot, but subsequent screenshots have the same rendered area as 
the first screenshot, which either results in black area (when the second 
screenshot has higher resolution) or a cropped screenshot (when the new 
screenshot is in lower resolution). I'm assigning a fresh graphics context to 
the slave camera before each screenshot, but it seems to ignore the resolution 
in the subsequent graphics contexts.
I'm pretty sure it's something really simple I'm forgetting to do.

Regards,

Jesper D. Thomsen



From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jesper D. Thomsen 
[...@anybodytech.com]
Sent: Wednesday, May 27, 2009 1:18 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Using a slave camera to take screenshots in a different 
resolution than the main camera.

Hi all, I'm trying to use a slave camera to take screenshots in a different 
resolution than the main camera. I have tried setting the slave cameras 
renderingimplementation to Frame_buffer_object and pixel_buffer_rtt and have 
made a graphics context with the desired resolution, but I'm always just 
getting a screenshot where I have the desired content in the original camera's 
resolution in the lower left corner and black pixels in the rest of the 
screenshots area. I've tried changing the background color of the slave cameras 
graphics context, and this works fine with only the screenshot being affected 
and the windows rendered by the main camera looking as normal, so I'm guessing 
that it's using the FBO for the slave camera. I'm guessing that I have 
forgotten some kind of statement regarding the slave camera's graphics context.

regards, and thanks in advance.

Jesper D. Thomsen

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] svn proplist svn:eol-style missing

2009-05-27 Thread David Fries
There are many text files in svn that don't have svn:eol-style set to
native.  When it is set the line endings are corrected for the
platform the file is checked out on, newline for Unix, carriage return
newline for Dos.  When it isn't set the files are Unix style.

For example CMakeModules/FindOSG.cmake doesn't have it set, many of
the other source files don't have it set either.

svn proplist CMakeModules/FindOSG.cmake CMakeModules/FindOpenThreads.cmake
Properties on 'CMakeModules/FindOpenThreads.cmake':
  svn:eol-style

svn propget svn:eol-style CMakeModules/FindOSG.cmake 
CMakeModules/FindOpenThreads.cmake
CMakeModules/FindOpenThreads.cmake - native

svn propset svn:eol-style native CMakeModules/FindOSG.cmake
property 'svn:eol-style' set on 'CMakeModules\FindOSG.cmake'
then commit

Here's a shell script command to check a list of files that don't have
svn:eol-style set to native.  $(find -name \*.cpp) lists 493 files.
for a in *; do if [ `svn propget svn:eol-style $a` != native ] ; then echo 
$a; fi ; done

-- 
David Fries da...@fries.net
http://fries.net/~david/ (PGP encryption key available)
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] LOD problem

2009-05-27 Thread Miroslav Andel
Hi,

Thanks for the reply. What do I need to add to support DatabasePager? I'm quite 
new to osg.

Is there a workaround? Can I create a node visitor that fixes this problem or 
something similar? Using the --LOD option works for small models but generates 
huge files or crashing osgdem.

I looked into how to extend vr juggler to use osg viewer, but it seams a bit 
complicated. I use active stereo and it seems that you cannot control the 
user's position and orientation in osg and are limited to simple settings such 
as user distance from screen and eye separation. I need to investigate this 
further.

By the way, what is the relationship between the radius, pixel values in the 
height map and the vertical scaling in osgdem when I create ellipsoid models? 
For now I use nasa's blue marble data for testing.

Kind regards,

Miroslav

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13037#13037





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] vertex shader help: compare position against plane

2009-05-27 Thread Kim C Bale
I presume this line:

n = (pos1 -pos0) ^ (pos2 - pos1);

is a cross product of two vectors. i.e. the normal, also known as the
vector perpendicular to the two vectors that define the plane.

In which case you would want to use the glsl function cross(vec3,vec3)
as on the reference sheet I sent previously.

You should have a read about the geometry math being used here. Blindy
copying code without understanding it is a good way to shoot yourself in
the foot later on. 


Kim.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Griffiths
Sent: 27 May 2009 13:40
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] vertex shader help: compare position against
plane

ok, i got the world position with:


Code:
mat4 ToWorldMatrix= osg_ViewMatrixInverse* gl_ModelViewMatrix;
vec3 worldPos = ToWorldMatrix * gl_Vertex;




now i need to check which side of the plane the worldPos is.
I googled and found some code for this but its not for glsl, ive came up
with this but i get errors.

the code is:


Code:
vec3 n;
float d;

n = (pos1 -pos0) ^ (pos2 - pos1);
d = -n * pos0;

inside = 1.0;

if (dot(n, gl_Position) + w)
{   
inside = 0.0;
}




the errors i get are:


Code:
VERTEX glCompileShader  FAILED
VERTEX Shader  infolog:
0(46) : error C1021: operands to ^ must be integral

glLinkProgram eroded FAILED
Program eroded infolog:
Vertex info
---
0(46) : error C1021: operands to ^ must be integral

Warning: detected OpenGL error 'invalid operation' after
RenderBin::draw(,)




so i tried 


Code:
vec3 n;
float w;

int p0 = (pos1 -pos0);
int p1 = (pos2 - pos1);
n =  p0 ^ p1;
w = -n * pos0;
inside = 1.0;

if (dot(n, worldPos) + w)
{   
inside = 0.0;
}



but it alway returns inside = 0.0;

any ideas?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13031#13031





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g*
To view the terms under which this email is distributed, please go to 
http://www.hull.ac.uk/legal/email_disclaimer.html
*___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Attack the PrimitiveSet

2009-05-27 Thread Maxime BOUCHER
Hi,

 I'm currently attacking the primitives of my scene and I would like to remove 
some of them from my one of my PrimitiveSets.
 A very ugly and heavy solution would be to copy the existing one but the 
indices I want to remove . As I say, it's very ugly and as I want to remove a 
lot of primitives it would quickly become very heavy.
 Isn't there a way to do a classical remove method like the one from the 
std::vector (for example) ?

Thank you!

Cheers,
Maxime

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13040#13040





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Attack the PrimitiveSet

2009-05-27 Thread Paul Melis

Hi,

Maxime BOUCHER wrote:

 I'm currently attacking the primitives of my scene and I would like to remove 
some of them from my one of my PrimitiveSets.

[...]


Isn't there a way to do a classical remove method like the one from the 
std::vector (for example) ?
  
What kind of PrimitiveSet do you want to erase elements from? E.g. all 
DrawElementsXXX classes derive from std::vector, so you should be able 
to use the methods from vector on those.


Paul


 A very ugly and heavy solution would be to copy the existing one but the 
indices I want to remove . As I say, it's very ugly and as I want to remove a 
lot of primitives it would quickly become very heavy.
 


Thank you!

Cheers,
Maxime

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13040#13040





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

  


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Attack the PrimitiveSet

2009-05-27 Thread Rabbi Robinson
Hi,

What exactly do you mean attacking, are you trying to remove primitive from 
primitive sets. Indices are deprecated and they are not encouraged to be used 
anymore. The dirty way is the classical way.

Thank you!

Cheers,
Rabbi

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13042#13042





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] transparency problem

2009-05-27 Thread Robert Osfield
Hi Su Hu,

You need to place transparent objects in the depth sorted bin,
normally loaders will do this for you. There is a chance that these
objects are already in the transparent bin but you have some very
large transparent objects in the scene as well that are causing the
depth sorting to perform poorly - if this is the case you need to
break the large objects up into small parts to allow depth sorting to
work correctly.

Robert.

On Wed, May 27, 2009 at 2:26 PM, su hu ttts...@gmail.com wrote:
 Hi all.

 Some transparent textures are used in our model.  When we render this model
 by osg v2.8, we find some problem as attached snapshot. We try to change
 orders(in model structure) of those transparent objects to get right result,
 but failed. Any special setting should be included in program?Thanks for
 your help.

 Regards,

 Su Hu

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Attack the PrimitiveSet

2009-05-27 Thread Maxime BOUCHER
Thanks for replying!


Paul Melis wrote:
 
 What kind of PrimitiveSet do you want to erase elements from? E.g. all 
 DrawElementsXXX classes derive from std::vector, so you should be able 
 to use the methods from vector on those.
 

OK, it's interesting.
I mainly work on DrawArrayLength. What can I do with it?


 wrote:
 
 What exactly do you mean attacking, are you trying to remove primitive from 
 primitive sets. Indices are deprecated and they are not encouraged to be used 
 anymore. The dirty way is the classical way.
 


Yes, I want to remove primitives removing their indices.
Can I ask you since which version indices are deprecated?
Have you an example of the dirty way? I don't get what you mean.


Thanks to you,

Max

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13044#13044





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] transparency problem

2009-05-27 Thread J.P. Delport

Hi Robert,

sorry to chip in... I've been wondering about this also recently.

Robert Osfield wrote:

Hi Su Hu,

You need to place transparent objects in the depth sorted bin,
normally loaders will do this for you. There is a chance that these
objects are already in the transparent bin but you have some very
large transparent objects in the scene as well that are causing the
depth sorting to perform poorly - if this is the case you need to
break the large objects up into small parts to allow depth sorting to
work correctly.


What specifically is a part? Geode, Geometry, PrimitiveSet, Triangle?

jp



Robert.

On Wed, May 27, 2009 at 2:26 PM, su hu ttts...@gmail.com wrote:

Hi all.

Some transparent textures are used in our model.  When we render this model
by osg v2.8, we find some problem as attached snapshot. We try to change
orders(in model structure) of those transparent objects to get right result,
but failed. Any special setting should be included in program?Thanks for
your help.

Regards,

Su Hu

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



--
This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. 
The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html.


This message has been scanned for viruses and dangerous content by MailScanner, 
and is believed to be clean.  MailScanner thanks Transtec Computers for their support.


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] transparency problem

2009-05-27 Thread su hu
Hi Robert,

Thanks for your reply.

Our 3D modeler tell me that the same model is shown right in vega view. We
will break large objects up into small parts and try it again. Thanks a lot.

Regards,

Su Hu

2009/5/27 Robert Osfield robert.osfi...@gmail.com

 Hi Su Hu,

 You need to place transparent objects in the depth sorted bin,
 normally loaders will do this for you. There is a chance that these
 objects are already in the transparent bin but you have some very
 large transparent objects in the scene as well that are causing the
 depth sorting to perform poorly - if this is the case you need to
 break the large objects up into small parts to allow depth sorting to
 work correctly.

 Robert.

 On Wed, May 27, 2009 at 2:26 PM, su hu ttts...@gmail.com wrote:
  Hi all.
 
  Some transparent textures are used in our model.  When we render this
 model
  by osg v2.8, we find some problem as attached snapshot. We try to change
  orders(in model structure) of those transparent objects to get right
 result,
  but failed. Any special setting should be included in program?Thanks for
  your help.
 
  Regards,
 
  Su Hu
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] transparency problem

2009-05-27 Thread Tomlinson, Gordon
This is a old problem of all scenegraphs try a searching on halos for
performer and Vega
try here http://www.multigen-paradigm.com/cgi-bin/Ultimate2.cgi  I know
I have discussed this many time there
( you don't have to be member to search there)
 
 

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

 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of su hu
Sent: Wednesday, May 27, 2009 9:27 AM
To: OpenSceneGraph Users
Subject: [osg-users] transparency problem


Hi all.

Some transparent textures are used in our model.  When we render this
model by osg v2.8, we find some problem as attached snapshot. We try to
change orders(in model structure) of those transparent objects to get
right result, but failed. Any special setting should be included in
program?Thanks for your help.

Regards,

Su Hu

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] earth_bayarea sample dataset

2009-05-27 Thread Ulrich Hertlein

Hi Robert,

On 27/5/09 2:38 PM, Robert Osfield wrote:

Running:

osgviewer http://www.openscenegraph.org/data/earth_bayarea/earth.ive

Works fine for me.  I've just removed my local file cache to force it


The reason why it didn't work for me was that I had a file 'earth.ive' in my OSG_FILE_PATH 
that was picked up first.


Works now, thanks.
Cheers,
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Attack the PrimitiveSet

2009-05-27 Thread Paul Melis

Maxime BOUCHER wrote:

Thanks for replying!


Paul Melis wrote:
  
What kind of PrimitiveSet do you want to erase elements from? E.g. all 
DrawElementsXXX classes derive from std::vector, so you should be able 
to use the methods from vector on those.





OK, it's interesting.
I mainly work on DrawArrayLength. What can I do with it?
  

From include/osg/PrimitiveSet:

class OSG_EXPORT DrawArrayLengths : public PrimitiveSet, public 
VectorGLsizei

{
   public:
[...]

where VectorGLsizei is (basically) std::vectorGLsizei. So you can just do

osg::DrawArrayLengths *arr = new osg::DrawArrayLengths();
arr-push_back(5);
arr-erase(arr-begin()+10, arr-begin()+20);



 wrote:
  

What exactly do you mean attacking, are you trying to remove primitive from primitive sets. 
Indices are deprecated and they are not encouraged to be used anymore. The dirty way is the 
classical way.




Yes, I want to remove primitives removing their indices.
Can I ask you since which version indices are deprecated?
Have you an example of the dirty way? I don't get what you mean.
  
With indices do you mean OpenGL indices here (as in drawing primitives 
by index), or do you mean indices in the DrawArrayLengths array? Rabbi 
means the former is generally not recommended for performance reasons. 
The latter is something completely different and is no problem.


Paul
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] vertex shader help: compare position against plane

2009-05-27 Thread Ümit Uzun
Hi Paul;

Watch the video. It can tell you much of dot and cross product :)

http://video.google.com/videosearch?q=cross+productoe=utf-8rls=org.mozilla:en-US:officialclient=firefox-aum=1ie=UTF-8ei=LE4dSreZCpLt_AbS4OGxDQsa=Xoi=video_result_groupresnum=4ct=title#

Regards.

2009/5/27 Paul Griffiths gaffe...@gmail.com


 Kim C Bale wrote:
  I presume this line:
 
  n = (pos1 -pos0) ^ (pos2 - pos1);
 
  is a cross product of two vectors. i.e. the normal, also known as the
  vector perpendicular to the two vectors that define the plane.
 
  In which case you would want to use the glsl function cross(vec3,vec3)
  as on the reference sheet I sent previously.
 
  You should have a read about the geometry math being used here. Blindy
  copying code without understanding it is a good way to shoot yourself in
  the foot later on.
 
 
  Kim.
 
 
  -Original Message-
  From:
  [mailto:] On Behalf Of Paul
  Griffiths
  Sent: 27 May 2009 13:40
  To:
  Subject: Re:  vertex shader help: compare position against
  plane
 
  ok, i got the world position with:
 
 
  Code:
  mat4 ToWorldMatrix= osg_ViewMatrixInverse* gl_ModelViewMatrix;
  vec3 worldPos = ToWorldMatrix * gl_Vertex;
 
 
 
 
  now i need to check which side of the plane the worldPos is.
  I googled and found some code for this but its not for glsl, ive came up
  with this but i get errors.
 
  the code is:
 
 
  Code:
  vec3 n;
  float d;
 
  n = (pos1 -pos0) ^ (pos2 - pos1);
  d = -n * pos0;
 
  inside = 1.0;
 
  if (dot(n, gl_Position) + w)
  {
  inside = 0.0;
  }
 
 
 
 
  the errors i get are:
 
 
  Code:
  VERTEX glCompileShader  FAILED
  VERTEX Shader  infolog:
  0(46) : error C1021: operands to ^ must be integral
 
  glLinkProgram eroded FAILED
  Program eroded infolog:
  Vertex info
  ---
  0(46) : error C1021: operands to ^ must be integral
 
  Warning: detected OpenGL error 'invalid operation' after
  RenderBin::draw(,)
 
 
 
 
  so i tried
 
 
  Code:
  vec3 n;
float w;
 
int p0 = (pos1 -pos0);
int p1 = (pos2 - pos1);
n =  p0 ^ p1;
w = -n * pos0;
inside = 1.0;
 
if (dot(n, worldPos) + w)
{
inside = 0.0;
}
 
 
 
  but it alway returns inside = 0.0;
 
  any ideas?
 
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=13031#13031
 
 
 
 
 
  ___
  osg-users mailing list
 
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
  g
 
 *
  To view the terms under which this email is distributed, please go to
 http://www.hull.ac.uk/legal/email_disclaimer.html
 
 *
  ___
  osg-users mailing list
 
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
   --
  Post generated by Mail2Forum


 Thanks kim. am new to this 3d math stuff.

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=13051#13051





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Ümit Uzun
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Attack the PrimitiveSet

2009-05-27 Thread Maxime BOUCHER

Paul Melis wrote:
 
 class OSG_EXPORT DrawArrayLengths : public PrimitiveSet, public 
 VectorGLsizei
 {
 public:
 [...]
 
 where VectorGLsizei is (basically) std::vectorGLsizei. So you can just do
 
 osg::DrawArrayLengths *arr = new osg::DrawArrayLengths();
 arr-push_back(5);
 arr-erase(arr-begin()+10, arr-begin()+20);
 


My bad, I should have seen it myself.
Anyway, thank you for the help.


Paul Melis wrote:
 
 With indices do you mean OpenGL indices here (as in drawing primitives 
 by index), or do you mean indices in the DrawArrayLengths array? Rabbi 
 means the former is generally not recommended for performance reasons. 
 The latter is something completely different and is no problem.
 


I mean the indices in DrawArray.
Thus there is no performance problem, right?

Thanks for all.


Max

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13052#13052





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] transparency problem

2009-05-27 Thread Robert Osfield
Hi J.P,

On Wed, May 27, 2009 at 3:01 PM, J.P. Delport jpdelp...@csir.co.za wrote:
 What specifically is a part? Geode, Geometry, PrimitiveSet, Triangle?

The transparent bin is sorted by the distance away from the eye of
center of the drawables.  To get finner grained sorted you have to
break the large drawable into smaller ones.  The drawables are usually
osg::Geometry, so you'd break these into a series of smaller
osg::Geometry.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Image pointer in the Intersected node is NULL

2009-05-27 Thread Cristina Paponi
Hi,

I have a scene graph and I'm trying to intersect with it using a 
LineSegmentIntersector.
In the intersection result I get a List of nodes, the last node being the Geode 
containing the drawable that I intersected with. When I try to retrive the 
image pointer which should contain the texture for that drawable the pointer is 
NULL.
Can anybody tell me why is NULL? Is it normal that is NULL? Is there any way I 
can retrieve that image pointer?
I even tried when loading the model to cach the image, but it did not work.

Thank you!

Cheers,
Cristina

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13055#13055





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Mouse click line

2009-05-27 Thread Mark Walker
Hi,

I'm trying get the line that intersects the fulcrum of the viewing volume and 
the point I clicked with my mouse on the viewing surface.

So I set my projection matrix with:

_sceneView-setProjectionMatrixAsPerspective(_viewAngle, (float) width/height, 
1, 1);

I get the overall matrix as:
osg::Matrixd vum;
vum.set(_sceneView-getViewMatrix()*_sceneView-getProjectionMatrix()); 

Then I invert it:

osg::Matrixd vumi;
vumi.invert(vum); 

My theory is that I should be able to transform points 0,0,0 and mouse points 
x,y,1 to get the line that I want:

osg::Vec3 p0(0,0,0);
osg::Vec3 p1(x, y, 1);

p0 = p0*vumi;
p1 = p1*vumi;

It doesn't seem to work, though.  Is my thinking incorrect?  I'm not sure if 
it's correct to assume a Z value of 1 for the viewing plane.  I get it from the 
near clipping plane in setProjectionMatrixAsPerspective().

Thank you!

Cheers,
Mark

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13050#13050





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Image pointer in the Intersected node is NULL

2009-05-27 Thread Robert Osfield
Hi Christina,

It sounds like your textures have the UnrefRefImageOnApply feature set
to true.  If you want to retain the images after the first frame is
rendered you'll need to not enable this.  This feature is off by
default but If you are running the osgUtil::Optimizer one of it's
default passes does optimization of the texture settings and enables
this.

Robert.

On Wed, May 27, 2009 at 4:16 PM, Cristina Paponi
cristina.pap...@meggitt.com wrote:
 Hi,

 I have a scene graph and I'm trying to intersect with it using a 
 LineSegmentIntersector.
 In the intersection result I get a List of nodes, the last node being the 
 Geode containing the drawable that I intersected with. When I try to retrive 
 the image pointer which should contain the texture for that drawable the 
 pointer is NULL.
 Can anybody tell me why is NULL? Is it normal that is NULL? Is there any way 
 I can retrieve that image pointer?
 I even tried when loading the model to cach the image, but it did not work.

 Thank you!

 Cheers,
 Cristina

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=13055#13055





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] vertex shader help: compare position against plane

2009-05-27 Thread Paul Griffiths

umituzun84 wrote:
 Hi Paul;
 
 Watch the video. It can tell you much of dot and cross product :)
 
 http://video.google.com/videosearch?q=cross+productoe=utf-8rls=org.mozilla:en-US:officialclient=firefox-aum=1ie=UTF-8ei=LE4dSreZCpLt_AbS4OGxDQsa=Xoi=video_result_groupresnum=4ct=title#
  
 (http://video.google.com/videosearch?q=cross+productoe=utf-8rls=org.mozilla:en-US:officialclient=firefox-aum=1ie=UTF-8ei=LE4dSreZCpLt_AbS4OGxDQsa=Xoi=video_result_groupresnum=4ct=title#)
 
 Regards.
 
 2009/5/27 Paul Griffiths  ()
 
   
  Kim C Bale wrote:
  
   I presume this line:
   
   n = (pos1 -pos0) ^ (pos2 - pos1);
   
   is a cross product of two vectors. i.e. the normal, also known as the
   vector perpendicular to the two vectors that define the plane.
   
   In which case you would want to use the glsl function cross(vec3,vec3)
   as on the reference sheet I sent previously.
   
   You should have a read about the geometry math being used here. Blindy
   copying code without understanding it is a good way to shoot yourself in
   the foot later on.
   
   
   Kim.
   
   
   -Original Message-
   From:
   
  
  
   [mailto:] On Behalf Of Paul
   Griffiths
   Sent: 27 May 2009 13:40
   To:
   
  
  
  
   Subject: Re:  vertex shader help: compare position against
   plane
   
   ok, i got the world position with:
   
   
   Code:
   mat4 ToWorldMatrix= osg_ViewMatrixInverse* gl_ModelViewMatrix;
   vec3 worldPos = ToWorldMatrix * gl_Vertex;
   
   
   
   
   now i need to check which side of the plane the worldPos is.
   I googled and found some code for this but its not for glsl, ive came up
   with this but i get errors.
   
   the code is:
   
   
   Code:
   vec3 n;
   float d;
   
   n = (pos1 -pos0) ^ (pos2 - pos1);
   d = -n * pos0;
   
   inside = 1.0;
   
   if (dot(n, gl_Position) + w)
   {
   inside = 0.0;
   }
   
   
   
   
   the errors i get are:
   
   
   Code:
   VERTEX glCompileShader  FAILED
   VERTEX Shader  infolog:
   0(46) : error C1021: operands to ^ must be integral
   
   glLinkProgram eroded FAILED
   Program eroded infolog:
   Vertex info
   ---
   0(46) : error C1021: operands to ^ must be integral
   
   Warning: detected OpenGL error 'invalid operation' after
   RenderBin::draw(,)
   
   
   
   
   so i tried
   
   
   Code:
   vec3 n;
         float w;
   
         int p0 = (pos1 -pos0);
         int p1 = (pos2 - pos1);
         n =  p0 ^ p1;
         w = -n * pos0;
         inside = 1.0;
   
         if (dot(n, worldPos) + w)
         {
                 inside = 0.0;
         }
   
   
   
   but it alway returns inside = 0.0;
   
   any ideas?
   
   --
   Read this topic online here:
   http://forum.openscenegraph.org/viewtopic.php?p=13031#13031 
   (http://forum.openscenegraph.org/viewtopic.php?p=13031#13031)
   
   
   
   
   
   ___
   osg-users mailing list
   
   
  
  
  
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or 
   (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or)
   g
   
  
  
   *
   To view the terms under which this email is distributed, please go to 
   http://www.hull.ac.uk/legal/email_disclaimer.html 
   (http://www.hull.ac.uk/legal/email_disclaimer.html)
   *
   ___
   osg-users mailing list
   
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
   (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
   
   
  
  
    --
   Post generated by Mail2Forum
   
  
  
  Thanks kim. am new to this 3d math stuff.
  
  --
  Read this topic online here:
  
  http://forum.openscenegraph.org/viewtopic.php?p=13051#13051 
  (http://forum.openscenegraph.org/viewtopic.php?p=13051#13051)
  
  
  
  
  
  
  ___
  osg-users mailing list
   ()
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
  (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
  
  
  
 
 
 
 -- 
 Ümit Uzun
 
  --
 Post generated by Mail2Forum


Thaks umituzun84, for the link. Ill have a watch when im home and not on mobile 
broadband.

-

Ive got my code working. But its clipping to a vertex level when I need it down 
to the fragment level. 

Is it possible to get the fragment world position in some way?

heres my code so far:

Vertex shader:

Code:
varying float lightIntensity;
varying vec3 Position;
uniform vec3 LightPosition;
uniform float Scale;
varying float inside;
uniform mat4 osg_ViewMatrixInverse;
varying vec3 pos0;
varying vec3 pos1;
varying vec3 pos2;

void main(void) {

Re: [osg-users] Image pointer in the Intersected node is NULL

2009-05-27 Thread Cristina Paponi
Hi,

You were right. The optimize enables UnrefRefImageOnApply feature, so my image 
pointer is NULL. I disable the texture optimization, so now it works.

Thank you!

Cheers,
Cristina

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13059#13059





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Dragger snap to grid / raster

2009-05-27 Thread Mark Walker
If you're rendering in 3d, 20 pixels doesn't have a lot of meaning.  In general 
what you'd need to do is transform 20 pixels into your world's coordinates.  
Transform 20 pixels into normalized screen coordinates, something like:

gridUnit = 20/screenWidth/2;

Then transform gridUnit into world coordinates.  Something like:

osg::Vec3 p(gridUnit, gridUnit, 1);
p = p*inverseMatrix;

The problem is, again, that 20 pixels will have different 3d sizes depending on 
the depth of what you're snapping.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13060#13060





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Foring Trilinear Mipmaping

2009-05-27 Thread Guy Volckaert
Yep That worked. Thanks you guys.

Guy

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13061#13061





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] transparency problem

2009-05-27 Thread Tomlinson, Gordon
Also make sure you multi-sampling turned on, this show up much more when
multi-sampling is off 


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 Robert
Osfield
Sent: Wednesday, May 27, 2009 11:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] transparency problem

Hi J.P,

On Wed, May 27, 2009 at 3:01 PM, J.P. Delport jpdelp...@csir.co.za
wrote:
 What specifically is a part? Geode, Geometry, PrimitiveSet,
Triangle?

The transparent bin is sorted by the distance away from the eye of
center of the drawables.  To get finner grained sorted you have to break
the large drawable into smaller ones.  The drawables are usually
osg::Geometry, so you'd break these into a series of smaller
osg::Geometry.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] OSG users in Colorado

2009-05-27 Thread Chris 'Xenon' Hanson
  We have a few long-time OSG users here in the Colorado front-range area, and 
in the past
I've hosted informal OSG get-togethers. Is there anyone here interested in 
attending one
in the next month or so?

  I highly recommend get-togethers like this if you have a few users in your 
area. it's a
great way to network and see what everyone is up to.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Mouse click line

2009-05-27 Thread Chris 'Xenon' Hanson
Mark Walker wrote:
 Hi,
 I'm trying get the line that intersects the fulcrum of the viewing volume and 
 the point I clicked with my mouse on the viewing surface.
:s/fulcrum/frustum/

http://en.wikipedia.org/wiki/Frustum

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Test post, very strange

2009-05-27 Thread Chris 'Xenon' Hanson
Chris 'Xenon' Hanson wrote:
   As a test, I'm going to post the content of the mystery message as a 
 followup to this
 very message and see if it goes through.


  Here's the mysterious content that won't post:


Subject: Working GLSL implementation of Tatarchuk's Parallax Occlusion Mapping


  I'm looking to add extra visual realism to surfaces using shaders. Grass, 
gravel and
dirt are some of the obvious candidates, but there could be others. I am hoping 
to use a
type of Parallax Mapping. I have a few algorithms of basic Parallax Mapping, 
but they fall
apart at glancing angles close to the ground (where the user viewpoint will 
frequently be).

  Tatarchuk's Parallax Occlusion Mapping:

http://ati.amd.com/developer/SIGGRAPH05/Tatarchuk-ParallaxOcclusionMapping-Sketch-print.pdf
http://ati.amd.com/developer/gdc/Tatarchuk-ParallaxOcclusionMapping-FINAL_Print.pdf
http://ati.amd.com/developer/gdc/2006/GDC06-Tatarchuk-Parallax_Occlusion_Mapping.pdf

  Seems to solve many of the issues.

  The GDC 06 paper with the allegedly improved algorithm only talks about HLSL 
and
DirectX. I'm interested in checking this algorithm out to see how it performs 
(I'm
designing shaders in RenderMonkey) but I've had a hard time finding working 
GLSL source
for anything newer than the original Parallax Shader from 04 and earlier.

  I don't want to write and debug an implementation from scratch just to find 
out it
doesn't do the job, so I was hoping to find a working implementation somewhere, 
but am not
finding one. Anyone seen one? It looks like a heck of a technique and could 
really be used
to great purpose in landscapes, and well, just about anything with surface 
detail.

  Anyone know where to find something like this?

  Also, I'm interested in other sources of canned shaders. I'm not trying to do
cutting-edge research, I'm just trying to apply the best available technology 
to a
visualization problem to give the best results without reinventing the wheel.


-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
PixelSense Landsat processing now available! http://www.alphapixel.com/demos/
There is no Truth. There is only Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] add/remove camera crash

2009-05-27 Thread Guy Volckaert
Hi,

I integrated an overlays system into my code that essentially supports multiple 
overlays, each having multiple hud items. Each overlay uses an osg::Camera at 
its root. All this works very well, with the exception of the following issue: 
when I remove the overlay (i.e the root camera) from the  scene, I get a draw 
crash (this does not happen all the time, but very often) 

I made sure that the root of the scene (i.e Group node) has the data variance 
set to DYNAMIC.

Here is the overlay camera constructor code:


Code:

setDataVariance( osg::Camera::DYNAMIC);
setReferenceFrame( osg::Transform::ABSOLUTE_RF ); 
setProjectionMatrix( osg::Matrix::ortho2D( -1, 1, -1, 1 ) );
setViewMatrix( osg::Matrix::identity () ); 
setClearMask( 0 ); 
setRenderOrder( osg::Camera::POST_RENDER ); 
// we don't want the camera to grab event focus from the viewers main 
camera(s).
setAllowEventFocus(false);

osg::StateSet* pStateSet = getOrCreateStateSet( );
pStateSet-setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF );
pStateSet-setMode( GL_LIGHTING, osg::StateAttribute::OFF );
pStateSet-setMode( GL_FOG, osg::StateAttribute::OFF );
pStateSet-setMode( GL_CULL_FACE, osg::StateAttribute::OFF );
pStateSet-setMode( GL_BLEND, osg::StateAttribute::OFF );




Cheers,
Guy

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13067#13067





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] add/remove camera crash

2009-05-27 Thread Guy Volckaert
Hi,

Here is the call stack for the crash and the code:
 
[img]CallStack.bmp[/img]


Code:

void RenderStage::draw(osg::RenderInfo renderInfo,RenderLeaf* previous)
{
if (_stageDrawnThisFrame) return;

// push the stages camera so that drawing code can query it 
if (_camera) renderInfo.pushCamera(_camera);

_stageDrawnThisFrame = true;

if (_camera  _camera-getInitialDrawCallback())
{
// if we have a camera with a intial draw callback invoke it.
   [color=red] 
[b](*(_camera-getInitialDrawCallback()))(renderInfo);[/b][/color]
}

// note, SceneView does call to drawPreRenderStages explicitly
// so there is no need to call it here.
drawPreRenderStages(renderInfo,previous);

if (_cameraRequiresSetUp)
{
runCameraSetUp(renderInfo);
}
...




Thank you!

Cheers,
Guy[/code]

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13069#13069



attachment: CallStack.bmp___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Drawing a line once( bullet physics integration )

2009-05-27 Thread Eduardo Alberto Hernández Muñoz
Hi all,

I'm trying to integrate bullet with osg; the problem comes with
bullet's debug drawing.

Bullet has an abstract class, with drawing functions to be implemented
by the user.
The main requirement is simply to render a line; however I need to
draw a single frame,
not add a model to a scene to be drawn over and over.

The only theorical solution I have been able to come up with, is to
add a node per line before
calling osgViewer:: frame(), and then delete the nodes. Pure OpenGL
code outside of the
scenegraph is not an option.

-Coz
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org