Re: [osg-users] External threads and osgViewer
Hi JP, On 15. Feb 2010, at 9:00, J.P. Delport wrote: if I remember correctly, the ReentrantMutex came into existence because on Windows the normal Mutex was reentrant (a single thread could lock it more than once). So ReentrantMutex was created to make a consistent mutex on all platforms... That may be so. The issue at hand is that the ReentrantMutex on pthreads only works if your threads are created using OpenThreads (it uses Thread::CurrentThread() which requires some TLS created by Thread::start()). Since in my case the render threads are already running, this mutex deadlocks. A plain Mutex doesn't need all this and works correctly. In this use case the mutex does not need to be reentrant. Obviously it doesn't hurt if it is, so imo the change is ok. Cheers, Stefan. -- http://www.eyescale.ch http://www.equalizergraphics.com http://www.linkedin.com/in/eilemann ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] External threads and osgViewer
Hi Stefan, Stefan Eilemann wrote: Hi JP, On 15. Feb 2010, at 9:00, J.P. Delport wrote: if I remember correctly, the ReentrantMutex came into existence because on Windows the normal Mutex was reentrant (a single thread could lock it more than once). So ReentrantMutex was created to make a consistent mutex on all platforms... That may be so. The issue at hand is that the ReentrantMutex on pthreads only works if your threads are created using OpenThreads (it uses Thread::CurrentThread() which requires some TLS created by Thread::start()). Since in my case the render threads are already running, this mutex deadlocks. A plain Mutex doesn't need all this and works correctly. OK, I understand the issue better now. I've also had some issues with boost::thread and osg::Viewer: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/52734 Hopefully some of the issues would be addressed by the thread functionality in C++0x :) jp In this use case the mutex does not need to be reentrant. Obviously it doesn't hurt if it is, so imo the change is ok. Cheers, Stefan. -- 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] Stereo with pre-split images streams
Hi Bruce, You can use the bit masks as you suggest, although typically one would just use the left or right eye for mono. W.r.t Present3D, there isn't any editor beyond an off the shelf xml/text editor. You can read p3d files using the p3d plugin that is now built as part of the core OSG. This allows you to use presentation directly in most standard osgViewer based apps like osgviewer. There is an simple example of .p3d file in OpenSceneGaph-Data. Robert. On Fri, Feb 12, 2010 at 5:45 PM, Bruce Wheaton br...@spearmorgan.com wrote: OK, great, I figured this had been dealt with. That's a nice, full example, thanks. I'll get my head around it. I was a bit worried about this approach and the complexity of 'doubling' my graph, but it seems that all I have to do is double the one Geode - which is a leaf, so has no children I have to deal with, and then do some minor offsets, or supply a different texture in the update. And, as I read it, cullmasks are arbitrary masks that I can set up, then assign to different nodes and cameras for this exact purpose. So I can set up: Mono 0x0001 Left 0x0002 Right 0x0004 Assign those to cameras, And then make the left node mask 0x0003 and the right 0x0004. And I should be able to get the node's cullmask and decide what to do in an update callback - ideally the same callback for each geode. I don't suppose you've a handy example for image streams as well, do you? And yes, I saw you did Present3D. It sounds fantastic, but there's no editor is there? That, and the 3D, makes it hard to see examples. If there was, I would try to support that format in my app, and then recommend the editor for clients. Thank you for putting that in the core. Oh, I see in the wiki, Present3D has stereo movie support. Very cool - I'll dig through there too - Have to update from OSG 2.8 anyway. Bruce On Feb 12, 2010, at 12:57 AM, Robert Osfield wrote: I've done lots of 3D video work with the OpenSceneGraph/Present3D over the years. There is even an example osgstereoimage that shows how to do it using two subgraph each with their own NodeMask which is matched to the left eye/right eye cull masks. Robert. On Fri, Feb 12, 2010 at 1:08 AM, Bruce Wheaton br...@spearmorgan.com wrote: I'm about to drop OSG into an app and I'm looking at how to do various things. The built-in stereo support is great, but I'm not sure how to do something that's easy in my current code - handle pre-split images. I have to take a variety of images, mainly in streams, and handle them correctly in the left and right eye. The formats I deal with are: 1. Dual-stream, for instance two images, or two tracks in a Quicktime movie or AVI file (3D Blu-ray too, someday), 2. Left-Right, 3. Top-Bottom, 4. Possibly, interleaved. Right now I've dealt mostly with 2 3, by padding two sets of tex coords along with 3D images. I intend to deal with 1 and 4 by splitting textures, maybe using 2 FBO attachments. The issues/options seem to be: Draw the images billboarded and at screen depth, so there's no extra parallax introduced. It would be great to be able to mask or draw a frame 'in-front' of the image, even though it's at zero, so the edges appear to be at the same depth as the content (or can be manipulated). Then I can either use a cull callback, since I believe cull runs once per eye, and reset tex-coords and/or which texture (or attachment of an FBO) to use, or place a duplicate item of each 3D texture in the graph, set it correctly on update, then set the stereo cullsettings correctly. Any suggestions? Did I miss a better technique? Regards, Bruce Wheaton ___ 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 mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Stereo with pre-split images streams
Hi Bruce, Forgot to mention, doing stereo movies is identical to doing static stereo image pairs, you just assign your image to a texture than is assigned to two quads each with different tex coords to pick out the correct part of the image for each eye. The only difference is that the Image would be a ImageStream read from the ffmpeg/quicktime/xine plugin. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Trilinear vs Bilinear
Hi Guy, This sounds rather odd. Going from bilinear to trilinear should not have a significant effect on performance, as it would suggest that the texture filtering is a bottleneck to a massive degree, something I wouldn't expect any card made in the last decade to show. So what is going on? Well you can start by telling us what performance you are getting and what other settings you are using that may effect texture filtering performance. Robert. On Sat, Feb 13, 2010 at 12:04 AM, Guy Volckaert guy.volcka...@meggitt.com wrote: Hi, I was wondering was experiencing the same odd behavior I am. I created a visitor that essentially iterates through all the textures of a terrain scene graph to change their texture filtering from bilinear to trilinear. When I replace the filtering from bilinear to trilinear, I get a boost of 50% in performance. If I completely bypass my texture visitor then I get a bad performance. This is contrary to what I've been told. I was under the impression tha bilinear filtering was essentially free (as far as performance goes), and that trilinear was a little more expensive (but fairly negligeable). This is not was I am observing. I've tried this on several different graphic cards (9500 GT, 8800 GTX, 260, etc). The driver version I am using is v195.x but it also happens on 185.x. Can someone explain this to me? Someone told me that the new GPUs are built with trilinear in mind, and therefore would perform better is trilinear. Is this true? Regards, Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24104#24104 ___ 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] precreating all opengl objects
HI Guy, The osgViewer::Viewer/CompositeViewer run the GLObjectsVisitor vistor to compile GL objects on the first frame that the viewer runs, but if you add scene graph elements after this then you'll need to compile these. You can force the viewer to do another GLObjectsVisitor by getting the Renderer from the Camera(s) and setCompileOnNextDraw(true);. For a viewer with a single camera do: osgViewer::Renderer* render = dynamic_castosgViewer::Renderer*(viewer.getCamera()-getRenderer()); renderer-setCompileOnNextDraw(true); If you are incrementally add objects and wish to compile them bit by bit then then you can use the osgUtil::IncrementalCompileOperator that can be attached the viewer. This is a little more complicated to use though. Robert. On Sat, Feb 13, 2010 at 3:30 PM, Guy Volckaert guy.volcka...@meggitt.com wrote: I've bee experiencing momentary frame drops when I rotate my camera in my scene. After look at the osg code, I noticed that many of the opengl objects are created during runtime and not when the model is loaded. For example, opengl texture objects are only created when the Texture2d::apply() is traversed. A drawable display lists is only created when its Drawable::drawImplementation() is called. I suspect that, in case, these runtime object creations are the cause of my momentory frame drops. Is there a way to precreate all open objects located define in a scene graph? That way I can confirm my suspicion. One way would be to have a VERY big camera frustum that encloses the entire scene and then renders one frame, but that seems a little *hacked* to me. I am trying to look for an alternative and better way to do that. Guy, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24117#24117 ___ 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] This month in IEEE Computer Graphicsand Applications
On Mon, Feb 15, 2010 at 3:11 AM, Jason Daly jd...@ist.ucf.edu wrote: Yeah, it ported over to OSG pretty easily. It runs quite a bit quicker than on the old SGI Indigos, too :-) Ahh brings back memories of living on the cutting edge. The first proper graphics computer I worked on was an SGI Indigo back in 1992. It was eventually upgrade to an Indigo Elan and oh yeah then it rocked :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgCandidate::VirtualProgram performance
Hi Nick, I am curious whether this slowdown is due to CPU work (scanning shader maps and selecting used ones) or GPU work (shaders are recompiled or linked too often). Do you have any profiling data to share ? I do expect some performance degredation while using it vs standard osg::program. Thats related to active shader selection process in Virtual::Program apply. I expect this could become nasty when one uses a lot of virtual programs with many shader changing frequently. Lets say that VirtualProgram in current candidate release was mainly intended as working functional prototype. I expected that implementing this functionality in target osg version would also require some modifications and optimizations to program state handling and few modifications to speed it up by caching last used set of shaders and programs. Cheers, Wojtek - Original Message - From: Trajce Nikolov To: OpenSceneGraph Users Sent: Friday, February 12, 2010 10:30 AM Subject: [osg-users] osgCandidate::VirtualProgram performance Hi, I am using this in my app and facing really performance problems. When I replace it with osg::Program and Shaders, it is a huge difference. Like from 30Hz to 100Hz. Any ideas why it is so slow ? -Nick -- ___ 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] Build Osg with 64Bit (dependency)
Hi osg-users, I'm interested in compiling osg with 64bits support but it seems to be difficult to find all dependencies for 64bits. So I was wondering if someone already has a package from pre-built dependencies with Visual 2008 for 64bits ? It could be interesting for OSG future to make compiling in 64bits as easy as in 32bits. Kind regards, 2010/2/11 Mourad Boufarguine mourad.boufargu...@gmail.com Thanks for the hints. I confirm, it is quite easy to build freetype. The distribution comes with visual 2008 project file, you need just to add x64 config and build ! Mourad On Thu, Feb 11, 2010 at 8:13 PM, Anders Backman ande...@cs.umu.se wrote: it has been Collada that has caused most of my grief. Iconv seems to be one of the most introvert gcc projects on this planet. I was happy for a while when I found this: http://ftp.gnome.org/pub/GNOME/binaries/win32/dependencies/ But it turned out, that it does not link with VisualStudio. Collada requires, part of boost, libxml2 and iconv. I found this link: https://collada.org/public_forum/viewtopic.php?f=12t=1221 Where iconv, libxml2, pcre and zlib is built with 64bit. So, that should now make the list just about complete. Building the part I need from boost in 64 bit should not cause problems I hope. jpeg, zlib, png can easily be built from code. I hope this goes for FreeType too, not there yet. This really was more of a mess than I anticipated. I heard that according to steam (which current connects to quite a few window pc:s around the world) that the number of 64bit installations (due to windows7) is increasing exponentially, so this means that we will soon leave the 32bit world of applications. Maybe we will be able to build these things without problem, just when all other platforms has moved over to 128 but ;-) /Anders On Wed, Feb 10, 2010 at 9:27 PM, Mourad Boufarguine mourad.boufargu...@gmail.com wrote: Hi Anders, I am also strugling to build OSG in 64 bits under Windows (MSVC9 SP1). For the moment, I have these 3rdParty libs built in 64 bits : - jpeg - png - tiff - jasper - zlib - ffmpeg The first 5 libs can be easily staticly built within the OpenCV project using CMake (http://sourceforge.net/projects/opencvlibrary/), the latter (ffmpeg) can be found here http://ffmpeg.arrozcru.org/autobuilds/ If you don't have these libs yet, let me know, I'll send them to you. If you succeeded in building some others, please let me know. Regards, Mourad On Wed, Feb 10, 2010 at 10:30 AM, Anders Backman ande...@cs.umu.sewrote: I will, in case I succeed :-) /A On Wed, Feb 10, 2010 at 10:27 AM, Torben Dannhauer z...@saguaro-fight-club.de wrote: Hi, I haven't seen this, but it would be great if you post your prebuild package on OSG website. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23896#23896 ___ 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 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 -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgCandidate::VirtualProgram performance
Hi Wojtek, I took a look at the apply method and I think an improvement would be to do the shader fusion on a text level and then work with the standard osg constructs. It is on my list for this week so I will post the results -Nick On Mon, Feb 15, 2010 at 12:34 PM, Wojciech Lewandowski lewandow...@ai.com.pl wrote: Hi Nick, I am curious whether this slowdown is due to CPU work (scanning shader maps and selecting used ones) or GPU work (shaders are recompiled or linked too often). Do you have any profiling data to share ? I do expect some performance degredation while using it vs standard osg::program. Thats related to active shader selection process in Virtual::Program apply. I expect this could become nasty when one uses a lot of virtual programs with many shader changing frequently. Lets say that VirtualProgram in current candidate release was mainly intended as working functional prototype. I expected that implementing this functionality in target osg version would also require some modifications and optimizations to program state handling and few modifications to speed it up by caching last used set of shaders and programs. Cheers, Wojtek - Original Message - *From:* Trajce Nikolov nikolov.tra...@gmail.com *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org *Sent:* Friday, February 12, 2010 10:30 AM *Subject:* [osg-users] osgCandidate::VirtualProgram performance Hi, I am using this in my app and facing really performance problems. When I replace it with osg::Program and Shaders, it is a huge difference. Like from 30Hz to 100Hz. Any ideas why it is so slow ? -Nick -- ___ 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] Build Osg with 64Bit (dependency)
Hi Alexandre, On Mon, Feb 15, 2010 at 10:50 AM, Alexandre Amalric alex.pix...@gmail.com wrote: I'm interested in compiling osg with 64bits support but it seems to be difficult to find all dependencies for 64bits. So I was wondering if someone already has a package from pre-built dependencies with Visual 2008 for 64bits ? I don't know if it tackles the 64bit build, but have a look at the CMakePorts project, it may be of some help. It could be interesting for OSG future to make compiling in 64bits as easy as in 32bits. Compiling the OSG under 64bit *is* just as easy as 32bits. Under Unices/Linux there is no differences between the 64bit and 32bit builds. Life under Linux is particularly easy with all almost the possible dependencies pre-built for you. The problem isn't the OSG, but the dependencies on specific platforms, i.e. Windows and OSX, neither of which have easily joined the 64bit world with ease. If you want to use these platforms then you have to accept there is various platform specific issues to deal with, the dependencies in just one of them. If you can pick a better development platform then lots of these issues just disappear. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] PagedLOD usage??
Hi all, sorry, this question seems very odd but i could not solved the problem. i need simple paged lod mechanism and i can see that there is a class for this purpose in osg named osg::PagedLOD i have terrain pages with different resolutions. since there are many of them, i don't want to load all of them at the beginning of the program. i want them to be loaded when the camera goes there. osg::LOD works perfect but it loads all the models at the beginning of the program. i call the functions like that: //CALL OF osg::LOD osg::Node* node = osgDB::readNodeFile(filename); lod-addChild(node, min, max); //CALL OF osg::PagedLOD osg::Node* node = new osg::Node(); pagedLOD-addChild(node, min, max, filename); when i use PagedLOD instead of LOD, i dont load the node file at the beginning. but the problem is when i use pagedLOD i cant see anything. it just works when i use LOD. do you think i miss something? should i use PagedLOD for my purpose or i should implement something different??* any idea would be great :) thanks -- Ufuk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 32, Issue 33
Hello, I would like to make a prerender camera that loop over the rendering of its son's geometries until an event happens and then display the result as a texture with the main camera.. mainloop(){ while(condition){ tex=prerender_camera.draw() //render to texture using fbo } maincamera.draw() //render the main scene using texture tex } (The condition depends on the post draw opengl state : an occlusion query.. ) I have try a few tricks without success Can you help me for this?. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 32, Issue 33
post your code. someone might help you out -Nick On Mon, Feb 15, 2010 at 5:29 PM, Julien Valentin julienvalenti...@gmail.com wrote: Hello, I would like to make a prerender camera that loop over the rendering of its son's geometries until an event happens and then display the result as a texture with the main camera.. mainloop(){ while(condition){ tex=prerender_camera.draw() //render to texture using fbo } maincamera.draw() //render the main scene using texture tex } (The condition depends on the post draw opengl state : an occlusion query.. ) I have try a few tricks without success Can you help me for this?. ___ 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] OSG - QT
Hi Robert, all, I've read a post (I think started by Robert, but I cannot find the link anymore) of some months ago that proposed a development aimed to improve the osg-Qt integration. Is there anything being done on this subject? Thanks. Fausto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lego Augmented Reality
Chris 'Xenon' Hanson wrote: http://www.youtube.com/watch?v=PGu0N3eL2D0 This smells like OSG. Anyone know who did it or how it was done? Very cool. I'm wondering how they're doing the tracking (I don't see any fiducials or anything). --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] Blender osgExport armature scale
Hi Mark, I tried to export your blender file with the last version of exporter and the trunk and it works fine. So just update the exporter and osg-trunk and it will work for you too. Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Wed, 2010-02-10 at 14:54 +, Mark Evin wrote: Hi, Cedric, thanks again for your help last month on osgExport. I have another question that perhaps you (or anyone) can shed light on... The armature location and rotation animations done in Blender seem to exporting perfectly, but when I try to do an armature scale animation, there is no response when exported and rendered in osg .. (it renders the object as if there is no scale animation at all). I'm attaching a simple blender file and exported .osg file demonstrating my process. Hopefully through this you can see what I'm doing wrong. Thanks very much! Cheers, Mark -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=23939#23939 Attachments: http://forum.openscenegraph.org//files/cubescaletest_472.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lego Augmented Reality
On 2/15/2010 9:08 AM, Jason Daly wrote: Very cool. I'm wondering how they're doing the tracking (I don't see any fiducials or anything). I wondered that too. They are obviously recognizing the boxcover image somehow too, so they must be running against a database of potential boxcover images and then using THAT at the fiducial rectangle. Rather nice work. Gonna have to go visit my local Lego store and see if THEY have it. --J -- 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] Two rotations on an object?
a chain of PAT Notes I'm not really sure what PAT notes are, I've checked the OSG quick start guide and cant see anything regarding PAT Notes. Thanks for any input. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24182#24182 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two rotations on an object?
Hi, ups... ;) I have corrected it. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24185#24185 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] change yellow active color osgManipulator
Hi, how can i change the color ( yellow ) of an active manipulator Thank you! Cheers, Matthias -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24186#24186 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] website down (UNCLASSIFIED)
Classification: UNCLASSIFIED Caveats: NONE I'll second the notion that it would be good to have a more reliable website. Can anyone (Jose Luis?) say what the usual failure modes are? My naive impression is that it usually isn't the web server, but rather the DB backend of TRAC (dying somewhere in python) that is usually the issue. Lee -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Saturday, February 13, 2010 9:09 PM To: OpenSceneGraph Users Subject: Re: [osg-users] website down Hi all, hi Robert, It seems to me that the OSG site has not been very reliable in the past few months. We see these kinds of posts pretty often (maybe once every two weeks?) and the problem often lasts for a day or more, and is most of the time corroborated by multiple posters so it's probably not due to connection issues on the users' part. Nothing personal, it's great that Jose Luis volunteered to host the site at his university, but if it's not reliable (maybe it's even for reasons outside his control, but the result is the same) perhaps we should find another host? I think it looks bad for the project when the site is down a non-negligible portion of the time. 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 Classification: UNCLASSIFIED Caveats: NONE ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Lego Augmented Reality
It seems they used openAR (augmented reality). There is a link from the openar.net site to the lego movies as well. Indeed quite a nice application. Bests, Nico Kruithof On Mon, Feb 15, 2010 at 7:36 PM, Tomlinson, Gordon gtomlin...@overwatch.textron.com wrote: As to who, I would say this would be their internal Software/RD group, I was interested in joining that group a few years ago especially when I was still involved with Mulitgen and Smartscene, they had a really cool virtual Lego land demo in Smartscene. SmartScene was a great concept which just arrived way to early for the technology especially at the consumer level Gordon Tomlinson Product Manager 3d Technology Future Products Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Monday, February 15, 2010 11:22 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Lego Augmented Reality On 2/15/2010 9:08 AM, Jason Daly wrote: Very cool. I'm wondering how they're doing the tracking (I don't see any fiducials or anything). I wondered that too. They are obviously recognizing the boxcover image somehow too, so they must be running against a database of potential boxcover images and then using THAT at the fiducial rectangle. Rather nice work. Gonna have to go visit my local Lego store and see if THEY have it. --J -- 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.or g ___ 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] External threads and osgViewer
Stefan Eilemann wrote: I'll do some more testing, and probably create an OpenThreads::createForCurrentThread() if I hit more issues. Somebody suggested using SceneView in an offline email to me, but I'm not sure if this is a good approach since it is marked deprecated. Any opinions? There exist applications that still depend on SceneView, and I happen to be working on one of them. If/when SceneView is ever actually removed from OSG (something I have no control over), my plan is to simply copy the header and cpp file into the project I'm working on. There's no reason why it should ever stop working (unless OSG is completely rewritten to remove the update/cull/draw paradigm). I think you'd be safe coding to the SceneView interface. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] External threads and osgViewer
Hi Stefan + Paul, My plan is to deprecate SceneView and eventually move it out of the OSG into the deprecated section of the osg svn. osgViewer will itself have to be capable to replacing SceneView in the context that SceneView is used right now, it's mostly there already but not perfect. The advantage of higher level viewer constructs than SceneView is that it enables us to change the way that the scene graph is managed without breaking end user applications, and it also enables more seamless application development when targeting different types of display formats. SceneView as it stands to both too high level for a low level renderer, and too low level for a viewer. A better low level renderer will just manager a single Camera, CullVisitor and main RenderStage for managing the rendering backend. The extra complexities that SceneView has hacks back to the early days of the OSG when the viewers were more primitive and it attempted to pick up the slack with provide stereo support etc. Perhaps we should put together a very simple low level render to facilitate the removal of SceneView, this way users really wanting low level controls can have it, while users need proper viewers can go for osgViewer. Robert. On Mon, Feb 15, 2010 at 8:16 PM, Paul Martz pma...@skew-matrix.com wrote: Stefan Eilemann wrote: I'll do some more testing, and probably create an OpenThreads::createForCurrentThread() if I hit more issues. Somebody suggested using SceneView in an offline email to me, but I'm not sure if this is a good approach since it is marked deprecated. Any opinions? There exist applications that still depend on SceneView, and I happen to be working on one of them. If/when SceneView is ever actually removed from OSG (something I have no control over), my plan is to simply copy the header and cpp file into the project I'm working on. There's no reason why it should ever stop working (unless OSG is completely rewritten to remove the update/cull/draw paradigm). I think you'd be safe coding to the SceneView interface. -Paul ___ 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] Lego Augmented Reality
FYI, Web Strategy by Jeremiah Owyang Breakdown: Lego's Digital Box, an Augmented Reality Kiosk http://www.web-strategist.com/blog/2009/11/16/video-augmented-reality-at-lego-store-digital-box/ Metaio in Munich, Germany, developed the Digital Box. They have their own SDK called The Unifeye http://www.metaio.com/products/ This type of Alternate Reality is called Augmented Virtuality. http://en.wikipedia.org/wiki/Mixed_reality Blair MacIntyre, Associate Professor at Georgia Tech, is doing this type of work, but mostly on handhelds (i.e., Zune). Horst Bischof, Professor at Graz University of Technology, is doing this type of real-time computer vision ... and then some! They were both keynote speakers at last falls nVidia GPU Conference. Important Trends in Visual Computing (General Session) https://nvidiagtc.wingateweb.com/scheduler/schedule/eventDayView.jsp Check out the video for a kewl real-time real world tire and a virtual rim with shading based on a real-time real world light source Blair was also involved in www.ismar09.org SmartScene - one of the 2 engineers (way early on) ended up going to work for Lego in Denmark. He did VR research work for them at their Corporate Headquarters. I don't know if that effort turned into a product or not. He hasn't been with them for some time now. Bob -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Monday, February 15, 2010 11:36 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Lego Augmented Reality As to who, I would say this would be their internal Software/RD group, I was interested in joining that group a few years ago especially when I was still involved with Mulitgen and Smartscene, they had a really cool virtual Lego land demo in Smartscene. SmartScene was a great concept which just arrived way to early for the technology especially at the consumer level Gordon Tomlinson Product Manager 3d Technology Future Products Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Monday, February 15, 2010 11:22 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Lego Augmented Reality On 2/15/2010 9:08 AM, Jason Daly wrote: Very cool. I'm wondering how they're doing the tracking (I don't see any fiducials or anything). I wondered that too. They are obviously recognizing the boxcover image somehow too, so they must be running against a database of potential boxcover images and then using THAT at the fiducial rectangle. Rather nice work. Gonna have to go visit my local Lego store and see if THEY have it. --J -- 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.or g ___ 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] Lego Augmented Reality
I think this was made by Metaio based in Germany. They use an in house tracking sdk called unifeye which does fiducial as well as natural feature tracking. I seem to remember they use Orge for rendering. We're about to use their mobile sdk for a project at work. For PC and Mac we use ARToolKit and OSG. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] External threads and osgViewer
On Feb 15, 2010, at 2:30 PM, Robert Osfield wrote: [snip] Perhaps we should put together a very simple low level render to facilitate the removal of SceneView, this way users really wanting low level controls can have it, while users need proper viewers can go for osgViewer. I like the idea. Sounds like a good plan. Doug ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two rotations on an object?
Thanks for pointing me toward the PositonAttidudeTransform class. Below is what im trying: Code: MatrixTransform *rotate_planetFive = new MatrixTransform; rotate_planetFive-addChild( geode_planetFive ); rotate_planetFive-setUpdateCallback( new AnimationPathCallback(osg::Vec3(2.0f, 0.0f, 0.0f), osg::Z_AXIS, inDegrees(-300.0f)) ); PositionAttitudeTransform *trans_planetFive = new PositionAttitudeTransform; rotate_planetFive-addChild( geode_planetFive ); rotate_planetFive-setUpdateCallback( new AnimationPathCallback(osg::Vec3(0.0f, 0.0f, 0.0f), osg::Z_AXIS, inDegrees(25.0f)) ); The MatrixTransform makes the object spin on its own axis and then the PositionAttitudeTransform makes the object orbit around a central point. When i run each part separately, they work fine but now i need them to do both at the same time, ands the problem. I add them to my scene like this: Code: simpleGroup-addChild(trans_planetFive); simpleGroup-addChild(rotate_planetFive); But they cannot work together at the same time. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24196#24196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two rotations on an object?
1. Put your sun at the origin of world co-ordinates. 2. Put the planet at the origin. Make its axis of rotation the z axis. 3. Use a rotate transform to rotate it around its axis. (You've got this part.) 4. Translate the planet along the x axis, to its orbital radius. 5. Use a rotation around the z to position the planet in the x-y plane. (If the planet's orbit is not in the x-y plane, you will need more transformations.) These techniques are covered in most introductory computer graphics texts--that's where to go to learn about this kind of problem; studying software docs won't get you very far. Randolph On 2010-02-14 19:22:50 -0800, Ernie Smethurst said: I am trying to create a scene of a planetary system, using textures, lighting and primitives and am currently stuck with a problem that I cant quite work out, How to apply to rotations to a sphere. As it is a planet that I am trying to model it will rotate around its own axis and also rotate around a central sun. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two rotations on an object?
R Fritz wrote: 1. Put your sun at the origin of world co-ordinates. 2. Put the planet at the origin. Make its axis of rotation the z axis. 3. Use a rotate transform to rotate it around its axis. (You've got this part.) 4. Translate the planet along the x axis, to its orbital radius. 5. Use a rotation around the z to position the planet in the x-y plane. (If the planet's orbit is not in the x-y plane, you will need more transformations.) These techniques are covered in most introductory computer graphics texts--that's where to go to learn about this kind of problem; studying software docs won't get you very far. I agree that you should try to familiarize yourself with the basics of computer graphics before asking the list about things like this. That said, I'll try to explain the relevant parts at a high level... Graphical 3D objects are composed of polygons, which are specified by their vertices (points in space). Each object is typically modeled relative to the origin of Euclidean space (0, 0, 0). In order to place an object somewhere else in space, or rotate it to a different orientation, you need to transform its vertices. This is done by multiplying each vertex by a 4x4 matrix (I won't get into why the matrix is 4x4, you can look that up :-) ). Transformation matrices can be set up to do translation (move vertices to another location relative to the origin), rotate, scale, and do other kinds of operations. You can also combine operations (a translate, followed by a rotate, for example), by simply multiplying the individual transformation matrices together. One more thing to realize is that each transformation essentially sets up a new, local coordinate system relative to the previously established system. When you translate an object, say along the X-axis first, then rotate it, you'll be rotating the translated coordinate system around the world's origin, so your object will effectively orbit the origin. Now, purists will argue that it's really the other way around, and the rotate is really happening first, followed by a translate along the new, rotated X-axis. It's all matter of perspective, though. Until you grasp the concepts (which might be a while, believe me), if you think you have the sequence right, but it's not working, just try reversing it, and that will usually fix it :-) In your case, you have two objects (a sun and a planet). The sun is easy to handle, just draw it exactly as its modeled. The planet needs a total of three operations, though. First you need to rotate the planet around its own axis, then you need to translate it away from the sun (about 93,000,000 miles should do :-) ), then you need to rotate it again to have it orbit the sun around it Now, in a scene graph like OSG, all transforms are applied as the graph is traversed from the root of the graph to the leaves, where the geometry lives. So, in order to draw the scene like you want, you'll need to attach the sun to the root of the scene (so it will be drawn at the origin), then you'll need to create your three transformations and attach them as children of each other, attaching the planet to the final transform. Like this: (root) / \ (sun) (orbit rotation \ (translation) \ (planet rotation) \ (planet) Now, I did this off the top of my head, so if it doesn't work, just try reversing the order, like I said above :-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two rotations on an object?
Nice job Jason... Gordon Tomlinson Product Manager 3d Technology Future Products Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Monday, February 15, 2010 6:26 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Two rotations on an object? R Fritz wrote: 1. Put your sun at the origin of world co-ordinates. 2. Put the planet at the origin. Make its axis of rotation the z axis. 3. Use a rotate transform to rotate it around its axis. (You've got this part.) 4. Translate the planet along the x axis, to its orbital radius. 5. Use a rotation around the z to position the planet in the x-y plane. (If the planet's orbit is not in the x-y plane, you will need more transformations.) These techniques are covered in most introductory computer graphics texts--that's where to go to learn about this kind of problem; studying software docs won't get you very far. I agree that you should try to familiarize yourself with the basics of computer graphics before asking the list about things like this. That said, I'll try to explain the relevant parts at a high level... Graphical 3D objects are composed of polygons, which are specified by their vertices (points in space). Each object is typically modeled relative to the origin of Euclidean space (0, 0, 0). In order to place an object somewhere else in space, or rotate it to a different orientation, you need to transform its vertices. This is done by multiplying each vertex by a 4x4 matrix (I won't get into why the matrix is 4x4, you can look that up :-) ). Transformation matrices can be set up to do translation (move vertices to another location relative to the origin), rotate, scale, and do other kinds of operations. You can also combine operations (a translate, followed by a rotate, for example), by simply multiplying the individual transformation matrices together. One more thing to realize is that each transformation essentially sets up a new, local coordinate system relative to the previously established system. When you translate an object, say along the X-axis first, then rotate it, you'll be rotating the translated coordinate system around the world's origin, so your object will effectively orbit the origin. Now, purists will argue that it's really the other way around, and the rotate is really happening first, followed by a translate along the new, rotated X-axis. It's all matter of perspective, though. Until you grasp the concepts (which might be a while, believe me), if you think you have the sequence right, but it's not working, just try reversing it, and that will usually fix it :-) In your case, you have two objects (a sun and a planet). The sun is easy to handle, just draw it exactly as its modeled. The planet needs a total of three operations, though. First you need to rotate the planet around its own axis, then you need to translate it away from the sun (about 93,000,000 miles should do :-) ), then you need to rotate it again to have it orbit the sun around it Now, in a scene graph like OSG, all transforms are applied as the graph is traversed from the root of the graph to the leaves, where the geometry lives. So, in order to draw the scene like you want, you'll need to attach the sun to the root of the scene (so it will be drawn at the origin), then you'll need to create your three transformations and attach them as children of each other, attaching the planet to the final transform. Like this: (root) / \ (sun) (orbit rotation \ (translation) \ (planet rotation) \ (planet) Now, I did this off the top of my head, so if it doesn't work, just try reversing the order, like I said above :-) --J ___ 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] precreating all opengl objects
Thanks for your quick response. This forum is fantastic. Although I haven't tried it yet, I think that Render::setCompileOnNextDraw() is exactly what I am looking for. Paul, I can't seem to find the osgUtil::IncrementalCompileOperator class you mentioned in OSG v2.8.2. Is that a new class in OSG v2.9.6? Regards, -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24200#24200 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] dxf Plugin
Hi, I debugged this plugin. I found findBlock(s) return a NULL block, because the block s is not read. dxfInsert::assign(dxfFile* dxf, codeValue cv) { std::string s = cv._string; if (_done || (cv._groupCode == 0 s != INSERT)) { _done = true; return; } if (cv._groupCode == 2 !_block) { _blockName = s; _block = dxf-findBlock(s); .. } I work around this problem to add the following code in drawScene, void dxfInsert::drawScene(dxfFile* dxf, scene* sc) { // INSERTs can be nested. So pull the current matrix // and push it back after we fill our context // This is a snapshot in time. I will rewrite all this to be cleaner, // but for now, it seems working fine // (with the files I have, the results are equal to Voloview, // and better than Deep Exploration and Lightwave). if (!_block) { _block = dxf-findBlock(_blockName); } // sanity check (useful when no block remains after all unsupported entities have been filtered out) if (!_block) { return; } } Cheers, Guopan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24202#24202 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Two rotations on an object?
Thank you all for your replies, Much appreciated. I understand about how 3D graphics works in regards to coordinate systems and such and i understand how I want the scene to act and work, its just getting the code to actually make this happen. Going about applying the two transforms to my sphere is where i am stuck because i dont have a firm grasp with the OSG language. For example, below rotates a sphere that is originally placed as 10,0,0 around 0,0,0 (imagine that is where a sun is placed), whilst it is doing that i also need it to rotate on its own central axis. As it will be spinning on its own XYZ which will change as it rotates i choose its current XYZ postion as the point on which to rotate using the getCenter() method, still cant get it working though. Code: PositionAttitudeTransform *rotate_planetFive = new PositionAttitudeTransform; rotate_planetFive-addChild( geode_planetFive ); rotate_planetFive-setUpdateCallback( new AnimationPathCallback(osg::Vec3(0,0,0), osg::Z_AXIS, inDegrees(45.0f)) ); //ROTATE AROUND THE SUN Vec3 central_point = primitive_planetFive-getCenter(); //GET THE CURRENT LOCATION OF THE CIRCLE WHILST IS ROTATES PositionAttitudeTransform *rotate_planetFiver = new PositionAttitudeTransform; rotate_planetFiver-addChild( geode_planetFive ); rotate_planetFiver-setUpdateCallback( new AnimationPathCallback(osg::Vec3(central_point), osg::Z_AXIS, inDegrees(45.0f)) ); //USING THE SPHERE CURRENT LOCATION, ROTATE AROUND IT. Doing this and, as expected, two spheres are shown, one that stays at its original location and just spins and another that orbits around 0,0,0. Now I need to combine both of the transforms onto a single sphere, but i just cant figure out the code for that. I tried this: Code: PositionAttitudeTransform *rotate_planetFive = new PositionAttitudeTransform; rotate_planetFive-addChild( geode_planetFive ); rotate_planetFive-setUpdateCallback( new AnimationPathCallback(osg::Vec3(0,0,0), osg::Z_AXIS, inDegrees(45.0f)) ); //ROTATE AROUND THE SUN Vec3 central_point = primitive_planetFive-getCenter(); //GET THE CURRENT LOCATION OF THE CIRCLE WHILST IS ROTATES rotate_planetFive-setUpdateCallback( new AnimationPathCallback(osg::Vec3(central_point), osg::Z_AXIS, inDegrees(45.0f)) ); But that doesnt work, it only applies the second setUpdateCallback() when i need both to run. Sorry if it seems I am posting excessively, I just get a little bit obsessive when I cant get the coding correct, Apologies. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24203#24203 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] letiste
huh .. sorry guys didnt wanned to post this here ... -Nick 2010/2/16 Trajce (Nick) Nikolov nikolov.tra...@gmail.com ano doslo. vse v poradku. tady mas snapshot -Nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg-users Digest, Vol 32, Issue 33
Hi, use this as a starting point and look at the thread referenced there as well. http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/49423 jp Julien Valentin wrote: Hello, I would like to make a prerender camera that loop over the rendering of its son's geometries until an event happens and then display the result as a texture with the main camera.. mainloop(){ while(condition){ tex=prerender_camera.draw() //render to texture using fbo } maincamera.draw() //render the main scene using texture tex } (The condition depends on the post draw opengl state : an occlusion query.. ) I have try a few tricks without success Can you help me for this?. ___ 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] osg-users Digest, Vol 32, Issue 33
Also see this: http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/50502 J.P. Delport wrote: Hi, use this as a starting point and look at the thread referenced there as well. http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/49423 jp Julien Valentin wrote: Hello, I would like to make a prerender camera that loop over the rendering of its son's geometries until an event happens and then display the result as a texture with the main camera.. mainloop(){ while(condition){ tex=prerender_camera.draw() //render to texture using fbo } maincamera.draw() //render the main scene using texture tex } (The condition depends on the post draw opengl state : an occlusion query.. ) I have try a few tricks without success Can you help me for this?. ___ 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] Lego Augmented Reality
Hi, It's probably : total immersion http://www.t-immersion.com/ http://www.virtualworldsnews.com/2008/06/video-augmented.html ,Yann Envoyé de mon iPhone Le 15 févr. 2010 à 21:46, Buckley, Bob CTR MDA/DES bob.buckley@mda.m il a écrit : FYI, Web Strategy by Jeremiah Owyang Breakdown: Lego's Digital Box, an Augmented Reality Kiosk http://www.web-strategist.com/blog/2009/11/16/video-augmented-reality-at-lego-store-digital-box/ Metaio in Munich, Germany, developed the Digital Box. They have their own SDK called The Unifeye http://www.metaio.com/products/ This type of Alternate Reality is called Augmented Virtuality. http://en.wikipedia.org/wiki/Mixed_reality Blair MacIntyre, Associate Professor at Georgia Tech, is doing this type of work, but mostly on handhelds (i.e., Zune). Horst Bischof, Professor at Graz University of Technology, is doing this type of real-time computer vision ... and then some! They were both keynote speakers at last falls nVidia GPU Conference. Important Trends in Visual Computing (General Session) https://nvidiagtc.wingateweb.com/scheduler/schedule/eventDayView.jsp Check out the video for a kewl real-time real world tire and a virtual rim with shading based on a real-time real world light source Blair was also involved in www.ismar09.org SmartScene - one of the 2 engineers (way early on) ended up going to work for Lego in Denmark. He did VR research work for them at their Corporate Headquarters. I don't know if that effort turned into a product or not. He hasn't been with them for some time now. Bob -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users- boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, Gordon Sent: Monday, February 15, 2010 11:36 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Lego Augmented Reality As to who, I would say this would be their internal Software/RD group, I was interested in joining that group a few years ago especially when I was still involved with Mulitgen and Smartscene, they had a really cool virtual Lego land demo in Smartscene. SmartScene was a great concept which just arrived way to early for the technology especially at the consumer level Gordon Tomlinson Product Manager 3d Technology Future Products Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' Hanson Sent: Monday, February 15, 2010 11:22 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Lego Augmented Reality On 2/15/2010 9:08 AM, Jason Daly wrote: Very cool. I'm wondering how they're doing the tracking (I don't see any fiducials or anything). I wondered that too. They are obviously recognizing the boxcover image somehow too, so they must be running against a database of potential boxcover images and then using THAT at the fiducial rectangle. Rather nice work. Gonna have to go visit my local Lego store and see if THEY have it. --J -- 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.or g ___ 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] Ray intersection with ellipsoid model
Hi, I'd like to compute the intersection between a ray and an ellipsoid model object. I think that the best idea will be to compute the 4x4 transformation that distorts a sphere into the ellipsoid model. However, I wonder how can I extract this matrix from the ellipsoid model ? Any other (simple) idea is also welcome... Thank you! Cheers, Luc -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=24210#24210 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] precreating all opengl objects
Hi Guy, On Mon, Feb 15, 2010 at 11:45 PM, Guy Volckaert guy.volcka...@meggitt.com wrote: Thanks for your quick response. This forum is fantastic. Although I haven't tried it yet, I think that Render::setCompileOnNextDraw() is exactly what I am looking for. Paul, I can't seem to find the osgUtil::IncrementalCompileOperator class you mentioned in OSG v2.8.2. Is that a new class in OSG v2.9.6? It was actually me who suggested it. As for version this was added back in March last year, but hasn't made it into the OSG-2.8.x branch. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org