Re: [osg-users] Need help regarding rendering to a texture
Hi, Brett Thomas Lee wrote: Hi again thank you Mr. delport for spending your time.I have a last and final question. setProjectionMatrixAsOrtho() is not working in the code.can you please tell me the reason for that please. It is working, OSG just by default automatically computes near and far planes. I'm not sure it is working correctly for ortho cameras, so I switch it off normally. If i set ortho or lookat in osg is it like opengl(with z coming out) or like osg(with y coming out)?? Like OpenGL. OSG's camera manipulators use y out, but you can change this if you want. jp -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16593#16593 ___ 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] Need help regarding rendering to a texture
Hi, just uncomment the line: mPreRenderCamera-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); jp Brett Thomas Lee wrote: Hi, Here I attached another quad at some distance but Im unable to see the projection of one quad over the other.I am unable figure the reason why I dont see the projection of one quad over the other.Mr.delport can you please figure the reason why its happening like this.Thanks in advance. Thanks Regards, brett. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16607#16607 ___ 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
[osg-users] adding new node/object to globe node (osgEarth)
Hi, please can you help me with this? I have a node globe (from osgEarth). All I want now is add a new model (for example helicopter) and place it on top of the surface of the globe and set camera so that it points like from the helicopter model. I have tried MatrixTransfrom, but most probably am not using it right... Here is what I made until now..(I'm not able to see both nodes together. only globe, or helicopter...) Code: osg::Group* root = new osg::Group(); osg::ref_ptrosg::Node globe = osgDB::readNodeFile(multiple_heightfields.earth); osg::ref_ptrosg::Node heliNode = osgDB::readNodeFile(CH-146 Griffon.flt); osg::MatrixTransform* mNavTrans = new osg::MatrixTransform(); root-addChild(globe.get()); root-addChild(mNavTrans); double s = 100.0; osg::Quat rotation; osg::MatrixTransform* mModelTrans = new osg::MatrixTransform(); mModelTrans-preMult(osg::Matrix::rotate(-90.0f, 1.0f, 0.0f, 40.0f)); mModelTrans-setMatrix(osg::Matrixd::scale(s,s,s));// I have tried only with scale but it didn't work mModelTrans-addChild(heliNode.get()); mNavTrans-addChild(mModelTrans); osgUtil::Optimizer optimizer; optimizer.optimize(root); Thank you! Cheers, miroslav[code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16625#16625 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] question regarding attribute functor
Hi Tim, On Sun, Aug 23, 2009 at 8:47 PM, Tim Allenosgfo...@tevs.eu wrote: What is the function of osg::Drawable::AttributeFunctor class in osg.What does it do?? It's a mechanism for getting access to drawable vertex attributes in a generic way, i.e. decoupled from the actual Drawable subclass. You write your subclass of AttributeFunctor, and then pass an object of this subclass to the drawable to call the appropriate virtual methods using double dispatch a bit like the visitor pattern. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] adding new node/object to globe node (osgEarth)
Hi Miroslav, I'm not sure where to start as I'm not sure what level of understanding about the coordinate systems in play, it does look like you are missing a few things as your transform certainly isn't relevent to a Earth Center Earth Fixed (ECEF) coordinate system like osgEarth sets up typically. The best I can do is recommend you read up on the web about ECEF, and have a look at the osgsimulation example as it places a loaded model around a ECEF globe. Robert. On Mon, Aug 24, 2009 at 8:20 AM, miroslav karpiskarpis_miros...@yahoo.com wrote: Hi, please can you help me with this? I have a node globe (from osgEarth). All I want now is add a new model (for example helicopter) and place it on top of the surface of the globe and set camera so that it points like from the helicopter model. I have tried MatrixTransfrom, but most probably am not using it right... Here is what I made until now..(I'm not able to see both nodes together. only globe, or helicopter...) Code: osg::Group* root = new osg::Group(); osg::ref_ptrosg::Node globe = osgDB::readNodeFile(multiple_heightfields.earth); osg::ref_ptrosg::Node heliNode = osgDB::readNodeFile(CH-146 Griffon.flt); osg::MatrixTransform* mNavTrans = new osg::MatrixTransform(); root-addChild(globe.get()); root-addChild(mNavTrans); double s = 100.0; osg::Quat rotation; osg::MatrixTransform* mModelTrans = new osg::MatrixTransform(); mModelTrans-preMult(osg::Matrix::rotate(-90.0f, 1.0f, 0.0f, 40.0f)); mModelTrans-setMatrix(osg::Matrixd::scale(s,s,s));// I have tried only with scale but it didn't work mModelTrans-addChild(heliNode.get()); mNavTrans-addChild(mModelTrans); osgUtil::Optimizer optimizer; optimizer.optimize(root); Thank you! Cheers, miroslav[code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16625#16625 ___ 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] FBOs without color or depth attachments/DrawBuffer/ReadBuffer
Hi again, I realized there is gap in my argumentation in my former post. OSG user may chose to add camera-attach( MISSING_BUFFER, FORMAT) in their application, but OSG nodekits like osgShadow have to be safe and prepared even for bad cases. So it looks like flags defining policy for forcing missing buffer attchments may be neccessary after all. So I must agree that adding buffer atttcahment flags to DisplaySetings sounds like the best approach. Cheers, Wojtek Lewandowski - Original Message - From: Wojciech Lewandowski lewandow...@ai.com.pl To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, August 21, 2009 3:08 PM Subject: Re: [osg-users] FBOs without color or depth attachments/DrawBuffer/ReadBuffer Thanks, Robert I tested the changes on Windows and NVidia GF 8800. osghadow -4 --lispsm looked correct on my system. But I understand other systems may be different. I am curious if setting ShadowCamera-attach( COLOR_BUFFER, GL_RGB ) would have the same effect as forcing COLOR_ATTACHMENT on ATI. I suppose it should. From the former discussion with J-S I come up with opinion that the best would be to not define OSG color/depth attachment policy but put the decision on application developers. If their application is run with troublesome drivers, programmers would explicitly attach missing buffer to be sure everything works on target platform. I think that adding a line: camera-attach( COLOR_BUFFER, GL_RGB ); is as easy as changing DisplaySettings flags for FBO buffer attachment policy. On the other hand, it will also work for me if OSG majority decides to introduce such FBO attachments policy and will use DisplaySettings for this task. I have not used .cfg files and DisplaySettings extensively yet (at least not under various OSes) so I will leave question about DisplaySetting script format for more opinionated users ;-) Cheers, Wojtek - Original Message - From: Robert Osfield robert.osfi...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, August 21, 2009 11:39 AM Subject: Re: [osg-users] FBOs without color or depth attachments/DrawBuffer/ ReadBuffer Hi Wojtek et. al, I have just checked in the changes but to avoid regression on some users systems I've temporarily reverted the disabling of the forcing on of colour and depth buffer. But setting: #define FORCE_COLOR_ATTACHMENT 1 #define FORCE_DEPTH_ATTACHMENT 1 At the top of src/osgUtil/RenderStage. I say temporarily as I believe we'll need to come up with a runtime override scheme that allows users to set the defaults for the above at runtime, perhaps via the the standard osg::DisplaySettings class that is used right now for various global settings, with env vars available to customize the defaults. It could be that we need to come up with a simple file format for specifying these types defaults for various hardware/OS targets, and make it possible to load this file at runtime to configure things. This is a more general issue than just FBOs, but this FBO issue is probably a good catlyst for getting some kind of solution. Thoughts? Suggestions? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] dotosgwrapper
Hi all, I'm trying to write a simple read/write acces to .osg files for my own class, using the REGISTER_DOTOSGWRAPPER macro, but nothing happens... This is what I do: in my IO.h: Code: #include MyClass.h using namespace osgDB; bool MyClass_readLocalData(osg::Object, osgDB::Input); bool MyClass_writeLocalData(const osg::Object, osgDB::Output); REGISTER_DOTOSGWRAPPER(MyClass) ( new osgMyClass::MyClass, MyClass, Object Node Group MyClass, MyClass_readLocalData, MyClass_writeLocalData ); and in IO.cpp: Code: #include IOPlanet.h bool MyClass_readLocalData(osg::Object obj, osgDB::Input fr) { std::cout Hello in Read! std::endl; } bool MyClass_writeLocalData(const osg::Object obj, osgDB::Output fout) { std::cout Hello in Write! std::endl; } and the MyClass class is the simplest thing in the world: #include iostream Code: namespace osgMyClass { class MyClass: public osg::Group { public: MyClass() { valeur = 1.0f; std::cout Hello MyClass! std::endl; } ~MyClass() {} public: float value; }; } I'm generating a dll with the IO files, and I put it in the osgPlugins directory, but the Hello messages are never readable, trying this in the main of an app: Code: osgMyClass::MyClass* test= new osgMyClass::MyClass(); osgDB::writeNodeFile((osg::Node)*test, test.osg); osgDB::writeObjectFile((osg::Object)*test, test2.osg); So where is the mistake ? Does the name of the dll must be something like osgdb_osgMyClass ? Changing its name changes nothing... seems OSG doesn't find it. I try before to read and write data using the osgPlugins scheme with : REGISTER_OSGPLUGIN(plt, ReaderWriterPLT), and all works well. So I understand the process with plugins, but not with dotosgwrappers... If someone can help me, it's seems to be a little thing missing at a little place :) thanks a lot -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16629#16629 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dotosgwrapper
Hi Eric, You need to add some extra RTTI info to your custom class to enable the .osg wrappers to fine your class. Add: META_Node(osgMyClass,MyClass) To your class definitions. See include/osg/Group and other subclasses of node to see this in action. Robert. On Mon, Aug 24, 2009 at 9:43 AM, Eric Pouliquenepouliq...@silicon-worlds.fr wrote: Hi all, I'm trying to write a simple read/write acces to .osg files for my own class, using the REGISTER_DOTOSGWRAPPER macro, but nothing happens... This is what I do: in my IO.h: Code: #include MyClass.h using namespace osgDB; bool MyClass_readLocalData(osg::Object, osgDB::Input); bool MyClass_writeLocalData(const osg::Object, osgDB::Output); REGISTER_DOTOSGWRAPPER(MyClass) ( new osgMyClass::MyClass, MyClass, Object Node Group MyClass, MyClass_readLocalData, MyClass_writeLocalData ); and in IO.cpp: Code: #include IOPlanet.h bool MyClass_readLocalData(osg::Object obj, osgDB::Input fr) { std::cout Hello in Read! std::endl; } bool MyClass_writeLocalData(const osg::Object obj, osgDB::Output fout) { std::cout Hello in Write! std::endl; } and the MyClass class is the simplest thing in the world: #include iostream Code: namespace osgMyClass { class MyClass: public osg::Group { public: MyClass() { valeur = 1.0f; std::cout Hello MyClass! std::endl; } ~MyClass() {} public: float value; }; } I'm generating a dll with the IO files, and I put it in the osgPlugins directory, but the Hello messages are never readable, trying this in the main of an app: Code: osgMyClass::MyClass* test= new osgMyClass::MyClass(); osgDB::writeNodeFile((osg::Node)*test, test.osg); osgDB::writeObjectFile((osg::Object)*test, test2.osg); So where is the mistake ? Does the name of the dll must be something like osgdb_osgMyClass ? Changing its name changes nothing... seems OSG doesn't find it. I try before to read and write data using the osgPlugins scheme with : REGISTER_OSGPLUGIN(plt, ReaderWriterPLT), and all works well. So I understand the process with plugins, but not with dotosgwrappers... If someone can help me, it's seems to be a little thing missing at a little place :) thanks a lot -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16629#16629 ___ 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] dotosgwrapper
Hi Robert, thanks for your answer, that works well now ! Just a little question about RegisterDotOsgWrapperProxy : I don't really understand the first argument... A lot of examples are using a new on their custom class, but some of them uses NULL. I try with both, and it works well in the two cases, but I notice (and it's logical indeed) that when using a new as first argument, we pass two times in my class constructor, but it is saved only one time. So could you tell me the role of the new ? Thinking about plugins and other things in OSG, maybe It could be very useful for community to write little HOWTO in the Wiki, isn't it ? In ever saw such base articles like we can see on the Ogre3D wiki. What do you think about that ? I know we can find a lot of ressources in mailing list or forum, but maybe redondant methods like writing plugins, osgWrappers, doing RTT and so on could maybe be fixed in articles, modified by users who want to add details... i think this discussion has been done many and many times, so maybe nobody has time to write little HOWTOs or it is considered as not useful, I don't know. Thanks for your support, saving hours of search ! :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16631#16631 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dotosgwrapper
Hi Eric, So could you tell me the role of the new ? The new provides the prototype of the class, this is than cloned during the read process to provide the object of the appropriate type. Thinking about plugins and other things in OSG, maybe It could be very useful for community to write little HOWTO in the Wiki, isn't it ? In ever saw such base articles like we can see on the Ogre3D wiki. What do you think about that ? I know we can find a lot of ressources in mailing list or forum, but maybe redondant methods like writing plugins, osgWrappers, doing RTT and so on could maybe be fixed in articles, modified by users who want to add details... i think this discussion has been done many and many times, so maybe nobody has time to write little HOWTOs or it is considered as not useful, I don't know. Feel free to write HOWTO's in the time you have available. And I'll write HOWTO's in the time I have available after doing dev work and support... Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dotosgwrapper
Ok, I'm going to study it during the reading process. Thanks for your answers. Hope you don't think I was saying that you should write HOWTOs, just because I think that you do amazing work with the support AND the dev ! I was just wondering why there isn't such articles, but I think I'm going to write some of them. Where do you think it is the best place to post it for comments ? Directly to you and then putting it on the website ? Maybe I can start a topic on that to have viewpoints on subjects for HOWTOs... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16633#16633 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dotosgwrapper
Hi Eric, Where do you think it is the best place to post it for comments ? Directly to you and then putting it on the website ? Maybe I can start a topic on that to have viewpoints on subjects for HOWTOs... There's a reason why the main OSG web site is a wiki, it's exactly for this kind of evolving document. You can start a new page, post the link to it here and people (including Robert) can then improve it. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Textures swapping
Hi all, I'm trying to swap textures on a node, based on event for exemple. But let's see this simple code : Code: osg::Texture* tx1 = setTexture(test1.jpg); osg::Texture* tx2 = setTexture(test2.jpg); osg::Geode* sphereGeode = new osg::Geode; osg::StateSet* state1 = sphereGeode1-getOrCreateStateSet(); state1-setTextureAttributeAndModes(0, tx1 ); state1-setTextureAttributeAndModes(0, tx2 ); state1-setTextureAttributeAndModes(0, tx1 ); This code crashes because modifying the content of tx1 when setting the tx2 texture, so when re-applying tx1 in the third line, the tx1 pointer is corrupted! So what is the way to manage multiple textures on the same node ? I don't want to use multiple textures indexes because I will probably swap on many and many textures... Need I create a new StateSet per texture ? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16635#16635 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] adding new node/object to globe node (osgEarth)
Hi Miroslav, I'd also recommend you check out the osgEarthUtil::ObjectPlacer class as it is meant to help you position your models using lat/lon coordinates. Thanks! Jason On Mon, Aug 24, 2009 at 3:54 AM, Robert Osfield robert.osfi...@gmail.comwrote: Hi Miroslav, I'm not sure where to start as I'm not sure what level of understanding about the coordinate systems in play, it does look like you are missing a few things as your transform certainly isn't relevent to a Earth Center Earth Fixed (ECEF) coordinate system like osgEarth sets up typically. The best I can do is recommend you read up on the web about ECEF, and have a look at the osgsimulation example as it places a loaded model around a ECEF globe. Robert. On Mon, Aug 24, 2009 at 8:20 AM, miroslav karpiskarpis_miros...@yahoo.com wrote: Hi, please can you help me with this? I have a node globe (from osgEarth). All I want now is add a new model (for example helicopter) and place it on top of the surface of the globe and set camera so that it points like from the helicopter model. I have tried MatrixTransfrom, but most probably am not using it right... Here is what I made until now..(I'm not able to see both nodes together. only globe, or helicopter...) Code: osg::Group* root = new osg::Group(); osg::ref_ptrosg::Node globe = osgDB::readNodeFile(multiple_heightfields.earth); osg::ref_ptrosg::Node heliNode = osgDB::readNodeFile(CH-146 Griffon.flt); osg::MatrixTransform* mNavTrans = new osg::MatrixTransform(); root-addChild(globe.get()); root-addChild(mNavTrans); double s = 100.0; osg::Quat rotation; osg::MatrixTransform* mModelTrans = new osg::MatrixTransform(); mModelTrans-preMult(osg::Matrix::rotate(-90.0f, 1.0f, 0.0f, 40.0f)); mModelTrans-setMatrix(osg::Matrixd::scale(s,s,s));// I have tried only with scale but it didn't work mModelTrans-addChild(heliNode.get()); mNavTrans-addChild(mModelTrans); osgUtil::Optimizer optimizer; optimizer.optimize(root); Thank you! Cheers, miroslav[code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16625#16625 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Can CMake generate mac os frameworks now?
Hello, I just built osg trunk (as of today, 2009-08-24) on the mac successfully after a series of problems with the ffmpeg plugin. I used Cmake to gen. regular makefiles and it works fine. (great even!) Anyway, since I'm a mac person at heart and usually code in Xcode I was curious if osg + xcode is a viable, first rate, option these days so I tested to generate Xcode files from Cmake instead. By the look of it it seems to be working but as I understand it we'll have to do with regular .so libraries for the time being. So, the questions: 1. can I generate an Xcode project file that will build frameworks instead of regular .so dynamic libs? 2. A big reason for this is to get code-completion in Xcode, so if 1) is not an option, are there other ways to get code completion for the osg headers? /Filip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Textures swapping
Hi Eric, The OSG automatically reference counts objects, so when you do the setTexture..(0, txt2) the tx1 will be unref'd automatically and if no other references exist it'll delete - which is correct. Your tx1 pointer is now a dangling pointer and when you assign to the stateset it of course crashes. The simple solution is the use ref_ptrosg::Texture instead of the C pointer. Robert. On Mon, Aug 24, 2009 at 2:23 PM, Eric Pouliquenepouliq...@silicon-worlds.fr wrote: Hi all, I'm trying to swap textures on a node, based on event for exemple. But let's see this simple code : Code: osg::Texture* tx1 = setTexture(test1.jpg); osg::Texture* tx2 = setTexture(test2.jpg); osg::Geode* sphereGeode = new osg::Geode; osg::StateSet* state1 = sphereGeode1-getOrCreateStateSet(); state1-setTextureAttributeAndModes(0, tx1 ); state1-setTextureAttributeAndModes(0, tx2 ); state1-setTextureAttributeAndModes(0, tx1 ); This code crashes because modifying the content of tx1 when setting the tx2 texture, so when re-applying tx1 in the third line, the tx1 pointer is corrupted! So what is the way to manage multiple textures on the same node ? I don't want to use multiple textures indexes because I will probably swap on many and many textures... Need I create a new StateSet per texture ? Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16635#16635 ___ 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] [vpb] Some questions about VPB and cloud of points
Hi to all, i would like to create or use a software application ables to visualize a seaground (get from a cloud of points) 3d model inside earth model created by osgdem. I'm wondering if VPB, OsgEarth or osgGIS are the correct technologies to solve my problem. Some questions : 1) Can i create a DEM file from a cloud of points (I have information about its coordinates) using osgdem? 2) How i can add the DEM file obtained from previous question (or a generic 3d model) to earth model created by osgdem? 3) I have created the earth model with osgdem using blu marble image from nasa web site. The best image resolution get from this website is too far from the ground (i think that image was taken from about 900 km of quote). I would like to insert or ADD 3d model of my clouds of point (the seaground), in DEM format, and i would like to visualize this model only at a certain level (i.e. after the last level created by osgdem). Hoping my questions could be enough clear ... Thank you! Cheers, Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16639#16639 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Avoiding traversal on some nodes when saving in .osg
Hi all, I'm using the dotosgwrapper method (RegisterDotOsgWrapperProxy) on my custom class, which heritates of a osg::Group. My problem is that I create a local scenegraph in my class, and my class instance is the local root of the scenegraph. But when I save the instance in a .osg file, how can I say to OSG to ignore some of the nodes in the local scenegraph to be saved in the file ? For example : My class is SuperGroup, based on osg::Group. I create a scenegraph in the call code which is : Code: SuperGroup | -- | | Node 1 Switch /\ LightSourceNode 2 (test2.osg) So when I save the SuperGroup instance in output.osg , I would like to have Node1, Switch, but not the LightSource and I would like to have a proxyNode of the Node2, but not all the osg code of the node 2 in my output.osg... How do I manage this ? thanks a lot -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16640#16640 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 0bit Stencil Buffer
Hi everyone, I'm trying to use the stencil buffer to render only parts of the final image through other graph-attached cameras. The app works fine on ATI hardware but NVIDIA fails. OpenGL reports that the stencil buffer has only 0 bits (which is 8 bits on ATI, via glGetInterv(GL_STENCIL_BUFFER_BITS) in a DrawCallback). I have tested this on various linux boxes (Ubuntu 9.04, Fedora 11) with recent hardware and recent drivers. I'm pretty sure that a stencil buffer is available on this hardware because OSG seems to be able to utilize it (stereo-mode in osgUtil::SceneView uses stenciling and works fine). I'm pretty sure I've missed something. Is there anything special to do to get or enable a stencil buffer on Nvidia? Thanks for your help and your time! Nice greetings Mathias Buhr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Shdows Problem o vista
Danny Lesnik wrote: Hi, I'm using Visual Studio 2008 with osg 2.8.1. I have vary strange problem with with shadows on my scene. On vista all shadows are moved chaoticaly (see attached pictures ). However on XP everything is OK and I can see my shadows casted by camera lights. Are they the same computer but different dual-booting OSes or are they different computers? It sounds to me like a deficient graphics card or driver on the Vista end of things. you didn't state what card/driver you were using so it's hard to say. -- 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] Write UpdateCallbacks into an osg file ?
The .osg file format is extensible via a plugin mechanism. See, for example, osgdb_osgText. In order for standard osgviewer to load a file that contains custom callbacks, you will need to distribute a dynamic library containing your custom callback class, and also a dynamic plugin to support .osg I/O for your custom class, so two dynamic libraries total. Paul Martz Skew Matrix Software LLC _http://www.skew-matrix.com_ http://www.skew-matrix.com/ +1 303 859 9466 Hi Paul, thx for your answer. I was not talking about a custom Callback ( unless any Callback is custom ). The Tutorial I was talking about is from your book, Listing 3-3. By now I found out, that I need to use osgDB::writeObjectFile instead of writeNodeFile, which writes UpdateCallbacks{} into an osg file. The Node.cpp file from osgPlugins/osg/ has an output fw.writeObject entry which takes the pointer to an UpdateCallback as argument. I assume, that an UpdateCallback and derived knows what to write into the osg file UpdateCallback code block. Which method of an Object ( UpdateCallback ) fills this code block, and how ? The purpose is to write osg files for osgAnimation and osganimationviwer. Peter Particle ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] adding new node/object to globe node (osgEarth)
Hi All, thank VERY much for the reply...will definitely come back with questions ;) Cheers, miroslav -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16644#16644 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] nodemask or switch
New in a series of embarrassing newbie questions :-* When do I need a switch node if I have a nodemask? Suppose I have a number of components to a model (wings/body/wheels etc) these are all children of a single parent node and each have a nodemask allowing them to be switched on/off individually. The same functionality is achieved by inserting a switch node and setting the value for each child. Why - is there extra functionality from the switch, is there a limitation of the nodemask? thanks Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16645#16645 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] nodemask or switch
Hi Martin, Often times you can use either a nodemask or Switch node to do the same thing. I look at nodemasks as an encoding of a node state that is more than just on or off. For example, a nodemask can have one bit indicate it is a shadow caster and another bit for shadow receiver. When a nodemask can have a state other than on/off and you want to turn nodes on/off, it's often cleaner to use a Switch node than to keep track of Node and nodemask pairs. Tom Jolley From: Martin Beckett New in a series of embarrassing newbie questions :-* When do I need a switch node if I have a nodemask? Suppose I have a number of components to a model (wings/body/wheels etc) these are all children of a single parent node and each have a nodemask allowing them to be switched on/off individually. The same functionality is achieved by inserting a switch node and setting the value for each child. Why - is there extra functionality from the switch, is there a limitation of the nodemask? thanks Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16645#16645 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [ANN] Job Opportunity - Flight Simulators
Job Opportunity: Image Generator (IG) (windows based) Developer for serious flight simulation Merlin Simulation is looking for a programmer/engineer with strong 3D Graphics skills. This person will be responsible for enhancing our OSG image generator for use in our flight simulators as well as other programming tasks in support of flight simulation. See our website to gain a better understanding. Required Experience * Strong C++ skills (using Visual Studio) * 3D Graphics Experience * OpenSceneGraph Experience * Experience designing and developing graphics algorithms Bonus Experience * Microprocessor firmware proogramming * Lua U.S. citizenship required * Url: http://www.merlinsimulation.com * Contact: car...@merlinsimulation.com * Duration: Permanent * First posted: 22-August-2009 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16646#16646 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] rendering to existing gtk window
Hello, I'm trying to port some code which worked in OpenSceneGraph 1.0 and used the old Producer's viewer. previously i had a statement which said: Code: viewer.getCamera(0)-getRenderSurface()-setWindow(gtk_plug_id); I tried creating a graphics context and setting the inheritedWindowData traits as: Code: traits-inheritedWindowData = new osgViewer::GraphicsWindowX11(gtk_pli_id); I noticed that it does black out the appropriate window (so it seems like its doing something right) but then fails to render anything to that area. Is there another step that I might be missing? thanks in advance, -vinay -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16648#16648 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] nodemask or switch
That was rather what was confusing me. The 'already included in every node' nodemask seemed to have more capability than the 'have to add it the scenegraph and manage it manually' switch. The only advantage for a switch node I could see was the example in Paul's book where you have a number of different versions of a node and you want to use 'one of n' rather than a bitmask worth. I was just careful in case nodemask had some reserved functionality that I was going to break by using it's fields for my own nefarious purposes! Cheers, Martin ps. Is nodemask still 32bit on 64bit builds of OSG? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16649#16649 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Updating a texture(urgent)
Hi, I am trying to update a texture in one node and Im applying it in other node.The problem Im facing with this is only the update to the current frame is seen.The previous updates are not seen on the texture.If I want to update a texture and those updates need to be permanently applied to the texture image.Are there some settings for it ,If so any help please.Thanks in advance. Thank you! Cheers, Tim -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16650#16650 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] nodemask or switch
Martin Beckett wrote: That was rather what was confusing me. The 'already included in every node' nodemask seemed to have more capability than the 'have to add it the scenegraph and manage it manually' switch. The only advantage for a switch node I could see was the example in Paul's book where you have a number of different versions of a node and you want to use 'one of n' rather than a bitmask worth. I was just careful in case nodemask had some reserved functionality that I was going to break by using it's fields for my own nefarious purposes! Cheers, Martin ps. Is nodemask still 32bit on 64bit builds of OSG? It's an unsigned int, which is a 32-bit number on most architectures (including Linux x64 and Win64). --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.2 rpms for Centos 5 and RedHat 5
Peter Bear wrote: Hi, results show: [r...@pciii pciii]# rpm -qa | grep curl libcurl-7.19.4-9.fc11.i586 libcurl-7.19.4-9.fc11.x86_64 curl-7.19.4-9.fc11.x86_64 [r...@pciii pciii]# Cheers, Peter It looks like you are using Fedora 11. The package I built is for RedHat 5/Centos 5, which is based on Fedora 6. Your curl is too new for my package. If you did this command: rpm -q --filesbypkg curl | grep libcurl You would probably find libcurl.so.4 instead of libcurl.so.3. Perhaps you can find a Fedora 11 package for curl 7.15.5 which is the version I have on my machine, or else you can try downloading the source rpm (the one with .srpm suffix) and then issuing this command: RPM_BASE=/tmp rpmbuild --rebuild name_of_source_rpm_here.srpm Let me know if you need more help. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 0bit Stencil Buffer
Mathias Buhr wrote: Hi everyone, I'm trying to use the stencil buffer to render only parts of the final image through other graph-attached cameras. The app works fine on ATI hardware but NVIDIA fails. OpenGL reports that the stencil buffer has only 0 bits (which is 8 bits on ATI, via glGetInterv(GL_STENCIL_BUFFER_BITS) in a DrawCallback). I have tested this on various linux boxes (Ubuntu 9.04, Fedora 11) with recent hardware and recent drivers. I'm pretty sure that a stencil buffer is available on this hardware because OSG seems to be able to utilize it (stereo-mode in osgUtil::SceneView uses stenciling and works fine). I'm pretty sure I've missed something. Is there anything special to do to get or enable a stencil buffer on Nvidia? My OSG application uses a stencil buffer on Nvidia hardware, so it is definitely possible. There should be a mechanism (depending on how you create your context) to request a stencil-buffer-enabled context. I'm using FLTK to create my OpenGL context, so my code's example might not be useful to you. It looks like osg/DisplaySettings has a method setMinimumNumStencilBits that may be helpful to you. You could also look at the osgreflect demo. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 0bit Stencil Buffer
Eric Sokolowsky wrote: Mathias Buhr wrote: Hi everyone, I'm trying to use the stencil buffer to render only parts of the final image through other graph-attached cameras. The app works fine on ATI hardware but NVIDIA fails. OpenGL reports that the stencil buffer has only 0 bits (which is 8 bits on ATI, via glGetInterv(GL_STENCIL_BUFFER_BITS) in a DrawCallback). I have tested this on various linux boxes (Ubuntu 9.04, Fedora 11) with recent hardware and recent drivers. I'm pretty sure that a stencil buffer is available on this hardware because OSG seems to be able to utilize it (stereo-mode in osgUtil::SceneView uses stenciling and works fine). I'm pretty sure I've missed something. Is there anything special to do to get or enable a stencil buffer on Nvidia? The stencil property of GraphicsContext::Traits is 0 by default. Just set it to 8 before creating the GraphicsContext and it should work. For example: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 100; traits-y = 100; traits-width = 640; traits-height = 480; traits-windowDecoration = true; traits-doubleBuffer = true; traits-red = 8; traits-green = 8; traits-blue = 8; traits-depth = 24; traits-stencil = 8; traits-sharedContext = 0; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Some questions about VPB and cloud of points
Andrea, You could try doing this with osgEarth. This sample .earth file shows how to incorporate a high-resolution inset into an existing osgdem (VPB) model: http://wush.net/trac/osgearth/browser/trunk/tests/vpb_with_inset.earth In addition, osgEarth layers can take min_level and max_level attributes that direct the LOD at which the data should appear. Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : +1.703.652.4791 On Mon, Aug 24, 2009 at 9:52 AM, Andrea Martinimartini.and...@gmail.com wrote: Hi to all, i would like to create or use a software application ables to visualize a seaground (get from a cloud of points) 3d model inside earth model created by osgdem. I'm wondering if VPB, OsgEarth or osgGIS are the correct technologies to solve my problem. Some questions : 1) Can i create a DEM file from a cloud of points (I have information about its coordinates) using osgdem? 2) How i can add the DEM file obtained from previous question (or a generic 3d model) to earth model created by osgdem? 3) I have created the earth model with osgdem using blu marble image from nasa web site. The best image resolution get from this website is too far from the ground (i think that image was taken from about 900 km of quote). I would like to insert or ADD 3d model of my clouds of point (the seaground), in DEM format, and i would like to visualize this model only at a certain level (i.e. after the last level created by osgdem). Hoping my questions could be enough clear ... Thank you! Cheers, Andrea -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16639#16639 ___ 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] 0bit Stencil Buffer
Eric Sokolowsky wrote: Mathias Buhr wrote: Hi everyone, I'm trying to use the stencil buffer to render only parts of the final image through other graph-attached cameras. The app works fine on ATI hardware but NVIDIA fails. OpenGL reports that the stencil buffer has only 0 bits (which is 8 bits on ATI, via glGetInterv(GL_STENCIL_BUFFER_BITS) in a DrawCallback). I have tested this on various linux boxes (Ubuntu 9.04, Fedora 11) with recent hardware and recent drivers. I'm pretty sure that a stencil buffer is available on this hardware because OSG seems to be able to utilize it (stereo-mode in osgUtil::SceneView uses stenciling and works fine). I'm pretty sure I've missed something. Is there anything special to do to get or enable a stencil buffer on Nvidia? My OSG application uses a stencil buffer on Nvidia hardware, so it is definitely possible. There should be a mechanism (depending on how you create your context) to request a stencil-buffer-enabled context. I'm using FLTK to create my OpenGL context, so my code's example might not be useful to you. It looks like osg/DisplaySettings has a method setMinimumNumStencilBits that may be helpful to you. You could also look at the osgreflect demo. -Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org Thank you Eric but unfortunately I've already tried setMinimumNumStencilBits and the osgreflect demo. But a look at the context should be a useful hint. Nice greetings Mathias Buhr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 0bit Stencil Buffer
This looks interesting Jason. Thanks! I'll try that tomorrow. Nice greetings Mathias Buhr Jason Daly wrote: Eric Sokolowsky wrote: Mathias Buhr wrote: Hi everyone, I'm trying to use the stencil buffer to render only parts of the final image through other graph-attached cameras. The app works fine on ATI hardware but NVIDIA fails. OpenGL reports that the stencil buffer has only 0 bits (which is 8 bits on ATI, via glGetInterv(GL_STENCIL_BUFFER_BITS) in a DrawCallback). I have tested this on various linux boxes (Ubuntu 9.04, Fedora 11) with recent hardware and recent drivers. I'm pretty sure that a stencil buffer is available on this hardware because OSG seems to be able to utilize it (stereo-mode in osgUtil::SceneView uses stenciling and works fine). I'm pretty sure I've missed something. Is there anything special to do to get or enable a stencil buffer on Nvidia? The stencil property of GraphicsContext::Traits is 0 by default. Just set it to 8 before creating the GraphicsContext and it should work. For example: osg::ref_ptrosg::GraphicsContext::Traits traits = new osg::GraphicsContext::Traits; traits-x = 100; traits-y = 100; traits-width = 640; traits-height = 480; traits-windowDecoration = true; traits-doubleBuffer = true; traits-red = 8; traits-green = 8; traits-blue = 8; traits-depth = 24; traits-stencil = 8; traits-sharedContext = 0; osg::ref_ptrosg::GraphicsContext gc = osg::GraphicsContext::createGraphicsContext(traits.get()); --J ___ 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] How to read big openscenegraph files?
Hi, i have a problem with big ( 5GigaBytes) flt Files: i can´t read them. When i try to read it with the osgDB, i takes 30 minutes and then it finishes with bad alloc error, consuming more than 90% of the memory. Is there a way to read it, without having the whole file in memory? convert is not able to convert such a file in, say, smaller ive format. It seems, like it is not possible to read such big databases? Thank you! Cheers, Colli -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16658#16658 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] How to handle multiple key press at once?
Hi everybody, I'm pretty sure the solution to my problem is simple, but i'm new to osg and i'm having a lot of troubles with this... the problem is that i have to handle multiple key press at once, but for now my code takes care of just one at a time (the last key you pressed). here's the code i'm using right now: Code: virtual bool handle(const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter aa, osg::Object* obj, osg::NodeVisitor* nv) { switch (ea.getEventType()) { // Possible events we can handle case osgGA::GUIEventAdapter::PUSH: break; case osgGA::GUIEventAdapter::RELEASE: break; case osgGA::GUIEventAdapter::MOVE: break; case osgGA::GUIEventAdapter::DRAG: break; case osgGA::GUIEventAdapter::SCROLL: break; case osgGA::GUIEventAdapter::KEYUP: break; // this one is really handled case osgGA::GUIEventAdapter::KEYDOWN: { switch (ea.getKey()) { case 'w': { // Rotate upwards for ROTATION degrees (and keep going forward) localSpadTransform-preMult(osg::Matrix::rotate(osg::DegreesToRadians(-ROTATION), osg::X_AXIS)); localSpadTransform-preMult(osg::Matrix::translate(0, SPEED, 0)); return true; } break; // -- useless case 's': { // Rotate downwards for ROTATION degrees (and keep going forward) localSpadTransform-preMult(osg::Matrix::rotate(osg::DegreesToRadians(ROTATION), osg::X_AXIS)); localSpadTransform-preMult(osg::Matrix::translate(0, SPEED, 0)); return true; } break; // -- useless case 'a': { // Rotate for ROTATION degrees on the left (and keep going forward) localSpadTransform-preMult(osg::Matrix::rotate(osg::DegreesToRadians(ROTATION), osg::Y_AXIS)); localSpadTransform-preMult(osg::Matrix::translate(0, SPEED, 0)); return true; } break; // -- useless case 'd': { // Rotate for ROTATION degrees on the right (and keep going forward) localSpadTransform-preMult(osg::Matrix::rotate(osg::DegreesToRadians(-ROTATION), osg::Y_AXIS)); localSpadTransform-preMult(osg::Matrix::translate(0, SPEED, 0)); return true; } break; // -- useless case 'i': { // Rotate upwards for ROTATION degrees (and keep going forward) localFokkerTransform-preMult(osg::Matrix::rotate(osg::DegreesToRadians(-ROTATION), osg::X_AXIS)); localFokkerTransform-preMult(osg::Matrix::translate(0, SPEED, 0)); return true; } break; // -- useless case 'k': { // Rotate downwards for ROTATION degrees (and keep going forward) localFokkerTransform-preMult(osg::Matrix::rotate(osg::DegreesToRadians(ROTATION), osg::X_AXIS)); localFokkerTransform-preMult(osg::Matrix::translate(0, SPEED, 0)); return true; } break; // -- useless case 'j': { // Rotate for ROTATION degrees on the left (and keep going forward) localFokkerTransform-preMult(osg::Matrix::rotate(osg::DegreesToRadians(ROTATION), osg::Y_AXIS)); localFokkerTransform-preMult(osg::Matrix::translate(0, SPEED, 0)); return true;
Re: [osg-users] How to read big openscenegraph files?
Colli On 32 bit windows your limited to around 1.83gb of addressable memory space with tricks and version you can get this up to around 2.2-3gb of addressable space (On linux you can get a wee bit more around 3gb) If the files you have are many then you can use a paging system to load them in and out like osgVPB/osgDEM uses, ( Similar to the old Vega LADBM systems ) also you could look at doing your own paging system using osg::PagedLOD Even using a paging system your not going to get all that data in memory at once 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 Colli Bann Sent: Monday, August 24, 2009 5:25 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] How to read big openscenegraph files? Hi, i have a problem with big ( 5GigaBytes) flt Files: i can´t read them. When i try to read it with the osgDB, i takes 30 minutes and then it finishes with bad alloc error, consuming more than 90% of the memory. Is there a way to read it, without having the whole file in memory? convert is not able to convert such a file in, say, smaller ive format. It seems, like it is not possible to read such big databases? Thank you! Cheers, Colli -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16658#16658 ___ 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] checking StateAttribute::OVERRIDE
Does anyone know how to check if the StateAttribute::OVERRIDE flag is set on a StateSet? Yuen Helbig ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] checking StateAttribute::OVERRIDE
Helbig, Yuen wrote on Monday, August 24, 2009 5:37 PM: Does anyone know how to check if the StateAttribute::OVERRIDE flag is set on a StateSet? Yuen Helbig Perhaps something like the following: osg::StateAttribute::Type ssType = osg::StateAttribute::TEXTURE; // or the type of whatever StateAttribute you want if (0 != stateset-getAttributePair(ssType)-second StateAttribute::OVERRIDE) { osg::notify(DEBUG_FP) StateAttribute type ssType has OVERRIDE set std::endl; } -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] checking StateAttribute::OVERRIDE
Bryan Thrall, That worked, thank you ^^ Yuen Helbig -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Thrall, Bryan Sent: Monday, August 24, 2009 4:44 PM To: OpenSceneGraph Users Subject: Re: [osg-users] checking StateAttribute::OVERRIDE Helbig, Yuen wrote on Monday, August 24, 2009 5:37 PM: Does anyone know how to check if the StateAttribute::OVERRIDE flag is set on a StateSet? Yuen Helbig Perhaps something like the following: osg::StateAttribute::Type ssType = osg::StateAttribute::TEXTURE; // or the type of whatever StateAttribute you want if (0 != stateset-getAttributePair(ssType)-second StateAttribute::OVERRIDE) { osg::notify(DEBUG_FP) StateAttribute type ssType has OVERRIDE set std::endl; } -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ 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
Re: [osg-users] Visual Studio 2005
I have my environment variables setup. However, linking the example I get numerous unresolved external errors. Not sure what is wrong. No compile errors. Trying to figure if it is my osglibs that are bad or what. Still trying to figure it out. Michael On Sun, 2009-08-16 at 16:52 -0400, Jean-Sébastien Guay wrote: Hi Andrew, Michael, Here, follow this guide: http://www.macs.hw.ac.uk/modules/F24VS2/Labs/OpenSceneGraphTutorial.pdf No, please don't. It's horribly out of date. Please use the documentation on the OSG web site, which has gotten much better, in particular: http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio This one is also good if you want to compile OSG from sources: http://www.skew-matrix.com/bb/viewtopic.php?f=8t=3 Also, Paul Martz has published an OSG quick start guide, which is free in PDF: http://www.osgbooks.com/ Hope this helps, J-S ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer-addView/removeView problem
Hi, I just found out when I create graphic context, if I don't set inheritedWindowData for the trait, then everything is ok. but if I use window form control's handle as inheritedWindowData and repeatly addView/removeView 20~30 times, then I start to have memory leak. problem. Does anyone know why? Thank you! Cheers, Jimmy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16667#16667 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org