Re: [osg-users] [vpb] VPB Latest build

2011-02-16 Thread Vijeesh Theningaledathil
Hi,

I think this issue is related to latest OSG. I'm using quite older card ie 
3dLabs wildcate 7210. I tried the terrain on different pc with Nvidia card and 
there is no issue there. Sorry for posting here.
Thank you!

Cheers,
Vijeesh

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[osg-users] Render To Texture

2011-02-16 Thread Pumipat Doungklang
Hi everyone,

 I have some question about render to texture. The code that I give below is
work but I have some question.

1. Why I have to use viewer.frame() for 2 time for working ?. If I use
viewer.frame() just one time it doesn't work. The written image show just
bank screen.
2. How to run viewer behind the scene because I don't want viewer show on
screen that it look like pop up.

If anyone has some way to improve this code for better, could comment my
code.

int main (int argc, char**argv)
{

osg::ref_ptrosg::Group
model=dynamic_castosg::Group*(osgDB::readNodeFile(cow.osg));
osg::ref_ptrosg::Geode geodeModel =
dynamic_castosg::Geode*(model-getChild(0));
osg::ref_ptrosg::Drawable drawable =
dynamic_castosg::Drawable*(geodeModel-getDrawable(0));
osg::ref_ptrosg::StateSet stateset =
dynamic_castosg::StateSet*(drawable-getStateSet());
osg::Texture2D* oldTexture =
dynamic_castosg::Texture2D*(stateset-getTextureAttribute(0,osg::StateAttribute::TEXTURE));

int tex_width = 512, tex_height = 512;
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
texture-setTextureSize( tex_width, tex_height);
//osg::ref_ptrosg::Image imageTex =
osgDB::readImageFile(Images/skymap.jpg);
osg::ref_ptrosg::Image imageTex = oldTexture-getImage();
texture-setImage(imageTex.get());

osg::ref_ptrosg::Geode geode = new osg::Geode;
osg::ref_ptrosg::Geometry geom =osg::createTexturedQuadGeometry(
osg::Vec3(-1.0f, -1.0f, 0.0f), osg::Vec3( 2.0f, 0.f, 0.f ), osg::Vec3( 0.f,
2.0f, 0.f ));
geode-addDrawable(geom.get());
osg::ref_ptrosg::StateSet ss = geode-getOrCreateStateSet();
ss-setTextureAttributeAndModes( 0, texture.get(),
osg::StateAttribute::ON );
ss-setMode(GL_CULL_FACE,osg::StateAttribute::ON);
ss-setMode(GL_LIGHTING,osg::StateAttribute::OFF);

osg::ref_ptrosg::Camera camera = new osg::Camera;
camera-setViewport(0,0,tex_width,tex_height);
camera-setClearColor(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
camera-setClearMask( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

camera-setRenderOrder(osg::Camera::POST_RENDER);
camera-setRenderTargetImplementation(
osg::Camera::FRAME_BUFFER_OBJECT);

osg::ref_ptrosg::Image image = new osg::Image;
image-allocateImage(tex_width,tex_height,1,GL_RGBA,GL_UNSIGNED_BYTE);
camera-attach(osg::Camera::COLOR_BUFFER,image.get());
camera-setReferenceFrame(osg::Camera::ABSOLUTE_RF);
camera-addChild(geode.get());

osg::ref_ptrosg::Group root = new osg::Group;
root-addChild(camera.get());

osgViewer::Viewer viewer;
viewer.setUpViewInWindow(400,150,512,512);
viewer.setSceneData(root.get());

viewer.setCameraManipulator(new osgGA::TrackballManipulator );


viewer.frame();
viewer.frame();
osgDB::writeImageFile(*image.get(),test.bmp);


osg::ref_ptrosg::Texture2D newTexture = new osg::Texture2D;
newTexture-setTextureSize( tex_width, tex_height);
newTexture-setImage(image.get());

osg::ref_ptrosg::Geode newGeode = new osg::Geode;
osg::ref_ptrosg::Geometry newGeom =osg::createTexturedQuadGeometry(
osg::Vec3(-1.0f, -1.0f, 0.0f), osg::Vec3( 2.0f, 0.f, 0.f ), osg::Vec3( 0.f,
2.0f, 0.f ));
newGeode-addDrawable(newGeom.get());
osg::ref_ptrosg::StateSet newss = newGeode-getOrCreateStateSet();
newss-setTextureAttributeAndModes( 0, newTexture.get(),
osg::StateAttribute::ON );
newss-setMode(GL_CULL_FACE,osg::StateAttribute::ON);
newss-setMode(GL_LIGHTING,osg::StateAttribute::OFF);

viewer.setSceneData(newGeode.get());
return viewer.run();
}


Best regards,
//Phummipat
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Re: [osg-users] How to change a texture in a imported OSG file?

2011-02-16 Thread Sergey Polischuk
Hi, Almir

there are visitor that find drawable by name for you

class GetDrawableByNameVisitor:public osg::NodeVisitor
{
public:
GetDrawableByNameVisitor(const std::string 
name):osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN): m_name(name), 
result(0)
{
setNodeMaskOverride(0x);
setTraversalMask(0x);
}
using osg::NodeVisitor::apply;
void apply(osg::Geode geode)
{
for (int i = 0; i geode.getNumDrawables(); i++)
{
osg::Drawable* dr = geode.getDrawable(i);
if (dr-getName()==m_name)
result = dr;
}
}
osg::Drawable* getResult(){return result;}
private:
std::string m_name;
osg::Drawable* result;
};

so in your example you need something like

GetDrawableByNameVisitor gdbnv(name of your material in 3dsmax with texture 
you wanna change)
arTransformA-accept(gdbny);
if (gdbny.getResult())
{
osg::ImageStream* is = ...;//load your movie or whatever you got
osg::Texture2D* animatedTexture = new osg::Texture2D(is);

gdbny.getResult()-getOrCreateStateSet()-setTextureAttribute(0,animatedTexture,osg::StateAttribute::ON);
}


there can be case when your texture is not on 0 texture unit so you may need to 
go through like first 8 texture units with stateset 
getTextureAttribute(tex_unit_number, osg::StateAttribute::TEXTURE) and check 
which one texture unit have texture, then set your new texture created with 
imagestream to that texture unit with setTextureAttribute on stateset.

Cheers,
Sergey.

16.02.2011, 05:15, Almir Brazil almir@gmail.com:
 hybr wrote:

  Hi, Almir

  Try following thing:
  Look at material name which uses this texture in 3ds max, in osg this will 
 be the name of drawable with stateset that uses this texture. You can find 
 this drawable with some visitor, get stateset there, then set your animated 
 texture to texture unit where old texture is (if there are one texture in 
 material it's 0 by default).

  Cheers,
  Sergey.

  15.02.2011, 04:24, Almir Brazil :
  Hi,

  I'm new to OpenSceneGraph, and I have the following scenario:

  A OSG file exported from 3DS Max, using OSGExp0.9.8
  That file has 3 textures... 2 should be static, and 1 should be animated.  
 When playing the exported OSG file, all 3 textures still static.

  I read few things about osg imagesequence, that can read a lot of 
 sequential images to produce a animated texture effect. And that's what I'm 
 looking for!!

  My dificultie is to change (in code) the static texture exported from 
 3DSMax to a imagesequence texture.

  Can anyone say me how to do that?

  ...

  Thank you!

  Cheers,
  Almir

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 Ok, here is the code... It's a modified version of osgartsimple.cpp:

 (see attachment)

 The OSG file - karsten.osg - (generated with 3ds Max) has 3 main textures.  I 
 want to change one of them with a imagesequence or movie file (quicktime .mov)
 (I have both of them).

 I haven't a Geode object, only a VideoGeode... how can I create a stateset to 
 change the texture?

 Thanks!

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 /* -*-c++-*-
  *
  * osgART - ARToolKit for OpenSceneGraph
  * Copyright (C) 2005-2008 Human Interface Technology Laboratory New Zealand
  *
  * This file is part of osgART 2.0
  *
  * osgART 2.0 is free software: you can redistribute it and/or modify
  * it under the terms of the GNU General Public License as published by
  * the Free Software Foundation, either version 3 of the License, or
  * (at your option) any later version.
  *
  * osgART 2.0 is distributed in the hope that it will be useful,
  * but WITHOUT ANY WARRANTY; without even the implied warranty of
  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
  * GNU General Public License for more details.
  *
  * You should have received a copy of the GNU General Public License
  * along with osgART 2.0.  If not, see http://www.gnu.org/licenses/.
  *
  */

 #include osgART/Foundation
 #include osgART/VideoLayer
 #include osgART/PluginManager
 #include osgART/VideoGeode
 #include osgART/Utils
 #include osgART/GeometryUtils
 #include osgART/MarkerCallback
 #include osgART/TransformFilterCallback

 #include osgViewer/Viewer
 #include osgViewer/ViewerEventHandlers

 #include osgDB/FileUtils

 #include osgDB/WriteFile
 

[osg-users] osgCompute CMake

2011-02-16 Thread Javier Taibo
Hi,

  I have found a problem building osgCompute in Ubuntu 10.04 with
CMake 2.8. My knowledge about CMake is near zero, so I cannot give
much more info than the error I get:

CMake Error in examples/osgGeometryDemo/src/CMakeLists.txt:
  Cannot find source file WarpMe.vsh.  Tried extensions .c .C .c++ .cc .cpp
  .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx

  Any clue about how to solve it?


  Regards,

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Re: [osg-users] osgCompute CMake

2011-02-16 Thread J.P. Delport

I think you need the data from separate osgCompute repository.

cheers
jp

On 16/02/11 12:35, Javier Taibo wrote:

Hi,

   I have found a problem building osgCompute in Ubuntu 10.04 with
CMake 2.8. My knowledge about CMake is near zero, so I cannot give
much more info than the error I get:

CMake Error in examples/osgGeometryDemo/src/CMakeLists.txt:
   Cannot find source file WarpMe.vsh.  Tried extensions .c .C .c++ .cc .cpp
   .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx

   Any clue about how to solve it?


   Regards,

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Re: [osg-users] osgCompute CMake

2011-02-16 Thread Javier Taibo
  Silly me!!! I had the data and the OSG_FILE_PATH env var set, but I
missed the OSGCOMPUTE_FILE_PATH.

  Thanks for the hint!  (and sorry for the noise :)


On Wed, Feb 16, 2011 at 11:49 AM, J.P. Delport jpdelp...@csir.co.za wrote:
 I think you need the data from separate osgCompute repository.

 cheers
 jp

 On 16/02/11 12:35, Javier Taibo wrote:

 Hi,

   I have found a problem building osgCompute in Ubuntu 10.04 with
 CMake 2.8. My knowledge about CMake is near zero, so I cannot give
 much more info than the error I get:

 CMake Error in examples/osgGeometryDemo/src/CMakeLists.txt:
   Cannot find source file WarpMe.vsh.  Tried extensions .c .C .c++ .cc
 .cpp
   .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx

   Any clue about how to solve it?


   Regards,

 --
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[osg-users] Using clone method properly

2011-02-16 Thread Roberto Garrido
Hi,

I'm newbie to OpenSceneGraph and I'm developing an application which supports 
2D animations over quads. The idea is apply a texture over each quad, and 
update its texture coordinate array, using a cull callback.

MatrixTransform - Billboard(CullCallbakc) - DrawableQuad(texture)

Since I want to animate a lot of quads (100?) with the same texture, I would 
like to share these textures, so that I have in video memory as less textures 
as possible. 
For this reason, I'm using the clone method on the root node of each object, 
but I don't think I'm having the results I am looking for, because the consumed 
video memory is the same. I have tried with different Copy Operations, but I 
have not found the appropriate one for sharing only textures and drawables. 
What I really want is to share the texture, the drawable, and the billboard, 
but NOT the cullcallback of the billboard, since the new object has to have its 
own.
Which would be the best approach for sharing drawables and textures? 
Should I use the clone method?
Should I use the optimizer instead?
Should I implement my own clone method?
Maybe the clone method just duplicates nodes and doesnt' share anything?

Thank you!

Cheers,
Roberto

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Re: [osg-users] [3rdparty] NodeTrackerManipulator for a globe Earth (Geocentric coordinate system)

2011-02-16 Thread Lv Qing

zonk wrote:
 Hi Lv (is that your realname?),
 
 what in detail does not work with the manipulator together with a round earh 
 database?
 
 Do you mean the up-vector of the camera, which is not updated and lead to an 
 misalligned orientation relativ to the tracked node?
 
 
 Cheers,
 Torben


Yes!(Lv is my real name)

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Re: [osg-users] Problem: CompositeViewer doesn't work with Stereo

2011-02-16 Thread Martin Großer
Hi,

there are no ideas what is wrong with my test programme?
I have no idea to fix this problem.

Cheers

Martin

 Original-Nachricht 
 Datum: Tue, 15 Feb 2011 10:34:49 +0100
 Von: Martin Großer grosser.mar...@gmx.de
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with Stereo

 Hello Robert,
 
 I tried a simple test programme. I used the composite viewer and two
 views. If I set up stereo on one view, it works fine. Also with the horizontal
 interlace. But if I set the stereo to both, I get the message Warning:
 detected OpenGL error 'invalid value' after RenderBin::draw(,) and only the
 first view works. It seems to me that my graphics context is not correct for
 this use case.
 
 Here the main lines of my test programme:
 
 
 // DisplaySettings
 osg::DisplaySettings* ds0 = new osg::DisplaySettings;
 ds0-setStereo(true);
 ds0-setStereoMode(osg::DisplaySettings::HORIZONTAL_INTERLACE);
 
 osg::DisplaySettings* ds1 = new osg::DisplaySettings;
 ds1-setStereo(true);
 ds1-setStereoMode(osg::DisplaySettings::HORIZONTAL_INTERLACE);
 
 // Graphics Context
 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits;
 
 traits-x = 100;
 traits-y = 100;
 traits-width = 1000;
 traits-height = 800;
 traits-windowDecoration = true;
 traits-doubleBuffer = true;
 traits-sharedContext = 0;
 traits-stencil = 8;
 traits-useMultiThreadedOpenGLEngine=true;
 traits-vsync=true;
 traits-screenNum = 0;
 
 osg::ref_ptrosg::GraphicsContext gc =
 osg::GraphicsContext::createGraphicsContext(traits.get());
 if (gc.valid()){ [...] }
 
 osg::ref_ptr osgViewer::View  view0 = new osgViewer::View;
 view0-setDisplaySettings(ds0);
 [...]
 
 osg::ref_ptr osgViewer::View  view1 = new osgViewer::View;
 view1-setDisplaySettings(ds1);
 [...]
 
 
 Best regards
 
 Martin
 
 
  Original-Nachricht 
  Datum: Mon, 14 Feb 2011 11:36:53 +
  Von: Robert Osfield robert.osfi...@gmail.com
  An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with
 Stereo
 
  Hi Martin,
  
  The rendering backend is identical between Viewer and CompositeViewer
  so both are fully capable of doing stereo.  I presume the issue comes
  from the DisplaySettings hints used to pass in the stereo settings.
  With CompositeViewer each View can have it's own DisplaySettings
  object so you can set this up independantly.
  
  Robert.
  
  2011/2/14 Martin Großer grosser.mar...@gmx.de:
   Hello,
  
   I use the osg composite viewer and I try to use some stereo mode, i.e.
  CHECKERBOARD, HORIZONTAL_INTERLACE or the VERTICAL_INTERLACE. But this
 modes
  don't work with the composite viewer. I use osg 2.8.
  
   I guessed it is a problem in my application, so I tried the
  osgcompositeviewer example with these stereo modes. Also these didn't
 work.
  
   Any ideas?
  
   Cheers
  
   Martin
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Re: [osg-users] Problem: CompositeViewer doesn't work with Stereo

2011-02-16 Thread J.P. Delport
have you tried sharing a context between the views? I'm not very 
familiar with stereo, but my guess would be the context of the second 
view is not set for stereo.


jp

On 16/02/11 14:50, Martin Großer wrote:

Hi,

there are no ideas what is wrong with my test programme?
I have no idea to fix this problem.

Cheers

Martin

 Original-Nachricht 

Datum: Tue, 15 Feb 2011 10:34:49 +0100
Von: Martin Großergrosser.mar...@gmx.de
An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with Stereo



Hello Robert,

I tried a simple test programme. I used the composite viewer and two
views. If I set up stereo on one view, it works fine. Also with the horizontal
interlace. But if I set the stereo to both, I get the message Warning:
detected OpenGL error 'invalid value' after RenderBin::draw(,) and only the
first view works. It seems to me that my graphics context is not correct for
this use case.

Here the main lines of my test programme:


// DisplaySettings
osg::DisplaySettings* ds0 = new osg::DisplaySettings;
ds0-setStereo(true);
ds0-setStereoMode(osg::DisplaySettings::HORIZONTAL_INTERLACE);

osg::DisplaySettings* ds1 = new osg::DisplaySettings;
ds1-setStereo(true);
ds1-setStereoMode(osg::DisplaySettings::HORIZONTAL_INTERLACE);

// Graphics Context
osg::ref_ptrosg::GraphicsContext::Traits  traits = new
osg::GraphicsContext::Traits;

traits-x = 100;
traits-y = 100;
traits-width = 1000;
traits-height = 800;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-stencil = 8;
traits-useMultiThreadedOpenGLEngine=true;
traits-vsync=true;
traits-screenNum = 0;

osg::ref_ptrosg::GraphicsContext  gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
if (gc.valid()){ [...] }

osg::ref_ptr  osgViewer::View  view0 = new osgViewer::View;
view0-setDisplaySettings(ds0);
[...]

osg::ref_ptr  osgViewer::View  view1 = new osgViewer::View;
view1-setDisplaySettings(ds1);
[...]


Best regards

Martin


 Original-Nachricht 

Datum: Mon, 14 Feb 2011 11:36:53 +
Von: Robert Osfieldrobert.osfi...@gmail.com
An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with

Stereo


Hi Martin,

The rendering backend is identical between Viewer and CompositeViewer
so both are fully capable of doing stereo.  I presume the issue comes
from the DisplaySettings hints used to pass in the stereo settings.
With CompositeViewer each View can have it's own DisplaySettings
object so you can set this up independantly.

Robert.

2011/2/14 Martin Großergrosser.mar...@gmx.de:

Hello,

I use the osg composite viewer and I try to use some stereo mode, i.e.

CHECKERBOARD, HORIZONTAL_INTERLACE or the VERTICAL_INTERLACE. But this

modes

don't work with the composite viewer. I use osg 2.8.


I guessed it is a problem in my application, so I tried the

osgcompositeviewer example with these stereo modes. Also these didn't

work.


Any ideas?

Cheers

Martin
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[osg-users] how to make a boat wake used by osg ocean

2011-02-16 Thread 40105968
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Re: [osg-users] Problem: CompositeViewer doesn't work with Stereo

2011-02-16 Thread Martin Großer
Hello J.P.,

both cameras have the same graphics context (gc). Here the complete part of the 
code with the views:


osg::ref_ptr osgViewer::View  view0 = new osgViewer::View;
view0-setSceneData(root);
view0-setDisplaySettings(ds0);
view0-getCamera()-setViewport(500,0,500,800);
view0-getCamera()-setGraphicsContext(gc);

osg::ref_ptr osgViewer::View  view1 = new osgViewer::View;
view1-setSceneData(root);
view1-setDisplaySettings(ds1);
view1-getCamera()-setViewport(0,0,500,800);
view1-getCamera()-setGraphicsContext(gc);

osg::ref_ptr osgViewer::CompositeViewer  viewer = new 
osgViewer::CompositeViewer;
viewer-addView(view0);
viewer-addView(view1);

Cheers

Martin


 Original-Nachricht 
 Datum: Wed, 16 Feb 2011 14:58:19 +0200
 Von: J.P. Delport jpdelp...@csir.co.za
 An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with Stereo

 have you tried sharing a context between the views? I'm not very 
 familiar with stereo, but my guess would be the context of the second 
 view is not set for stereo.
 
 jp
 
 On 16/02/11 14:50, Martin Großer wrote:
  Hi,
 
  there are no ideas what is wrong with my test programme?
  I have no idea to fix this problem.
 
  Cheers
 
  Martin
 
   Original-Nachricht 
  Datum: Tue, 15 Feb 2011 10:34:49 +0100
  Von: Martin Großergrosser.mar...@gmx.de
  An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with
 Stereo
 
  Hello Robert,
 
  I tried a simple test programme. I used the composite viewer and two
  views. If I set up stereo on one view, it works fine. Also with the
 horizontal
  interlace. But if I set the stereo to both, I get the message Warning:
  detected OpenGL error 'invalid value' after RenderBin::draw(,) and
 only the
  first view works. It seems to me that my graphics context is not
 correct for
  this use case.
 
  Here the main lines of my test programme:
 
 
  // DisplaySettings
  osg::DisplaySettings* ds0 = new osg::DisplaySettings;
  ds0-setStereo(true);
  ds0-setStereoMode(osg::DisplaySettings::HORIZONTAL_INTERLACE);
 
  osg::DisplaySettings* ds1 = new osg::DisplaySettings;
  ds1-setStereo(true);
  ds1-setStereoMode(osg::DisplaySettings::HORIZONTAL_INTERLACE);
 
  // Graphics Context
  osg::ref_ptrosg::GraphicsContext::Traits  traits = new
  osg::GraphicsContext::Traits;
 
  traits-x = 100;
  traits-y = 100;
  traits-width = 1000;
  traits-height = 800;
  traits-windowDecoration = true;
  traits-doubleBuffer = true;
  traits-sharedContext = 0;
  traits-stencil = 8;
  traits-useMultiThreadedOpenGLEngine=true;
  traits-vsync=true;
  traits-screenNum = 0;
 
  osg::ref_ptrosg::GraphicsContext  gc =
  osg::GraphicsContext::createGraphicsContext(traits.get());
  if (gc.valid()){ [...] }
 
  osg::ref_ptr  osgViewer::View  view0 = new osgViewer::View;
  view0-setDisplaySettings(ds0);
  [...]
 
  osg::ref_ptr  osgViewer::View  view1 = new osgViewer::View;
  view1-setDisplaySettings(ds1);
  [...]
 
 
  Best regards
 
  Martin
 
 
   Original-Nachricht 
  Datum: Mon, 14 Feb 2011 11:36:53 +
  Von: Robert Osfieldrobert.osfi...@gmail.com
  An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
  Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with
  Stereo
 
  Hi Martin,
 
  The rendering backend is identical between Viewer and CompositeViewer
  so both are fully capable of doing stereo.  I presume the issue comes
  from the DisplaySettings hints used to pass in the stereo settings.
  With CompositeViewer each View can have it's own DisplaySettings
  object so you can set this up independantly.
 
  Robert.
 
  2011/2/14 Martin Großergrosser.mar...@gmx.de:
  Hello,
 
  I use the osg composite viewer and I try to use some stereo mode,
 i.e.
  CHECKERBOARD, HORIZONTAL_INTERLACE or the VERTICAL_INTERLACE. But this
  modes
  don't work with the composite viewer. I use osg 2.8.
 
  I guessed it is a problem in my application, so I tried the
  osgcompositeviewer example with these stereo modes. Also these didn't
  work.
 
  Any ideas?
 
  Cheers
 
  Martin
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Re: [osg-users] Problem: CompositeViewer doesn't work with Stereo

2011-02-16 Thread J.P. Delport

Hi,

OK, I saw this

traits-sharedContext = 0;

We normally have something like this:
if (this-getNumViews() = 1) {
traits-sharedContext = 
this-getView(0)-getCamera()-getGraphicsContext();

}

jp


On 16/02/11 15:12, Martin Großer wrote:

Hello J.P.,

both cameras have the same graphics context (gc). Here the complete part of the 
code with the views:


osg::ref_ptr  osgViewer::View  view0 = new osgViewer::View;
view0-setSceneData(root);
view0-setDisplaySettings(ds0);
view0-getCamera()-setViewport(500,0,500,800);
view0-getCamera()-setGraphicsContext(gc);

osg::ref_ptr  osgViewer::View  view1 = new osgViewer::View;
view1-setSceneData(root);
view1-setDisplaySettings(ds1);
view1-getCamera()-setViewport(0,0,500,800);
view1-getCamera()-setGraphicsContext(gc);

osg::ref_ptr  osgViewer::CompositeViewer  viewer = new 
osgViewer::CompositeViewer;
viewer-addView(view0);
viewer-addView(view1);

Cheers

Martin


 Original-Nachricht 

Datum: Wed, 16 Feb 2011 14:58:19 +0200
Von: J.P. Delportjpdelp...@csir.co.za
An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with Stereo



have you tried sharing a context between the views? I'm not very
familiar with stereo, but my guess would be the context of the second
view is not set for stereo.

jp

On 16/02/11 14:50, Martin Großer wrote:

Hi,

there are no ideas what is wrong with my test programme?
I have no idea to fix this problem.

Cheers

Martin

 Original-Nachricht 

Datum: Tue, 15 Feb 2011 10:34:49 +0100
Von: Martin Großergrosser.mar...@gmx.de
An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with

Stereo



Hello Robert,

I tried a simple test programme. I used the composite viewer and two
views. If I set up stereo on one view, it works fine. Also with the

horizontal

interlace. But if I set the stereo to both, I get the message Warning:
detected OpenGL error 'invalid value' after RenderBin::draw(,) and

only the

first view works. It seems to me that my graphics context is not

correct for

this use case.

Here the main lines of my test programme:


// DisplaySettings
osg::DisplaySettings* ds0 = new osg::DisplaySettings;
ds0-setStereo(true);
ds0-setStereoMode(osg::DisplaySettings::HORIZONTAL_INTERLACE);

osg::DisplaySettings* ds1 = new osg::DisplaySettings;
ds1-setStereo(true);
ds1-setStereoMode(osg::DisplaySettings::HORIZONTAL_INTERLACE);

// Graphics Context
osg::ref_ptrosg::GraphicsContext::Traits   traits = new
osg::GraphicsContext::Traits;

traits-x = 100;
traits-y = 100;
traits-width = 1000;
traits-height = 800;
traits-windowDecoration = true;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-stencil = 8;
traits-useMultiThreadedOpenGLEngine=true;
traits-vsync=true;
traits-screenNum = 0;

osg::ref_ptrosg::GraphicsContext   gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
if (gc.valid()){ [...] }

osg::ref_ptr   osgViewer::View   view0 = new osgViewer::View;
view0-setDisplaySettings(ds0);
[...]

osg::ref_ptr   osgViewer::View   view1 = new osgViewer::View;
view1-setDisplaySettings(ds1);
[...]


Best regards

Martin


 Original-Nachricht 

Datum: Mon, 14 Feb 2011 11:36:53 +
Von: Robert Osfieldrobert.osfi...@gmail.com
An: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] Problem: CompositeViewer doesn\'t work with

Stereo


Hi Martin,

The rendering backend is identical between Viewer and CompositeViewer
so both are fully capable of doing stereo.  I presume the issue comes
from the DisplaySettings hints used to pass in the stereo settings.
With CompositeViewer each View can have it's own DisplaySettings
object so you can set this up independantly.

Robert.

2011/2/14 Martin Großergrosser.mar...@gmx.de:

Hello,

I use the osg composite viewer and I try to use some stereo mode,

i.e.

CHECKERBOARD, HORIZONTAL_INTERLACE or the VERTICAL_INTERLACE. But this

modes

don't work with the composite viewer. I use osg 2.8.


I guessed it is a problem in my application, so I tried the

osgcompositeviewer example with these stereo modes. Also these didn't

work.


Any ideas?

Cheers

Martin
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Re: [osg-users] Fwd: Controlling animations in FBX models

2011-02-16 Thread Thomas Hogarth
Glad to hear it worked

I got 2 messages:
OutputStream::writeObject(): Unsupported wrapper class
osg::ComputeBoundingBoxCallback
OutputStream::writeObject(): Unsupported wrapper class osg::UpdateCallback

I get the same errors, I think it has to do with why you can only save to
osgb. I dare say the fbx plugin creates some kind of custom callbacks that
normal osg is unaware of.

Any how let me know if you add any bug fixes etc
Tom
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Re: [osg-users] Render To Texture

2011-02-16 Thread Dietmar Funck
Hi,
I noticed the problem with first call of viewer.frame()  too. This is happens. 
because meanwhile the viewer initialization - which is called by first call of 
viewer.frame() - a call to glGetString (SceneView::init() -  
osg::isGLExtensionSupported(_renderInfo.getState()-getContextID(),); ) 
triggers exiting to the caller of viewer.frame().
Actually nothing is rendered in the first frame.

The following code works for me to get an offscreen viewer. I don't know if you 
can leave sth. out from the traits.

osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits();
traits-x = viewport-x(); // viewport of camera
traits-y = viewport-y();
traits-width = viewport-width();
traits-height = viewport-height();
traits-windowDecoration = false;
traits-doubleBuffer = false;
traits-sharedContext = NULL;
traits-pbuffer = true;

osg::GraphicsContext *graphicsContext = 
osg::GraphicsContext::createGraphicsContext(traits.get());

if(!graphicsContext) {
osg::notify(osg::NOTICE)  Failed to create pbuffer, failing back to 
normal graphics window.  std::endl;

traits-pbuffer = false;
graphicsContext = 
osg::GraphicsContext::createGraphicsContext(traits.get());
}

viewer-getCamera()-setGraphicsContext(graphicsContext);


I found another problem:
I would like to change the textures used for render to texture. However the 
framebufferobject used by osg is only initialized once and cannot be updated - 
at least with an approach like in the osgmultiplerendertargets example. 
Camera::detach() has no effect.

Best Regards
Dietmar Funck

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Re: Marching Cube Example?

2011-02-16 Thread Nan WANG
Hi, thanks everyone here to give me the ideas...

I will try matching Cube GPU with OSG.
Geomtery shader with OSG i think is the best solution.

isn't it?


... 

Thank you!

Cheers,
Nan

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[osg-users] StandardShadowMap and Render To Texture

2011-02-16 Thread Martin Großer
Hello,

Every day a new problem. :-)
Ok, so my Render To Texture works, but my shadows are not visible in the 
texture (rendertarget).

My Settings:

rtt_cam-setRenderOrder(::osg::Camera::PRE_RENDER, 0);
rtt_cam-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
rtt_cam-attach(::osg::Camera::COLOR_BUFFER, rtt_tex, 0, 0);

Is the Problem the pre rendering? Because the standard shadow map has also a 
pre render camera. I am not sure which camera do the first rendering.
Or is it another Problem?

Cheers

Martin
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Re: [osg-users] How to change a texture in a imported OSG file?

2011-02-16 Thread Almir Brazil

hybr wrote:
 Hi, Almir
 
 there are visitor that find drawable by name for you
 
 class GetDrawableByNameVisitor:public osg::NodeVisitor
 {
 public:
   GetDrawableByNameVisitor(const std::string 
 name):osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN): 
 m_name(name), result(0)
   {
   setNodeMaskOverride(0x);
   setTraversalMask(0x);
   }
   using osg::NodeVisitor::apply;
   void apply(osg::Geode geode)
   {
   for (int i = 0; i geode.getNumDrawables(); i++)
   {
   osg::Drawable* dr = geode.getDrawable(i);
   if (dr-getName()==m_name)
   result = dr;
   }
   }
   osg::Drawable* getResult(){return result;}
 private:
   std::string m_name;
   osg::Drawable* result;
 };
 
 so in your example you need something like
 
 GetDrawableByNameVisitor gdbnv(name of your material in 3dsmax with texture 
 you wanna change)
 arTransformA-accept(gdbny);
 if (gdbny.getResult())
 {
   osg::ImageStream* is = ...;//load your movie or whatever you got
   osg::Texture2D* animatedTexture = new osg::Texture2D(is);
   
 gdbny.getResult()-getOrCreateStateSet()-setTextureAttribute(0,animatedTexture,osg::StateAttribute::ON);
 }
 
 
 there can be case when your texture is not on 0 texture unit so you may need 
 to go through like first 8 texture units with stateset 
 getTextureAttribute(tex_unit_number, osg::StateAttribute::TEXTURE) and check 
 which one texture unit have texture, then set your new texture created with 
 imagestream to that texture unit with setTextureAttribute on stateset.
 
 Cheers,
 Sergey.
 
 16.02.2011, 05:15, Almir Brazil :
 
  hybr wrote:
  
  
    Hi, Almir
   
    Try following thing:
    Look at material name which uses this texture in 3ds max, in osg this 
   will be the name of drawable with stateset that uses this texture. You 
   can find this drawable with some visitor, get stateset there, then set 
   your animated texture to texture unit where old texture is (if there are 
   one texture in material it's 0 by default).
   
    Cheers,
    Sergey.
   
    15.02.2011, 04:24, Almir Brazil :
   
 Hi,

 I'm new to OpenSceneGraph, and I have the following scenario:

 A OSG file exported from 3DS Max, using OSGExp0.9.8
 That file has 3 textures... 2 should be static, and 1 should be 
animated.  When playing the exported OSG file, all 3 textures still 
static.

 I read few things about osg imagesequence, that can read a lot of 
sequential images to produce a animated texture effect. And that's what 
I'm looking for!!

 My dificultie is to change (in code) the static texture exported from 
3DSMax to a imagesequence texture.

 Can anyone say me how to do that?

 ...

 Thank you!

 Cheers,
 Almir

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  Ok, here is the code... It's a modified version of osgartsimple.cpp:
  
  (see attachment)
  
  The OSG file - karsten.osg - (generated with 3ds Max) has 3 main textures.  
  I want to change one of them with a imagesequence or movie file (quicktime 
  .mov)
  (I have both of them).
  
  I haven't a Geode object, only a VideoGeode... how can I create a stateset 
  to change the texture?
  
  Thanks!
  
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  /* -*-c++-*-
   *
   * osgART - ARToolKit for OpenSceneGraph
   * Copyright (C) 2005-2008 Human Interface Technology Laboratory New Zealand
   *
   * This file is part of osgART 2.0
   *
   * osgART 2.0 is free software: you can redistribute it and/or modify
   * it under the terms of the GNU General Public License as published by
   * the Free Software Foundation, either version 3 of the License, or
   * (at your option) any later version.
   *
   * osgART 2.0 is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   * GNU General Public License for more details.
   *
   * You should have received a copy of the GNU General Public License
   * along with osgART 2.0.  If not, see http://www.gnu.org/licenses/.
   *
   */
  
  #include osgART/Foundation
  #include osgART/VideoLayer
  #include osgART/PluginManager
  #include osgART/VideoGeode
  #include 

Re: [osg-users] Render To Texture

2011-02-16 Thread Pumipat Doungklang
Hi Dietmar Funck

Thank you very much for your reply. Do you mean, the first viewer.frame() is
used for initialization that why nothing is rendered in the first frame ?.

Best regards,
Phummipat

On Wed, Feb 16, 2011 at 2:48 PM, Dietmar Funck 
dietmar.fu...@student.hpi.uni-potsdam.de wrote:

 Hi,
 I noticed the problem with first call of viewer.frame()  too. This is
 happens. because meanwhile the viewer initialization - which is called by
 first call of viewer.frame() - a call to glGetString (SceneView::init() -
  osg::isGLExtensionSupported(_renderInfo.getState()-getContextID(),); )
 triggers exiting to the caller of viewer.frame().
 Actually nothing is rendered in the first frame.

 The following code works for me to get an offscreen viewer. I don't know if
 you can leave sth. out from the traits.

 osg::ref_ptrosg::GraphicsContext::Traits traits = new
 osg::GraphicsContext::Traits();
traits-x = viewport-x(); // viewport of camera
traits-y = viewport-y();
traits-width = viewport-width();
traits-height = viewport-height();
traits-windowDecoration = false;
traits-doubleBuffer = false;
traits-sharedContext = NULL;
traits-pbuffer = true;

osg::GraphicsContext *graphicsContext =
 osg::GraphicsContext::createGraphicsContext(traits.get());

if(!graphicsContext) {
osg::notify(osg::NOTICE)  Failed to create pbuffer, failing back
 to normal graphics window.  std::endl;

traits-pbuffer = false;
graphicsContext =
 osg::GraphicsContext::createGraphicsContext(traits.get());
}

viewer-getCamera()-setGraphicsContext(graphicsContext);


 I found another problem:
 I would like to change the textures used for render to texture. However the
 framebufferobject used by osg is only initialized once and cannot be updated
 - at least with an approach like in the osgmultiplerendertargets example.
 Camera::detach() has no effect.

 Best Regards
 Dietmar Funck

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Re: [osg-users] osgPPU HDR culled from certain angles?

2011-02-16 Thread Jean-Sébastien Guay

Hi Sergey,


I've had same issues using osgPPU, for me problem was happening only
when i had turned on near\far computation on viewer's camera, i've
used this mode only to test some stuff so i didnt investigated this
issue further. May be this will give you some hints on problem roots.


Hmmm, I saw that the osgPPU HDR example's setupCamera() method disables
near/far computation, but in our framework we turn it back on in almost
all cases. So this may be the problem. I'll look into this.

If this is the problem, I would like to avoid osgPPU forcing the main
camera's compute near/far mode off, since it is useful in many cases. It
should be possible to only turn it off when going through the cull phase
for the osgPPU quads, but then turning it back on the way it was
afterwards. Ideally, osgPPU would be as unintrusive as possible on the
app's normal operation...


I just tried, and this was indeed the problem.

So we need to make sure the OSGPPU quads are not culled by the near/far 
computation. I will look into this. Hopefully I can come up with a 
solution that is general enough to be integrated into osgPPU and will 
make it work correctly with all apps regardless of the compute near/far 
setting they use.


Thanks again,

J-S
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Re: [osg-users] Render To Texture

2011-02-16 Thread Sergey Polischuk
Hi,  Dietmar Funck.

In order to get another texture attached you can use something like


 _cam-setCullCallback( new fboAttachmentCullCB( this ) );

 void fboAttachmentCullCB::operator()(osg::Node* node, osg::NodeVisitor* nv)
 {
osg::Camera* fboCam = dynamic_castosg::Camera*( node );
osgUtil::CullVisitor* cv = dynamic_castosgUtil::CullVisitor*(nv);

if ( fboCam  cv)
{
cv-getCurrentRenderBin()-getStage()-setFrameBufferObject(NULL); // 
reset frame buffer object - see RenderStage::runCameraSetUp for details, the 
fbo has to be created again
cv-getCurrentRenderBin()-getStage()-setCameraRequiresSetUp( true ); 
// we have to ensure that the runCameraSetUp will be entered!
}
traverse(node,nv);
 }

Cheers,
Sergey.

16.02.2011, 16:48, Dietmar Funck dietmar.fu...@student.hpi.uni-potsdam.de:
 Hi,
 I noticed the problem with first call of viewer.frame()  too. This is 
 happens. because meanwhile the viewer initialization - which is called by 
 first call of viewer.frame() - a call to glGetString (SceneView::init() -  
 osg::isGLExtensionSupported(_renderInfo.getState()-getContextID(),); ) 
 triggers exiting to the caller of viewer.frame().
 Actually nothing is rendered in the first frame.

 The following code works for me to get an offscreen viewer. I don't know if 
 you can leave sth. out from the traits.

 osg::ref_ptrosg::GraphicsContext::Traits traits = new 
 osg::GraphicsContext::Traits();
 traits-x = viewport-x(); // viewport of camera
 traits-y = viewport-y();
 traits-width = viewport-width();
 traits-height = viewport-height();
 traits-windowDecoration = false;
 traits-doubleBuffer = false;
 traits-sharedContext = NULL;
 traits-pbuffer = true;

 osg::GraphicsContext *graphicsContext = 
 osg::GraphicsContext::createGraphicsContext(traits.get());

 if(!graphicsContext) {
 osg::notify(osg::NOTICE)  Failed to create pbuffer, failing back 
 to normal graphics window.  std::endl;

 traits-pbuffer = false;
 graphicsContext = 
 osg::GraphicsContext::createGraphicsContext(traits.get());
 }

 viewer-getCamera()-setGraphicsContext(graphicsContext);

 I found another problem:
 I would like to change the textures used for render to texture. However the 
 framebufferobject used by osg is only initialized once and cannot be updated 
 - at least with an approach like in the osgmultiplerendertargets example. 
 Camera::detach() has no effect.

 Best Regards
 Dietmar Funck

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Re: [osg-users] StandardShadowMap and Render To Texture

2011-02-16 Thread Wojciech Lewandowski
Maybe your problem is related to the fact that Shadow maps are usually 
stored in DEPTH_BUFFER (not COLOR_BUFFER).


Wojtek Lewandowski

-Original Message- 
From: Martin Großer

Sent: Wednesday, February 16, 2011 3:47 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] StandardShadowMap and Render To Texture

Hello,

Every day a new problem. :-)
Ok, so my Render To Texture works, but my shadows are not visible in the 
texture (rendertarget).


My Settings:

rtt_cam-setRenderOrder(::osg::Camera::PRE_RENDER, 0);
rtt_cam-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
rtt_cam-attach(::osg::Camera::COLOR_BUFFER, rtt_tex, 0, 0);

Is the Problem the pre rendering? Because the standard shadow map has also a 
pre render camera. I am not sure which camera do the first rendering.

Or is it another Problem?

Cheers

Martin
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Re: [osg-users] StandardShadowMap and Render To Texture

2011-02-16 Thread Martin Großer
OK, you are right, but that is not my problem. I don't want the shadow texture, 
which need the DEPTH_BUFFER. I want the final rendering in my texture.

The basic graph looks like this:

ROOT
|
rtt_cam (the result has no shadows)
|
shadowedScene (with StandardShadowMap)
|
camera (is also a render to texture camera)

I hope it is better explanation of my problem.

Cheers

Martin

 Original-Nachricht 
 Datum: Wed, 16 Feb 2011 16:19:09 +0100
 Von: Wojciech Lewandowski lewandow...@ai.com.pl
 An: osg-users@lists.openscenegraph.org
 Betreff: Re: [osg-users] StandardShadowMap and Render To Texture

 Maybe your problem is related to the fact that Shadow maps are usually 
 stored in DEPTH_BUFFER (not COLOR_BUFFER).
 
 Wojtek Lewandowski
 
 -Original Message- 
 From: Martin Großer
 Sent: Wednesday, February 16, 2011 3:47 PM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] StandardShadowMap and Render To Texture
 
 Hello,
 
 Every day a new problem. :-)
 Ok, so my Render To Texture works, but my shadows are not visible in the 
 texture (rendertarget).
 
 My Settings:
 
 rtt_cam-setRenderOrder(::osg::Camera::PRE_RENDER, 0);
 rtt_cam-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT
 );
 rtt_cam-attach(::osg::Camera::COLOR_BUFFER, rtt_tex, 0, 0);
 
 Is the Problem the pre rendering? Because the standard shadow map has also
 a 
 pre render camera. I am not sure which camera do the first rendering.
 Or is it another Problem?
 
 Cheers
 
 Martin
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Re: [osg-users] Fwd: Controlling animations in FBX models

2011-02-16 Thread Thomas Hogarth
Hi Michael

Thanks for the info, do you know why I might be having trouble saving these
to .ive, .osg, .osgt and .osgx. It's not a show stopper but for some reason
I can only re save the imported fbx as .osgb. The rest fail to load except
.osg which loads but won't play my animations anymore :(

Any info would be much appreciated
Tom

On 16 February 2011 16:08, Michael Platings mplati...@gmail.com wrote:

  I dare say the fbx plugin creates some kind of custom callbacks that
 normal osg is unaware of.


 Not exactly, the callbacks in question are all part of osgAnimation which
 is increasingly part of normal osg.
 They are: osgAnimation::RigComputeBoundingBoxCallback,
 osgAnimation::MorphGeometry::UpdateVertex 
 osgAnimation::RigGeometry::UpdateVertex

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Re: Marching Cube Example?

2011-02-16 Thread David Glenn

dormouse wrote:
 Hi, thanks everyone here to give me the ideas...
 
 I will try matching Cube GPU with OSG.
 Geomtery shader with OSG i think is the best solution.
 
 isn't it?
 
 
 ... 
 
 Thank you!
 
 Cheers,
 Nan


Sounds Cool! If you have any success, It would be nice (if you can) to share it 
with us! At least I think, we are rather starved for Shader ideas here.  Oh 
Yea, be careful to avoid any Stupid Shader Tricks!  :) 

Laters!
--
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D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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Re: [osg-users] Image brightness using osg::DrawPixels and polygon texture rendering

2011-02-16 Thread Jason Daly

On 02/16/2011 10:44 AM, Eric Sokolowsky wrote:

Hello,

Does anyone have suggestions on getting the textured version brighter, 
hopefully as bright as the DrawPixels version?


The textured version is probably getting dimmer because of the linear 
magnification filter.  Since your background is black, any pixels in the 
image that are partially covering a pixel on the screen are getting 
mixed with the black background and the overall luminance is lessened 
because of that.  The DrawPixels version is obviously blocky because 
you're drawing without any kind of magnification filter.  If you 
switched the mag filter settings on the texture version to GL_NEAREST 
instead of GL_LINEAR, I imagine your results will look very much like 
the DrawPixels version.


Of course, the real problems is that you're rendering the given image to 
a resolution that is significantly larger than its actual size.  
Ideally, you'd want to enlarge the original image to as close to the 
target resolution as you can before using the texturing operations to 
draw it to the screen.  I don't know the source of the image, so I don't 
know if it's possible or practical to do this, but that would be the 
best solution.


--J
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Re: [osg-users] OSG 2.9.10 on iOS

2011-02-16 Thread Dani Devesa
Hi,

yes, I did it. I finally commented the next lines as a temporal solution: 


Code:
/*else if(dynamic_castconst osgTerrain::Terrain*(node)){
((ive::Terrain*)(node))-write(this);
}*/



on DataOutputStream.cpp and


Code:
 /*else if(nodeTypeID== IVETERRAIN){
node = new osgTerrain::Terrain();
((ive::Terrain*)(node.get()))-read(this);
}*/



on DataInputStream.cpp

It seems the functions read and write aren't implemented. Am I right?

My problem now is that I've loaded a couple .ive models and they appear at the 
screen but didn't show their textures. Any of you know what can be the problem? 

Thank you!

Cheers,
Dani[/code]

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[osg-users] disable mipmapping

2011-02-16 Thread lucie lemonnier
Hi,

How to disable mipmapping on a texture?

Thank you!

Cheers,
lucie

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Re: [osg-users] osgWidget::Label::setLabel() does not update the size

2011-02-16 Thread Gianni Ambrosio
The problem now is as follows.`

I have the following code:

   label =  new osgWidget::Label;
   label-setLabel(1234);
   label-setPadding(10.0f);
   label-addSize(21.0f, 22.0f);

   window = new osgWidget::Canvas;
   window-addWidget(label);

   window-setUpdateCallback(new AnimatedUpdateCallback(this));

Then on the callback code I have:

   label-setLabel(123);
   window-resize();

As result, after the callback code, I see the label shifted a little bit on the 
right wrt the previous text (i.e. 1234) because the 123 text is shorter.
Is there a way to set the label aligned on the left even if I update the text 
in the callback with a shorter string wrt the previous one?

Regards
Gianni

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Re: [osg-users] StandardShadowMap and Render To Texture

2011-02-16 Thread Wojciech Lewandowski
View Dependent Shadow techniques don't work with nested cameras.  They work 
with RTT Slave cameras though.


Cheers,
Wojtek

-Original Message- 
From: Martin Großer

Sent: Wednesday, February 16, 2011 4:44 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] StandardShadowMap and Render To Texture

OK, you are right, but that is not my problem. I don't want the shadow 
texture, which need the DEPTH_BUFFER. I want the final rendering in my 
texture.


The basic graph looks like this:

ROOT
|
rtt_cam (the result has no shadows)
|
shadowedScene (with StandardShadowMap)
|
camera (is also a render to texture camera)

I hope it is better explanation of my problem.

Cheers

Martin

 Original-Nachricht 

Datum: Wed, 16 Feb 2011 16:19:09 +0100
Von: Wojciech Lewandowski lewandow...@ai.com.pl
An: osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] StandardShadowMap and Render To Texture



Maybe your problem is related to the fact that Shadow maps are usually
stored in DEPTH_BUFFER (not COLOR_BUFFER).

Wojtek Lewandowski

-Original Message- 
From: Martin Großer

Sent: Wednesday, February 16, 2011 3:47 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] StandardShadowMap and Render To Texture

Hello,

Every day a new problem. :-)
Ok, so my Render To Texture works, but my shadows are not visible in the
texture (rendertarget).

My Settings:

rtt_cam-setRenderOrder(::osg::Camera::PRE_RENDER, 0);
rtt_cam-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT
);
rtt_cam-attach(::osg::Camera::COLOR_BUFFER, rtt_tex, 0, 0);

Is the Problem the pre rendering? Because the standard shadow map has also
a
pre render camera. I am not sure which camera do the first rendering.
Or is it another Problem?

Cheers

Martin
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[osg-users] [osgPlugins] Michael Platings

2011-02-16 Thread Josue Hernandez
Hi,

Can you please tell me how i can use fbx files in osg? i only know  you need 
download the fbx files

Thank you!

Cheers,
Josue

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Re: [osg-users] Camera control in osgvisual

2011-02-16 Thread Torben Dannhauer
Hi Shane,

Today I spent a lot of time in reading CIGI documentation and playing with the 
MPV and HE. Am I right that CIGI is a framework to organize and standardize 
date formats and query formats, but it does not provide the final network 
communication functions?

Thank you!

Cheers,
Torben

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Re: [osg-users] Image brightness using osg::DrawPixels and polygon texture rendering

2011-02-16 Thread Chuck Seberino
Eric,

You should look at your TexEnv parameters.  Use something like DECAL or 
REPLACE.  Looks like you are using the default, which is MODULATE, which takes 
into account the color of the polygon with the texture.  Of course these modes 
(DECAL,REPLACE) will disable any lighting that is going on, but you seem to 
want that anyway.

HTH
--
Chuck

On Feb 16, 2011, at 12:42 PM, Eric Sokolowsky wrote:

 Jason,
 
 Thanks for the suggestion. I did re-render the image at twice the size but 
 I'm still seeing that the textured polygon version is noticeably dimmer than 
 the DrawPixels version. See the attached image. I have three images here, 
 each rendered twice, the top drawn with the textured polygon and the bottom 
 rendered with DrawPixels. I'm not doing any enlargement now. Any ideas on why 
 the DrawPixels version so much brighter than the textured polygon?
 
 -Eric
 
 On Wed, Feb 16, 2011 at 11:35 AM, Jason Daly jd...@ist.ucf.edu wrote:
 On 02/16/2011 10:44 AM, Eric Sokolowsky wrote:
 Hello,
 
 
 Does anyone have suggestions on getting the textured version brighter, 
 hopefully as bright as the DrawPixels version?
 
 The textured version is probably getting dimmer because of the linear 
 magnification filter.  Since your background is black, any pixels in the 
 image that are partially covering a pixel on the screen are getting mixed 
 with the black background and the overall luminance is lessened because of 
 that.  The DrawPixels version is obviously blocky because you're drawing 
 without any kind of magnification filter.  If you switched the mag filter 
 settings on the texture version to GL_NEAREST instead of GL_LINEAR, I imagine 
 your results will look very much like the DrawPixels version.
 
 Of course, the real problems is that you're rendering the given image to a 
 resolution that is significantly larger than its actual size.  Ideally, you'd 
 want to enlarge the original image to as close to the target resolution as 
 you can before using the texturing operations to draw it to the screen.  I 
 don't know the source of the image, so I don't know if it's possible or 
 practical to do this, but that would be the best solution.
 
 --J
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Re: [osg-users] Image brightness using osg::DrawPixels and polygon texture rendering

2011-02-16 Thread Eric Sokolowsky
On Wed, Feb 16, 2011 at 4:12 PM, Chuck Seberino seber...@energid.orgwrote:

 You should look at your TexEnv parameters.  Use something like DECAL or
 REPLACE.  Looks like you are using the default, which is MODULATE, which
 takes into account the color of the polygon with the texture.  Of course
 these modes (DECAL,REPLACE) will disable any lighting that is going on, but
 you seem to want that anyway.



Chuck,

Thank you! This is what I was missing. I used REPLACE mode and now the
textured version is the same brightness as the DrawPixels version. You are
right in that I don't need any lighting. Thanks again!

-Eric
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[osg-users] Problem with scaleImage, copySubImage

2011-02-16 Thread Robert Pardridge
Hi,
I am trying to create a 3D texture from multiple jpegs as in the texture3D 
example, however my program is segfaulting at calls to scaleImage() and 
copySubImage() and I have no idea why. The test picture right now is 512x512, 
however I do need to eventually rescale pictures that are 1024x768. Here is my 
code:

Image * test = osgDB::readImageFile(/home/rpardrid/Desktop/testimg.jpg);

GLint texSize = 512;
GLenum  pixelFormat = test-getPixelFormat();
GLenum  type = test-getDataType();

Image * largeImage = new Image;
largeImage-allocateImage(texSize, texSize, numImages, pixelFormat, type);

test-scaleImage(texSize, texSize, 1);

largeImage-copySubImage(0,0,0,test);

... 

Thank you!

Cheers,
Robert

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Re: [osg-users] How to change a texture in a imported OSG file?

2011-02-16 Thread Almir Brazil
Hi hybr!

I can feel that I'm getting close.

I've done all what you say..  the project compile sucessfully, but I'm getting 
a black texture replacing my original static texture.
I tried all first 8 texture units, as you say.

I know that the imagestream is playing, because I can see the 'resize' messages 
in console.


Did I forget something?

(code attached below).


Thanks,
Almir

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/* -*-c++-*- 
 * 
 * osgART - ARToolKit for OpenSceneGraph
 * Copyright (C) 2005-2008 Human Interface Technology Laboratory New Zealand
 * 
 * This file is part of osgART 2.0
 *
 * osgART 2.0 is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * osgART 2.0 is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with osgART 2.0.  If not, see http://www.gnu.org/licenses/.
 *
 */

#include osgART/Foundation
#include osgART/VideoLayer
#include osgART/PluginManager
#include osgART/VideoGeode
#include osgART/Utils
#include osgART/GeometryUtils
#include osgART/MarkerCallback
#include osgART/TransformFilterCallback


#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers

#include osgDB/FileUtils

#include osgDB/WriteFile
#include osgDB/ReadFile
#include osgDB/FileNameUtils
#include osgDB/Registry
#include osg/NodeVisitor



osg::Group* createImageBackground(osg::Image* video) {
osgART::VideoLayer* _layer = new osgART::VideoLayer();
_layer-setSize(*video);
osgART::VideoGeode* _geode = new 
osgART::VideoGeode(osgART::VideoGeode::USE_TEXTURE_2D, video);
addTexturedQuad(*_geode,video-s(),video-t());
_layer-addChild(_geode);
return _layer;
}



class GetDrawableByNameVisitor : public osg::NodeVisitor {
public:
GetDrawableByNameVisitor(const std::string name):
  osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN), 
m_name(name), result(0)
{
setNodeMaskOverride(0x);
setTraversalMask(0x);
}

  using osg::NodeVisitor::apply;

  void apply(osg::Geode geode)
{
for (unsigned int i = 0; i geode.getNumDrawables(); i++)
{
osg::Drawable* dr = geode.getDrawable(i);
if (dr-getName()==m_name)
result = dr;
}
}
osg::Drawable* getResult(){return result;}

private:
std::string m_name;
osg::Drawable* result;
}; 


int main(int argc, char* argv[])  {

// create a root node
osg::ref_ptrosg::Group root = new osg::Group;

osgViewer::Viewer viewer;

// attach root node to the viewer
viewer.setSceneData(root.get());

// add relevant handlers to the viewer
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.addEventHandler(new osgViewer::WindowSizeHandler);
viewer.addEventHandler(new osgViewer::ThreadingHandler);
viewer.addEventHandler(new osgViewer::HelpHandler);


// preload the video and tracker
int _video_id = 
osgART::PluginManager::instance()-load(osgart_video_artoolkit2);
int _tracker_id = 
osgART::PluginManager::instance()-load(osgart_tracker_artoolkit2);

// Load a video plugin.
osg::ref_ptrosgART::Video video = 

dynamic_castosgART::Video*(osgART::PluginManager::instance()-get(_video_id));

// check if an instance of the video stream could be started
if (!video.valid()) 
{   
// Without video an AR application can not work. Quit if none 
found.
osg::notify(osg::FATAL)  Could not initialize video plugin! 
 std::endl;
exit(-1);
}

// Open the video. This will not yet start the video stream but will
// get information about the format of the video which is essential
// for the connected tracker
video-open();

osg::ref_ptrosgART::Tracker tracker = 

dynamic_castosgART::Tracker*(osgART::PluginManager::instance()-get(_tracker_id));

if (!tracker.valid()) 
{
// Without tracker an AR application can not work. Quit if none 
found.
osg::notify(osg::FATAL)  Could not initialize tracker 
plugin!  std::endl;
exit(-1);
}

// get the tracker calibration object
osg::ref_ptrosgART::Calibration calibration = 
tracker-getOrCreateCalibration();

 

[osg-users] from Node (loaded from .3ds file) to vec3Array

2011-02-16 Thread Anthony Face
Hi,

i would like to load a 3ds file, that point is ok i have my node*
but now i need an Vec3Array from this node*, 

can i do it and how if possible?

that you a lot !

Cheers, Tony.


 (http://www.hordes.fr?ref=litllechicken)

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