Re: [osg-users] IVE Maximum File Size?

2011-03-01 Thread Robert Osfield
Hi John,

I don't know of a reason why the .ive format should be size limited,
everything is allocated dynamically on demand by the plugin.  I
haven't seen reports from the community w.r.t size issues with ive
either, your experience is the first I've seen pop up.

To investigate further try the sequences:

  1) Write large model to .ive to result in a file exceed 1GB
  2) Write same model to .osg
  3) Load model into osgviewer to confirm that issue exists for
  this model.
  4) Load model into osgviewer to confirm that issue does not
  happen.
  5) use osgconv to convert the .ive model to second .osg file
  6) Load .ive - .osg version of model into osgviewer, does it
   behave the same as the original .osg file, or the .ive?
  7) Use a diff tool to compare the original .osg and the .ive-.osg
   version so see if anything has been lost in translation.

Hopefully the above will give us a bit more information about the
nature of the problem.

Robert.

On Tue, Mar 1, 2011 at 12:32 AM, John Kua j...@eecs.berkeley.edu wrote:
 Hi,
 We've been generating rather large IVE files which exceed 1GB in size and at
 some point when we attempt to open them in osgviewer, there's nothing there.
 However, if we write to the ASCII OSG format, we've been able to write
 larger files without problem. Is there some limitation in the IVE format?
 We're running OSG 2.8.3, compiled in 64-bit Windows on VS2008.
 -John
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Re: [osg-users] material definition lost

2011-03-01 Thread Mahendra G.R
Hi Kim,

I have attached the screenshot (
http://tinypic.com/r/wwnqmp/7%20http://tinypic.com/r/wwnqmp/7) of
the image, can you please tell me why am i getting these water like
highlights on the model, my shaders for the model just set a red color.

Regards,



Hi Kim,

 I have attached the screenshot of the image, can you please tell me why am
 i getting these water like highlights on the model, my shaders for the model
 just set a red color.

 Regards,


 On Wed, Feb 23, 2011 at 10:11 AM, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,
 Sorry, i'm not at work, i can only send you on tuesday next week :( ,
 thanks for your support.


 On Wed, Feb 23, 2011 at 10:06 AM, Kim Bale kcb...@googlemail.com wrote:

 Can you send a screenshot, it might shed some light on the matter.

 Kim.


 On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 i wrote a really simple shader, which does nothing but assign red color
 to the model, but i see water like reflections on the model, thats why i'm
 confused :( , however, if i run the program with --disableShaders argument,
 then i loose all the nice effects and also the specular highlights on the
 model.


 Regards,


 On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 Regardless of whether there are any other shaders at work, if you
 attached a shader to your model it should override any other shaders bound
 before it.

 I don't really know what else to suggest, there are too many unknown
 variables for me to diagnose the problem. I don't know what shader you 
 used,
 or what material properties your model has etc.

 Regards,

 Kim.


 On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my model,
 and disabled useDefaultShader flag, but still i see specular hightlight 
 on
 the model, exactly like in the water, still some shader working 
 somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.comwrote:

 If you are disabling the default shader then the lighting effects
 you see will be the result of the fixed function shading. You should 
 look at
 the specular properties of the light and the material and check that 
 they
 are not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any effect 
 here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the
 shaders, but somehow the stateset of my model is being changed (i 
 guess), Is
 there way to overcome this problem without disabling the shaders and 
 loosing
 all those nice effects, basically my material ONLY has some color 
 properties
 and nothing more!, btw, im using the osgOcean example file to load 
 my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale 
 kcb...@googlemail.comwrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By
 default osgocean will apply a default shader to all children that 
 are added
 to ocean scene. Certain effects like the glare and depth of field 
 shaders
 and fogging rely on a shader implementation to ensure that the 
 relevant
 render targets are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default 
 shader to
 take into account particular material properties you can either 
 override the
 defuault shader or attach shader directly to the node you wish to 
 render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.com
  wrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the
 ocean, this model has some material properties (its basically a 
 .ive file),
 when i load the model with osgViewer, its fine, i see all the 
 colors etc.
 but when i render it placing it inside the ocean, i loose the 
 features of
 the model.  I read somewhere in the forum to try disabling the 
 shaders and
 recompile osgOcean (though i felt it had nothing to do with the 
 shaders,
 just gave a try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

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Re: [osg-users] [build] x64 library Dependencies for VC9sp1

2011-03-01 Thread Torben Dannhauer
Hi Craig, 

Hmm, at a short firtst glance the server and its raid seems to be ok...

I'm not shure if I have the V3 package oin my laptop, so today evening I'll do 
a testbuild with a fresh downloaded 3rdParty Package. That will explain if you 
have a problem with you tools or if the packages are realy corrupted.

Has anmyone else problems with the package?


Cheers,
Torben

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Re: [osg-users] material definition lost

2011-03-01 Thread Kim Bale
Hi Mahendra,

This look like you haven't taken into account the glare rendering in your
shader.

If you want the glare pass to ignore your model you need to set the value in
the glare buffer to zero

See:
http://code.google.com/p/osgocean/source/browse/trunk/resources/shaders/terrain.frag#119


(From the trunk version which uses MRT).

Regards,

Kim.



On 1 March 2011 09:14, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 I have attached the screenshot ( http://tinypic.com/r/wwnqmp/7 ) of the
 image, can you please tell me why am i getting these water like highlights
 on the model, my shaders for the model just set a red color.

 Regards,



 Hi Kim,

 I have attached the screenshot of the image, can you please tell me why am
 i getting these water like highlights on the model, my shaders for the model
 just set a red color.

 Regards,


 On Wed, Feb 23, 2011 at 10:11 AM, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Hi Kim,
 Sorry, i'm not at work, i can only send you on tuesday next week :( ,
 thanks for your support.


 On Wed, Feb 23, 2011 at 10:06 AM, Kim Bale kcb...@googlemail.comwrote:

 Can you send a screenshot, it might shed some light on the matter.

 Kim.


 On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 i wrote a really simple shader, which does nothing but assign red color
 to the model, but i see water like reflections on the model, thats why i'm
 confused :( , however, if i run the program with --disableShaders 
 argument,
 then i loose all the nice effects and also the specular highlights on the
 model.


 Regards,


 On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 Regardless of whether there are any other shaders at work, if you
 attached a shader to your model it should override any other shaders 
 bound
 before it.

 I don't really know what else to suggest, there are too many unknown
 variables for me to diagnose the problem. I don't know what shader you 
 used,
 or what material properties your model has etc.

 Regards,

 Kim.


 On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my model,
 and disabled useDefaultShader flag, but still i see specular hightlight 
 on
 the model, exactly like in the water, still some shader working 
 somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.comwrote:

 If you are disabling the default shader then the lighting effects
 you see will be the result of the fixed function shading. You should 
 look at
 the specular properties of the light and the material and check that 
 they
 are not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any effect 
 here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the
 shaders, but somehow the stateset of my model is being changed (i 
 guess), Is
 there way to overcome this problem without disabling the shaders 
 and loosing
 all those nice effects, basically my material ONLY has some color 
 properties
 and nothing more!, btw, im using the osgOcean example file to load 
 my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.com
  wrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By
 default osgocean will apply a default shader to all children that 
 are added
 to ocean scene. Certain effects like the glare and depth of field 
 shaders
 and fogging rely on a shader implementation to ensure that the 
 relevant
 render targets are filled.

 The default shader provided by osgocean is very basic as I
 cannot anticipate everyone's shader needs. Thus if you want the 
 default
 shader to take into account particular material properties you can 
 either
 override the defuault shader or attach shader directly to the node 
 you wish
 to render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the
 ocean, this model has some material properties (its basically a 
 .ive file),
 when i load the model with osgViewer, its fine, i see all the 
 colors etc.
 but when i render it placing it inside the ocean, i loose the 
 features of
 

Re: [osg-users] [osgOcean] White bar present in underwater scenes using unmodified osgocean 1.0.1 and osg 2.9.11

2011-03-01 Thread Kim Bale
Hi Tim,

Could you send a screenshot, as it's hard to picture the issue from the
description.

Cheers,

Kim.

On 25 February 2011 23:26, tim paige tpa...@interfacedisplays.com wrote:

 Hi,

 When moving underwater at long last... found that upon using the '-' key to
 move underwater... a white bar (which seems to accumulate from the
 shimmering surface when first going to the sub-surface) appears in the
 middle of the screen. I am using Win 7 and have compiled with MS vs 2010 and
 osg 2.9.11 source. What would cause such an anomaly? It ruins what would be
 a very nice scene...

 Thank you!

 Cheers,
 tim

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Re: [osg-users] [osgOcean] Shader again.

2011-03-01 Thread Kim Bale
Hi Bawenang,

You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR.

I'm not familiar with Delta3D but last time I heard about the osgOcean actor
that was generated for it, it was using osgOcean 1.0. The version in the
trunk now contains quite a few changes.

The glare RTT camera simply takes the view and projection matrices from the
main camera, so it shouldn't be behave any differently from your main
camera. The glare is then rendered as a post render in a full screen quad.

You can see an example of how to include additional elements into the scene
in the OceanExample exe, take a look at the terrain and examine the shader
that is attached to it. The shader shows you how to deal with the glare
passes. Note: the version in the trunk is best for this.

Regards,

Kim.


On 28 February 2011 06:25, Bawenang Rukmoko ben...@cs.its.ac.id wrote:

 No reply yet? I guess I've got to do this the hard way, researching them
 myself. :(

 Thanks anyway guys.

 Thank you!

 Cheers,
 Bawenang

 
 quot;There's no place like 127.0.0.1quot;

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Re: [osg-users] [osgOcean] Shader again.

2011-03-01 Thread Kim Bale
You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR.

*shouldn't

K.

On 28 February 2011 06:25, Bawenang Rukmoko ben...@cs.its.ac.id wrote:

 No reply yet? I guess I've got to do this the hard way, researching them
 myself. :(

 Thanks anyway guys.

 Thank you!

 Cheers,
 Bawenang

 
 quot;There's no place like 127.0.0.1quot;

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Re: [osg-users] Render to texture for IPhone

2011-03-01 Thread Tang Yu
hi, Sergey,
Thank you for your help. I used Texture2D, not use mipmap.
I need to render the camera frame to the whole size of viewer.
Do you think it will improve my program's efficiency to use mipmap?

TANG


hybr wrote:
 Hi, Tang
 
 First thing that comes to mind - check if you disabled resizing of non power 
 of two textures on texture with image from camera, as well as mipmap 
 generation.
 
 Cheers, Sergey.
 
 28.02.2011, 13:30, Tang Yu :
 
  Hi,
  
  I also met the same question about rendering to texture on iphone. I tried 
  to render the video frame, captured from iphone's camera continually, as 2D 
  texture of the viewer's background, but the speed is very slowly.
  How can i fix it?
  
  Thank you for your any help!
  
  Cheers,
  Tang
  
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Re: [osg-users] material definition lost

2011-03-01 Thread Mahendra G.R
Hi Kim,

Still im getting the glare effect, this is my fragment shader..

//

varying vec3 v_V;
varying vec3 v_N;
uniform bool osgOcean_EnableGlare;


void main() {
vec3 N = normalize(v_N);
vec3 V = normalize(v_V);
vec3 R = reflect(V, N);
vec3 L = normalize(vec3(gl_LightSource[0].position));

//vec4 ambient = gl_FrontMaterial.ambient;
//vec4 diffuse = gl_FrontMaterial.diffuse * max(dot(L, N), 0.0);
//vec4 specular = gl_FrontMaterial.specular * pow(max(dot(R, L), 2.0),
gl_FrontMaterial.shininess);
//gl_FragColor = ambient + diffuse - specular;


if(osgOcean_EnableGlare)
{
   gl_FragData[1] = vec4(0.0);
}

gl_FragData[0] = vec4(1.0,0.0,0.0,1.0);
}

//

Am i missing something?.


Regards,


On Tue, Mar 1, 2011 at 10:20 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 This look like you haven't taken into account the glare rendering in your
 shader.

 If you want the glare pass to ignore your model you need to set the value
 in the glare buffer to zero

 See:
 http://code.google.com/p/osgocean/source/browse/trunk/resources/shaders/terrain.frag#119


 (From the trunk version which uses MRT).

 Regards,

 Kim.



 On 1 March 2011 09:14, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 I have attached the screenshot ( http://tinypic.com/r/wwnqmp/7 ) of the
 image, can you please tell me why am i getting these water like highlights
 on the model, my shaders for the model just set a red color.

 Regards,



 Hi Kim,

 I have attached the screenshot of the image, can you please tell me why
 am i getting these water like highlights on the model, my shaders for the
 model just set a red color.

 Regards,


 On Wed, Feb 23, 2011 at 10:11 AM, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Hi Kim,
 Sorry, i'm not at work, i can only send you on tuesday next week :( ,
 thanks for your support.


 On Wed, Feb 23, 2011 at 10:06 AM, Kim Bale kcb...@googlemail.comwrote:

 Can you send a screenshot, it might shed some light on the matter.

 Kim.


 On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 i wrote a really simple shader, which does nothing but assign red
 color to the model, but i see water like reflections on the model, thats 
 why
 i'm confused :( , however, if i run the program with --disableShaders
 argument, then i loose all the nice effects and also the specular 
 highlights
 on the model.


 Regards,


 On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 Regardless of whether there are any other shaders at work, if you
 attached a shader to your model it should override any other shaders 
 bound
 before it.

 I don't really know what else to suggest, there are too many unknown
 variables for me to diagnose the problem. I don't know what shader you 
 used,
 or what material properties your model has etc.

 Regards,

 Kim.


 On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my
 model, and disabled useDefaultShader flag, but still i see specular
 hightlight on the model, exactly like in the water, still some shader
 working somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale 
 kcb...@googlemail.comwrote:

 If you are disabling the default shader then the lighting effects
 you see will be the result of the fixed function shading. You should 
 look at
 the specular properties of the light and the material and check that 
 they
 are not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any effect 
 here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the
 shaders, but somehow the stateset of my model is being changed (i 
 guess), Is
 there way to overcome this problem without disabling the shaders 
 and loosing
 all those nice effects, basically my material ONLY has some color 
 properties
 and nothing more!, btw, im using the osgOcean example file to 
 load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale 
 kcb...@googlemail.com wrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By
 default osgocean will apply a default shader to all children that 
 are added
 to ocean scene. Certain effects like the glare and depth of field 
 shaders
 and fogging rely on a shader implementation to ensure that the 
 relevant
 render targets are filled.

 The default shader provided by osgocean is very basic as I
 cannot anticipate everyone's shader needs. Thus if you want the 
 default
 shader to take into account particular 

[osg-users] Multitextures with alfa channel

2011-03-01 Thread Petr Srom
Hi,
i would like to apply 2 textures on the same quad, 
2nd texture is type format of .inta with alfa channel. 
Could you help me how o set these textures to correct mixing on the same quat?

First image is my solution of correct texturing on the quad.
[Image: http://www.imgshare.cz/images/multiplete.jpg ]

Second image is screenshot from viewer.
[Image: http://www.imgshare.cz/images/multipeie.jpg ]

osg code:
create - screenQuad;
init - sourceSceneTexture (osg::Camera::PRE_RENDER)
init - mirrormask1 (.inta file) 

osg::StateSet *quadState = quadGeode-getOrCreateStateSet();
quadState-setTextureAttributeAndModes(0, sourceSceneTexture, 
osg::StateAttribute::ON|osg::StateAttribute::PROTECTED);

osg::TexGen* texgen = new osg::TexGen;
texgen-setMode(osg::TexGen::SPHERE_MAP);

osg::TexEnv* texenv = new osg::TexEnv;
texenv-setMode(osg::TexEnv::BLEND);
texenv-setColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
quadState-setTextureAttributeAndModes(1, mirrormask1, osg::StateAttribute::ON);
quadState-setTextureAttributeAndModes(1, texgen, osg::StateAttribute::ON);
quadState-setTextureAttribute(1,texenv);

//prerender camera 
osg::ref_ptrosg::Camera textureCamera = new osg::Camera;
...
//ortho camera 
osg::ref_ptrosg::Camera orthoCamera = new osg::Camera;
orthoCamera-setProjectionMatrix(osg::Matrix::ortho2D(0, 
ms_setupview.vi[i].width, 0, ms_setupview.vi[i].height));
orthoCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
orthoCamera-setViewMatrix(osg::Matrix::identity());
orthoCamera-setViewport( ... );
orthoCamera-setRenderOrder(osg::Camera::POST_RENDER);

Thank you!

Cheers,
Petr

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Re: [osg-users] material definition lost

2011-03-01 Thread Mahendra G.R
Hi Kim,

Thank you very much, i found out the problem, i had to disable the glare in
my code as well.


Regards,

On Tue, Mar 1, 2011 at 10:48 AM, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 Still im getting the glare effect, this is my fragment shader..

 //

 varying vec3 v_V;
 varying vec3 v_N;
 uniform bool osgOcean_EnableGlare;


 void main() {
 vec3 N = normalize(v_N);
 vec3 V = normalize(v_V);
 vec3 R = reflect(V, N);
 vec3 L = normalize(vec3(gl_LightSource[0].position));

 //vec4 ambient = gl_FrontMaterial.ambient;
 //vec4 diffuse = gl_FrontMaterial.diffuse * max(dot(L, N), 0.0);
 //vec4 specular = gl_FrontMaterial.specular * pow(max(dot(R, L), 2.0),
 gl_FrontMaterial.shininess);
 //gl_FragColor = ambient + diffuse - specular;


 if(osgOcean_EnableGlare)
 {
gl_FragData[1] = vec4(0.0);
 }

 gl_FragData[0] = vec4(1.0,0.0,0.0,1.0);
 }

 //

 Am i missing something?.


 Regards,



 On Tue, Mar 1, 2011 at 10:20 AM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 This look like you haven't taken into account the glare rendering in your
 shader.

 If you want the glare pass to ignore your model you need to set the value
 in the glare buffer to zero

 See:
 http://code.google.com/p/osgocean/source/browse/trunk/resources/shaders/terrain.frag#119


 (From the trunk version which uses MRT).

 Regards,

 Kim.



 On 1 March 2011 09:14, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 I have attached the screenshot ( http://tinypic.com/r/wwnqmp/7 ) of the
 image, can you please tell me why am i getting these water like highlights
 on the model, my shaders for the model just set a red color.

 Regards,



 Hi Kim,

 I have attached the screenshot of the image, can you please tell me why
 am i getting these water like highlights on the model, my shaders for the
 model just set a red color.

 Regards,


 On Wed, Feb 23, 2011 at 10:11 AM, Mahendra G.R mahen...@mahendragr.com
  wrote:

 Hi Kim,
 Sorry, i'm not at work, i can only send you on tuesday next week :( ,
 thanks for your support.


 On Wed, Feb 23, 2011 at 10:06 AM, Kim Bale kcb...@googlemail.comwrote:

 Can you send a screenshot, it might shed some light on the matter.

 Kim.


 On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 i wrote a really simple shader, which does nothing but assign red
 color to the model, but i see water like reflections on the model, 
 thats why
 i'm confused :( , however, if i run the program with --disableShaders
 argument, then i loose all the nice effects and also the specular 
 highlights
 on the model.


 Regards,


 On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 Regardless of whether there are any other shaders at work, if you
 attached a shader to your model it should override any other shaders 
 bound
 before it.

 I don't really know what else to suggest, there are too many unknown
 variables for me to diagnose the problem. I don't know what shader you 
 used,
 or what material properties your model has etc.

 Regards,

 Kim.


 On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my
 model, and disabled useDefaultShader flag, but still i see specular
 hightlight on the model, exactly like in the water, still some shader
 working somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale 
 kcb...@googlemail.comwrote:

 If you are disabling the default shader then the lighting effects
 you see will be the result of the fixed function shading. You 
 should look at
 the specular properties of the light and the material and check 
 that they
 are not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.com
  wrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any 
 effect here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the
 shaders, but somehow the stateset of my model is being changed (i 
 guess), Is
 there way to overcome this problem without disabling the shaders 
 and loosing
 all those nice effects, basically my material ONLY has some color 
 properties
 and nothing more!, btw, im using the osgOcean example file to 
 load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale 
 kcb...@googlemail.com wrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques.
 By default osgocean will apply a default shader to all children 
 that are
 added to ocean scene. Certain effects like the glare and depth 
 of field
 shaders and fogging rely on a shader implementation to ensure 
 that 

Re: [osg-users] Multitextures with alfa channel

2011-03-01 Thread J.P. Delport

Hi,

could you explain what the texgen is for?

You could also try osg::TexEnv::DECAL instead of BLEND. This should make 
the bottom texture appear in all transparent regions. You might have to 
set a border with 0 alpha for the mask texture depending on the tex 
coordinates generated.


jp


On 01/03/11 12:07, Petr Srom wrote:

Hi,
i would like to apply 2 textures on the same quad,
2nd texture is type format of .inta with alfa channel.
Could you help me how o set these textures to correct mixing on the same quat?

First image is my solution of correct texturing on the quad.
[Image: http://www.imgshare.cz/images/multiplete.jpg ]

Second image is screenshot from viewer.
[Image: http://www.imgshare.cz/images/multipeie.jpg ]

osg code:
create - screenQuad;
init - sourceSceneTexture (osg::Camera::PRE_RENDER)
init - mirrormask1 (.inta file)

osg::StateSet *quadState = quadGeode-getOrCreateStateSet();
quadState-setTextureAttributeAndModes(0, sourceSceneTexture, 
osg::StateAttribute::ON|osg::StateAttribute::PROTECTED);

osg::TexGen* texgen = new osg::TexGen;
texgen-setMode(osg::TexGen::SPHERE_MAP);

osg::TexEnv* texenv = new osg::TexEnv;
texenv-setMode(osg::TexEnv::BLEND);
texenv-setColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f));
quadState-setTextureAttributeAndModes(1, mirrormask1, osg::StateAttribute::ON);
quadState-setTextureAttributeAndModes(1, texgen, osg::StateAttribute::ON);
quadState-setTextureAttribute(1,texenv);

//prerender camera
osg::ref_ptrosg::Camera  textureCamera = new osg::Camera;
...
//ortho camera
osg::ref_ptrosg::Camera  orthoCamera = new osg::Camera;
orthoCamera-setProjectionMatrix(osg::Matrix::ortho2D(0, 
ms_setupview.vi[i].width, 0, ms_setupview.vi[i].height));
orthoCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
orthoCamera-setViewMatrix(osg::Matrix::identity());
orthoCamera-setViewport( ... );
orthoCamera-setRenderOrder(osg::Camera::POST_RENDER);

Thank you!

Cheers,
Petr

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[osg-users] Texture Problem with AT Radeon Mobility!!!!

2011-03-01 Thread Nectarios Pelekanos
Hi,

I have an osg based application that was working fine with Nvidia card.

I have a serious problem, I have recently purchased a pc with ATI Mobility 
Radeon 5730 and the textures do not appear correct or not appear at all!!!

Any ideas? 

Thank you!

Cheers,
Nectarios

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[osg-users] [vpb] Need Efficient mesh data structures

2011-03-01 Thread manish Choudhary
Hi,
I am looking for an efficient general mesh data structure.
Having feature like Generating  normal arrays and texture coordinate for 
model,Parameterization of Triangulated Surface Meshes ; texture mapping
and that can easily integrate with OSG.

I know some of them like :
openMesh
osgmodeling
CGAL
I need better solution which one is most suitable or there some other library 
which can be helpful to me.
I had hoped that someone might have used it before.


... 


Thank you!

Cheers,
manish

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Re: [osg-users] rendering subset/subcamera views

2011-03-01 Thread Alberto Luaces
Joel Skelton writes:

 Hi,

 I'm looking for alternate ideas on how to achieve a particular 
 result. I've figured out a couple of ways to do it but each 
 has issues.

 What I'd like to end up with is a scenegraph that renders 
 something that is sort of like a web page with a 3D rendering 
 inset into the middle of the page. Sort of like this:




 Code:

+-+  pseudo-scenegraph
|  My Cow Page Title  |  
| on white background | paper-camera   

|  +---+  | /\ 
|  |   |  |/  \   
|  |3D osg |  |   /\ 
|  |   |  |  /  \
|  |  chrome cow   |  | /\   
|  |   |  |text nodes group   \  
|  |   rotating|  | 3D-camera
|  |   |  | \  
   
|  +---+  |  \   
| |cow-group
|  More text on white |  
+-+





 (ugh, my bad ascii art in the code block has every 2nd space char drawn as 
   diamond in the preview. I hope its just my machine and everyone else can 
see this okay)

 So the paper of the web page would always be rendered through an 
 ortho camera and you could zoom in and out which would change the 
 onscreen size of the text on the page _as well as_ the size of the 
 inset 3D view. 

 The 3D view itself would behave like a regular OSG 3D perspective 
 view which I could roam, zoom, and rotate just like a regular 
 OSG View.

 As a final constraint, I'd like to be able to print this out at very 
 high resolutions in a way similar to what is demonstrated in the 
 osgposter example. 

 So far I've figured two ways to do this:

 1. The first would be by insetting one osg::View on top of another 
 osg::View inside an osg::Viewer. The problem I have with this is 
 that it wouldn't all be one scenegraph and I'd have to track the 
 scaling of the paper view and use that to adjust the onscreen size 
 of the 3D view. It would also be a chore to do hardcopy printing
 as demonstrated in the osgposter example, but not impossible.


 2. The second idea is to prerender the 3D subview to a texture and 
 apply that to a quad that is in the group under the paper camera.
 This seems like a mostly good idea except that if I wanted to 
 print high resolution hardcopy then I would have to support tiled
 textures for the 3D view's textured quad and while not horribly
 difficult it would add a complexity to it all that I hope to avoid


 I hope I'm just missing some sort of obvious features of OSG like
 a subset view node or some such. In fact, if it turns out to be
 too obvious and simple then I'll punish myself for my own cluelessness
 by having my wife, a talented cartoon artist, draw an embarrassing 
 picture of me in a tutu and I'll post it here.


 Thank you!

 Cheers,
 Joel

I'm not sure about the printing part, but for those heterogeneous kind
of scenes, maybe you can try the CompositeViewer, so it's more
straightforward to have one viewer and several scenes inside it.

-- 
Alberto

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Re: [osg-users] ive file format

2011-03-01 Thread Alberto Luaces
Anders olofsson writes:

 Hi,

 Is there some specification for the file format? I was thinking about using 
 the same files I use for my meshes for collision/physics too but dont know 
 how to parse out the triangles.


There isn't, except for the code. Anyway, for parsing purposes it is
easier to use the text format, osg.

Or you can use OSG to load the .ive and then do your stuff.

-- 
Alberto

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Re: [osg-users] Texture Problem with AT Radeon Mobility!!!!

2011-03-01 Thread Sergey Polischuk
Hi, Nectarios
There are bug on some ATI drivers versions that mess texture coodrinates when 
using display lists. It is fixed in recent drivers. Try update drivers or try 
turn off display lists to see if it is same problem.

Cheers, Sergey.

01.03.2011, 14:24, Nectarios Pelekanos nectarios.peleka...@armes-tech.com:
 Hi,

 I have an osg based application that was working fine with Nvidia card.

 I have a serious problem, I have recently purchased a pc with ATI Mobility 
 Radeon 5730 and the textures do not appear correct or not appear at all!!!

 Any ideas?

 Thank you!

 Cheers,
 Nectarios

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Re: [osg-users] [vpb] coordinate system in terrain

2011-03-01 Thread Vijeesh Theningaledathil
Hi Shayne, Ralf,

Thanks for the suggestion. I generated osg terrain with and without geocentric 
options and compared. In geocentric terrain ellipsoid modal is there so I 
assume it is ECEF terrain. In flat database the center point lat lon are 
matching with acutal lat lon but z value is something which i don't know how to 
convert it to meters using delta3d/osg. Can you tell me how to convert that.


Thank you!

Cheers,
Vijeesh

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Re: [osg-users] Texture Problem with AT Radeon Mobility!!!!

2011-03-01 Thread María Ten
Hi Nectarios!

We recently debug an osg application that have an issue with textures only
in ATI cars. Our problem is that we render the same texture for different
geometries and some of them have a texture matrix applied. We debugged our
application with gDEBugger and notice that the mipmaps are not recomputed
after apply the texture matrix. This old midmaps produce some errors in
visualization. To disable hardware mid map generation you can set
setUseHardwareMipMapGeneration(false) in your textures. This works fine in
our application.

You can use gDEBugger to show your texture mipmaps and detect if the error
is there.

Cheers,

Maria.

On Tue, Mar 1, 2011 at 12:24 PM, Nectarios Pelekanos 
nectarios.peleka...@armes-tech.com wrote:

 Hi,

 I have an osg based application that was working fine with Nvidia card.

 I have a serious problem, I have recently purchased a pc with ATI Mobility
 Radeon 5730 and the textures do not appear correct or not appear at all!!!

 Any ideas?

 Thank you!

 Cheers,
 Nectarios

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-- 
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gvSIG 3D Blog:
http://gvsig3d.blogspot.com

Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
Ciudad Politécnica de la Innovación
Universidad Politécnica de Valencia
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Re: [osg-users] ive file format

2011-03-01 Thread Torben Dannhauer
Hi,

.ive is deprecated. The new formats are .osgt, .osgb and .osgx.

These youe the serializer function, whhich should make it possible to parse it 
because you can learn on .osgt or .osgx files and then use it also for your 
binary (.osgb) file.

If you have your model/database only in .ive format you could maybe convert it 
into osgb with osgconv

Cheers,
Torben

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Re: [osg-users] Render to texture for IPhone

2011-03-01 Thread Sergey Polischuk
Hi, Tang

Camera frame texture is likely to be not power of two size. Osg by default 
resize textures to be power of two size, this can take a lot of time each frame 
in your case. You can disable resizing by calling 
setResizeNonPowerOfTwoHint(false) on your texture. Also use linear filtering as
setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR)
setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR)
to disable mipmap generation. If you currently use filters with mipmaps, osg 
will re-generate mipmaps on texture change, which will reduce fps.

Cheers, Sergey.

01.03.2011, 12:37, Tang Yu tangy...@yahoo.com.cn:
 hi, Sergey,
 Thank you for your help. I used Texture2D, not use mipmap.
 I need to render the camera frame to the whole size of viewer.
 Do you think it will improve my program's efficiency to use mipmap?

 TANG

 hybr wrote:

  Hi, Tang

  First thing that comes to mind - check if you disabled resizing of non 
 power of two textures on texture with image from camera, as well as mipmap 
 generation.

  Cheers, Sergey.

  28.02.2011, 13:30, Tang Yu :
  Hi,

  I also met the same question about rendering to texture on iphone. I tried 
 to render the video frame, captured from iphone's camera continually, as 2D 
 texture of the viewer's background, but the speed is very slowly.
  How can i fix it?

  Thank you for your any help!

  Cheers,
  Tang

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Re: [osg-users] Texture Problem with ATI Radeon Mobility!!!!

2011-03-01 Thread Nectarios Pelekanos
Hi,

@Sergey, I am using the latest drivers for the GPU and the ltest version of 
Catalyst 11.2

@Maria, I will try to test that, but i load thmodels in osg in .obj and 3ds 
format, i dont draw them in osg.

Thank you!

Cheers,
Nectarios

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Re: [osg-users] Multitextures with alfa channel

2011-03-01 Thread Petr Srom
J.P.,thanks for answer,  your post make me to check texture coords, i have 
added tcoords for second texture (same as for the first texture), what a simple:

screenQuad-setTexCoordArray(0, tcoords);
screenQuad-setTexCoordArray(1, tcoords);

and result:
[Image: http://www.imgshare.cz/images/multipqmq.jpg ]
Textures ok, but scene still very dark ... 

changes in code:
1) replace:
texenv-setMode(osg::TexEnv::DECAL);
//texenv-setMode(osg::TexEnv::BLEND);

2) rem this line:
//quadState-setTextureAttributeAndModes(1, texgen, osg::StateAttribute::ON);

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Re: [osg-users] Multitextures with alfa channel

2011-03-01 Thread J.P. Delport

Hi,

if you don't set texenv for texture unit 0, the osg default is MODULATE 
which will then modify the underlying geometry's colour. Do you set a 
colour for the geometry? If not, set it to white. Otherwise change the 
texture unit 0 to DECAL too.


cheers
jp


On 01/03/11 14:39, Petr Srom wrote:

J.P.,thanks for answer,  your post make me to check texture coords, i have 
added tcoords for second texture (same as for the first texture), what a simple:

screenQuad-setTexCoordArray(0, tcoords);
screenQuad-setTexCoordArray(1, tcoords);

and result:
[Image: http://www.imgshare.cz/images/multipqmq.jpg ]
Textures ok, but scene still very dark ...

changes in code:
1) replace:
texenv-setMode(osg::TexEnv::DECAL);
//texenv-setMode(osg::TexEnv::BLEND);

2) rem this line:
//quadState-setTextureAttributeAndModes(1, texgen, osg::StateAttribute::ON);

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Re: [osg-users] Render to texture for IPhone

2011-03-01 Thread Stephan Huber
Hi Tang,

just some tips:

* disable the autoresizing of NPOT-images via
texture-setResizeNonPowerOfTwoHint(false);

* set the internal format of the image to GL_RGBA and the format of the
image to GL_BGRA, so the conversion is done by hardware/driver.

image-setInternalTextureFormat(GL_RGBA);
image-allocateImage(w, h, 1, GL_BGRA, GL_UNSIGNED_BYTE);

HTH,
Stephan


Am 01.03.11 08:08, schrieb Tang Yu:
 Hi, dear sth,
 
 30-45fps?!! It is so attractive!!
 i used Texture2D to render my camera frame to the whole size of viewer, i set 
 the image buffer to the texture directly. But it still ran very very slowly 
 on my iphone4.
 I attached my code files and hope for your advices.
 
 PS. my osg libraries are compiled from git's iphone project.
 
 Best regard,
 Tang
 
 
 sth wrote:
 Hi,

 Am 28.02.11 11:30, schrieb Tang Yu:

 I also met the same question about rendering to texture on iphone. I tried 
 to render the video frame, captured from iphone's camera continually, as 2D 
 texture of the viewer's background, but the speed is very slowly. 
 How can i fix it?


 Without seeing any code, we can't help you, as the question remains too
 fuzzy. I can display a live video feed of the iphone-camera (3gs) as a
 osg-texture with about 30-45fps.

 cheers,
 Stephan
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Re: [osg-users] Multitextures with alfa channel

2011-03-01 Thread Petr Srom
problem solved
[Image: http://www.imgshare.cz/images/multipyty.jpg ]

osg::StateSet *quadState = quadGeode-getOrCreateStateSet();
osg::TexEnv *texenv = new osg::TexEnv;
texenv-setMode(osg::TexEnv::DECAL);
quadState-setTextureAttributeAndModes(0, 
sourceSceneTexture, osg::StateAttribute::ON | osg::StateAttribute::PROTECTED);
quadState-setTextureAttributeAndModes(1, 
mirrormask1, osg::StateAttribute::ON | osg::StateAttribute::PROTECTED);
quadState-setTextureAttribute(0,texenv);
quadState-setTextureAttribute(1,texenv);

changes in code: 
1) remove texgen block
2) add:
osg::Vec4Array* colors = new osg::Vec4Array; 
colors-push_back(osg::Vec4(1.0, 1.0, 1.0, 
1.0)); 
colors-push_back(osg::Vec4(1.0, 1.0, 1.0, 
1.0)); 
colors-push_back(osg::Vec4(1.0, 1.0, 1.0, 
1.0)); 
colors-push_back(osg::Vec4(1.0, 1.0, 1.0, 
1.0)); 
screenQuad-setColorArray(colors);

thank you j.p.

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Re: [osg-users] Android Development Plans

2011-03-01 Thread Jorge Izquierdo Ciges
Update:

We are sending the Cmake/android to osg-submissions in two steps. As it is
right now the Osg Cmake Script the code changes in the script made it hard
to mantain so we decided to propose new OSG Cmake script which could be more
cleaner and better in handling platform issues. If that is accepted then we
will use it to make accesible in a second submission the Android macros.

As for today we are publishing a note on the gvsig3d page and some videos of
HTC Nexus One and Archos 70 IT runing my examples. Also we are publishing an
apk for the people to test. It will be great to know issues on different
kinds of devices.

The example only has a triangle, and if you can put under
//mnt//storage//sdcard// a file cessna.osgt (properly converted) you will
see it visible. I'm working in an apk with file integration for better
testing. Also i'm working in combining Android ui elements and the ndk code.

Gvsig3D news post(youtube)
http://gvsig3d.blogspot.com/2011/03/openscenegraph-running-on-android.html
Test Apk http://www2.ai2.upv.es/difusion/OSG_Android/osgViewerGLES1.apk.zip


2011/2/26 Jorge Izquierdo Ciges jori...@gmail.com

 I'm not missing, just stupid fails in my testing have delayed my initial
 planning. If there are no more fails (I hope so) in no time i'll present the
 cmake and a modified viewer example for you to rip it and test it.

 2011/2/21 Thomas Hogarth thomas.hoga...@gmail.com

 Hi Jorge

 The current Status is... aparently fully functional.

 Great news, well done to you and your team, I hadn't progressed far at
 all. I decided to make the jump to linux and then got rather side tracked
 :).

 I'd be more then happy to do some testing etc for you guys once you've
 finished your tidy pass

 Congrats again
 Tom


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Re: [osg-users] Android Development Plans

2011-03-01 Thread Jean-Sébastien Guay

Hello Jorge,


As for today we are publishing a note on the gvsig3d page and some
videos of HTC Nexus One and Archos 70 IT runing my examples. Also we are
publishing an apk for the people to test. It will be great to know
issues on different kinds of devices.


This is really good news! I will try it out tonight as my USB cable is 
at home...



Test Apk http://www2.ai2.upv.es/difusion/OSG_Android/osgViewerGLES1.apk.zip


Will you be testing the OSG GLES2 path as well? I guess it should 
compile well once the initial bits are in place for GLES1...


Thanks for all your hard work,

J-S
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Re: [osg-users] Android Development Plans

2011-03-01 Thread Rafa Gaitan
Hi Jean-Sébastien,

2011/3/1 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com:
 Hello Jorge,


 Will you be testing the OSG GLES2 path as well? I guess it should compile
 well once the initial bits are in place for GLES1...

Yes of course :) but we first want to submit the changes so anyone can
test other GLES paths! :). I made the first submission of cmake mods,
I hope finish the cleanup job this week and submit the android
support.

Rafa.


 Thanks for all your hard work,

 J-S
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[osg-users] Using AutoTransform as a Label

2011-03-01 Thread Sanat Talmaki
Hi all,

I was wanting to use an AutoTransform as a label for 3D elements in my scene. 

I have been able to create the Autotransform and add text, etc.

However when I try to draw a line between the position of the autotransform and 
the bound of the object, I don't see any line drawn.

I found this puzzling and couldn't figure out why. 

Any help on this issue would be much appreciated. 

Just to double check: For the purpose of creating labels, is a Billboard more 
suitable or an auto transform?

(code realted to autotransform is pasted at the end of my post)

Thanks.

Sincerely,
Sanat


Code:

  //create Auto transform to use as a label
  osg::ref_ptrosg::AutoTransform at1 = new osg::AutoTransform();
  osg::Geode* at1Geode = new osg::Geode();
  
  //create txt node
  osgText::Text* text1 = new osgText::Text();
  text1-setFont(timesFont);
  text1-setCharacterSize(30.0);
  text1-setText(Pipe1 Owner= DTE);
  text1-setAlignment(osgText::Text::CENTER_CENTER);
  //add text to geode
  at1Geode-addDrawable(text1);
  at1-addChild(at1Geode);
 
  //setup auto transform's properties:
  at1-setPosition(osg::Vec3d(276377.22, 4685748.0, 1000.0));
  at1-setAutoScaleToScreen(true);
  at1-setAutoRotateMode(osg::AutoTransform::ROTATE_TO_SCREEN);
  
  //draw line from autotransform to geometry object
  //create geode and geometry:
  osg::ref_ptrosg::Geode lineGeode = new osg::Geode();
  osg::Geometry* lineGeometry = new osg::Geometry();

  //vertex array
  osg::Vec3Array* vertexArray = new osg::Vec3Array(2);
  vertexArray-push_back(at1-getPosition());
  osg::Vec3 vertex2 = osg::Vec3 (276377.22, 4685748.0, 800.0);

  //color array
  osg::Vec4Array* colorArray = new osg::Vec4Array(2);
  osg::Vec4 yellowColor = osg::Vec4(1.0, 0.0, 0.0, 1.0);
  colorArray-push_back(yellowColor);
 
  //add arrays to geometry
  lineGeometry-setVertexArray(vertexArray);
  lineGeometry-setColorArray(colorArray);
  lineGeometry-setColorBinding(osg::Geometry::BIND_OVERALL);
  lineGeometry-addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::LINES, 
0, vertexArray-size()));
  
  //attach geometry to geode
  lineGeode-addDrawable(lineGeometry);
  lineGeode-getOrCreateStateSet()-setMode(GL_LIGHTING, 
osg::StateAttribute::OFF);
  
  //add the geode to the at1
  at1-addChild(lineGeode);
  
  //add pipe1 node to group
  group1-addChild(pipe1.get());
  group1-addChild(at1.get());



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[osg-users] Reading OSG images from streams?

2011-03-01 Thread Eric Sokolowsky
I was perusing the source code and was surprised to see that in
osgDB/ReaderWriter there are stub functions for reading images from streams
but that they are all disabled, returning
ReadResult(ReadResult::NOT_IMPLEMENTED). Is it the case that nobody has
needed this functionality yet, or are there other technical reasons for
this? I am interested in reading image streams over the network using
sockets, and to do that I'll probably create a class that will derive from
std::streambuf to read information over sockets. Is anyone else doing this
sort of thing?
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[osg-users] Getting height data of a terrain(flt file)

2011-03-01 Thread Mukund Keshav
Hello Everyone,

im using .flt files to load terrain. i loaded a sample terrain from the OSG 
data.(Joedirt.flt).

i was wondering if there is a way to obtain the heightfield/heightmap for the 
terrain?

i googled for .flt file format. i could not get any information on it. Could ot 
be a closed format? 

Could anyone please suggest how i could obtain the height data?

Thanks,
Mukund

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Re: [osg-users] Reading OSG images from streams?

2011-03-01 Thread Farshid Lashkari
Hi Eric,

The functions are virtual, so it is up to each loader to override it and
implement the functionality. Most of the image loaders should support
reading from streams. I have been using this feature for a long time now and
it works really well.

Cheers,
Farshid



On Tue, Mar 1, 2011 at 9:09 AM, Eric Sokolowsky esok@gmail.com wrote:

 I was perusing the source code and was surprised to see that in
 osgDB/ReaderWriter there are stub functions for reading images from streams
 but that they are all disabled, returning
 ReadResult(ReadResult::NOT_IMPLEMENTED). Is it the case that nobody has
 needed this functionality yet, or are there other technical reasons for
 this? I am interested in reading image streams over the network using
 sockets, and to do that I'll probably create a class that will derive from
 std::streambuf to read information over sockets. Is anyone else doing this
 sort of thing?

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[osg-users] controlling osg::Cone pivot point...

2011-03-01 Thread Atilla Selem
Hi,

i want to create some cone shapes in different part of my scene. 
and i want them rotate according to incoming orientation data on their 
translated places.
But when i added my scene a simple osg::Cone with a radius 10 and height 100 at 
(0,0,0) that cone is drawn with tip at upper and base at bottom side around 
(0,0,0). 
(0,0,0) point is i think is at the weight center of that cone.
What i need is to put tip of that cone at (0,0,0) (or to any point on the 
scene) and rotate base part according to orientation data..
How can i control the pivot point of that cone shap?
Thx in advance..
:) 
... 

Thank you!

Cheers,
strongbutshy..

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Re: [osg-users] More than one ClipNode and ClipPlane

2011-03-01 Thread Robert Osfield
Hi Andrea,

Positional state like clip planes are handled in a special way by the
OSG as they have to be assigned a particular modelview matrix to
position them correctly, and this means that you can't arbitarily
state sort them and have any modelview matrix current when they are
applied.  The solves this problem by using a positional state node,
and in the case of clip planes its the osg::ClipNode.   The OSG also
limits the setting of cliplanes so that a one clip plane can only be
in one place at one time, and in OpenGL terms this means clip plane 0
can only be set once per rendering stage.   OpenGL supports multiple
clip planes, 6 being the minimum that OpenGL drivers have to support,
so the OSG allows also allows you to assign each one of these clip
planes at the same time - you just can't reuse the same GL clip plane
index more than once.

In you case it sounds like you are using multiple clip nodes and
multiple clip planes which is perfectly safe usage, but the mistake is
in not assigning a different clip plane number to each of the clip
planes so they don't overlap in usage.

Another important thing is that the ClipNode positions the
(gl/osg::)ClipPlane while you'll need enable the appropropriate
GL_CLIPPLANEi mode on the subgraphs that you want the clip plane to
take effect.

Robert.

On Tue, Mar 1, 2011 at 6:30 PM, Andrea Martini martini.and...@gmail.com wrote:
 Hi,

 i would like to use more than one clipnode in my application. I use two 
 different clipnode in the scene, each relating to a different 3D object such 
 as a cube and a cylinder. I created the first clipnode (CN_A) and I've 
 associated with the tree of the cylinder, and the other clipnode (CN_B) the 
 structure of the cube. Then I created a plane and a clipplane for each 
 clipnode like this :

 ...
 // cylinder :

 osg::ClipNode* cnCylinder=new osg::ClipNode();

 cnCylinder-addChild(cylinderModel);

 groupCylynder-addChild(cnCylinder);

 clipPlaneForCylinder=new osg::ClipPlane();

 planeForCylinder=new osg::Plane(NormalCylinder,CenterCylinder);

 clipPlaneForCylinder-setClipPlane(planeForCylinder);

 cnCylinder-addClipPlane(clipPlaneForCylinder);

 cnCylinder-setCullingActive(false);

 .

 // ... cube

 osg::ClipNode* cnCube=new osg::ClipNode();

 cnCube-addChild(cubeModel);

 groupCube-addChild(cnCube);

 clipPlaneForCube=new osg::ClipPlane();

 planeForCube=new osg::Plane(NormalCube,CenterCube);

 clipPlaneForCube-setClipPlane(planeForCube);

 cnCube-addClipPlane(clipPlaneForCube);

 cnCube-setCullingActive(false);

 My application allows me to move each plane (in a separate way) in order to 
 see how 3D model is cutted. BUT 
 If i work with only one model and clipnode, it works correctly.
 If i use two models and two clipnodes i see only one cut effect on a 3D model 
 and the other 3D model completely disappears.
 I.e. : If i apply clipnodes simultaneosly on CUBE and CYLINDER, i see the 
 CUBE cutted and don't see CYLINDER. When i disable clipnode on CUBE, suddenly 
 i see again the CUBE with the CUT effect. Again, if i apply clipnode on 
 CYLINDER, i don't see anything.

 So , my question is : Is it possible to use more than one clipnode?


 Thank you!

 Cheers,
 Andrea

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Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-01 Thread Robert Osfield
Hi Mukend,

OpenFlight just stores terrain and meshes, not height fields.

Robert.

On Tue, Mar 1, 2011 at 7:08 PM, Mukund Keshav osgfo...@tevs.eu wrote:
 Hello Everyone,

 im using .flt files to load terrain. i loaded a sample terrain from the OSG 
 data.(Joedirt.flt).

 i was wondering if there is a way to obtain the heightfield/heightmap for the 
 terrain?

 i googled for .flt file format. i could not get any information on it. Could 
 ot be a closed format?

 Could anyone please suggest how i could obtain the height data?

 Thanks,
 Mukund

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[osg-users] [osgOcean] OceanExample - MakeTransform - Much different results with different boat model

2011-03-01 Thread tim paige
Hi,

I need help understanding what may be at play here...

With the testCollision option to secure a boat for myself on the ocean, I 
promptly used a different boat I got from a collada dae file (a wooden dory 
from google sketchup 3dwarehouse), and ignored the one coming with the example 
because it was white and devoid of interesting texture.

Iwas surprised to see my boat (finally when I figured out where it was) merrily 
bouncy along... not on the ocean surface, mind you... but moving up and down 
what would look like 20 feet in the air.

So... please help me understand what I will have to watch out for using 
different models... and how to allow for and correct for these differences?

I tried changing the scale returned from GetOceanSurfaceHeightAt(), and to no 
avail... then I tried just using 0 in the makeTranslate just to shut it up... 
and was surprised when it just ignored me and kept bobbing up and down in the 
air. I guess something else is responsible for positioning the boat on the 
surface? And NOT the node update visitor boatPositionCallback?

search google's 3d warehouse for A wooden rowboat complete with oars, oar 
holders, beverage cabinet, and seats

I would like to know how to get this boat out of the air, and into the water. 
It seems so strange.
Thank you!

Then... I'd like to keep water out of my boat...  but first things first!

...Seeking UNDERStanding in an UnderWaterWorld

Cheers,
tim

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Re: [osg-users] Android Development Plans

2011-03-01 Thread Thomas Hogarth
Hi Jorge

Downloaded the example apk 'OSG Viewer GLES1 example'. The triangle example
runs fine and my single touch input is working to rotate the view. I also
get a file saved.osgt on my sdcard containing the following

#Ascii Scene
#Version 71
#Generator OpenSceneGraph 2.9.11

I can't however get the cessna.osgt file to load. I converted the standard
cessna.osg using osgconv to .osgt and placed on my sdcard (same location the
saved.osgt file was written to), but doesn't seem to load it. Maybe I need
to zoom out but can't?

I'm running

Archos 43
Android 2.2.1
Latest firmware (2.1.8 I think)

All in all worked great, congrats on getting the demo out, lets hope the
code release goes as smoothly :)

Cheers
Tom
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Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-01 Thread Mukund Keshav
Hi Robert,

Thanks for the reply. Could you please tell where i can find the exact file 
format for flt files? 

Thanks,
Mukund

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Re: [osg-users] Render to texture for IPhone

2011-03-01 Thread Tang Yu
Hi, Stephan and Sergey

Thank you for your helps!!!
Finally i got a good fps on my iphone4 according to your advices. It is so 
great!!! Now I can go on working on my mobile AR project.
Appreciate you very much again!

Cheers,
Tang

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Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-01 Thread Chris 'Xenon' Hanson
On 3/1/2011 7:54 PM, Mukund Keshav wrote:
 Hi Robert,
 Thanks for the reply. Could you please tell where i can find the exact file 
 format for flt files? 

  FLT isn't really an OSG format, it's a MultiGen format. Documentation on it 
is very poor
and sparse. I wouldn't pursue this unless you REALLY need to look into the 
format. Grown
men have been known to be reduced to tears trying to understand FLT.

 Thanks,
 Mukund

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Re: [osg-users] [osgOcean] Shader again.

2011-03-01 Thread Bawenang Rukmoko
Thanks for the reply.

Well I know I shouldn't and I wouldn't if I don't have this artefact of the tip 
of the ship was not culled. I noticed that you're replying as a guest, not a 
member of this forum, so I'm not sure that you can see all of my screenshots 
that I've put here. If not, then I'll give you an illustration.

Imagine a quake clone game. You've got a part of the weapon's model visible at 
the bottom of the screen, near the HUD, that will also move along with your 
first person camera. Now, in my application, that weapon will be culled and 
won't be rendered perfectly, even invisible at times, based on that camera's 
(and model along with it) translation and rotation. Now if I disabled near / 
far computation, the screen turns blank because the glare shader is also 
enabled. If I disable both the near / far computation and the glare shader, the 
scene seemed normal and right. However there's another artefact. The above 
water fog isn't implemented correctly. Even when there are two objects with the 
same distance with the camera, one of them can be rendered as if it's inside a 
fog and one of them is not.

As for the missing model if I enabled glare, I've found the answer. It seems 
like osgOcean hates targa. One of my model's textures is a targa image file and 
that's why it wasn't rendered. When I changed it to a jpg, it worked just fine. 
Maybe you should put this as a warning somewhere in the documentation or such.

Thanks again.


Kim Bale wrote:
 You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR. 
 
 *shouldn't 
 
 
 K.
 
 On 28 February 2011 06:25, Bawenang Rukmoko  () wrote:
 
   No reply yet? I guess I've got to do this the hard way, researching them 
  myself. :(
  
  Thanks anyway guys.
  
  Thank you!
  
  Cheers,
  Bawenang
  
  
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Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-01 Thread Andreas Ekstrand
Hi Mukund,

OpenFlight is quite complicated yes, but actually more well documented
nowadays. However, if you want to extract a regular terrain height
raster from an OpenFlight database, I would say the best solution is to
write an OSG application that simply intersects vertically with the
terrain at equal distances and puts the result in a raster that you
write to disk. Also, this would of course be a general file
format-agnostic solution.

Regards,
Andreas


On 2 mar 2011 04:53 Chris 'Xenon' Hanson xe...@alphapixel.com
xe...@alphapixel.com wrote:

 On 3/1/2011 7:54 PM, Mukund Keshav wrote:
  Hi Robert,
  Thanks for the reply. Could you please tell where i can find the
  exact file format for flt files?
 
 FLT isn't really an OSG format, it's a MultiGen format. Documentation
 on it is very poor
 and sparse. I wouldn't pursue this unless you REALLY need to look into
 the format. Grown
 men have been known to be reduced to tears trying to understand FLT.
 
  Thanks,
  Mukund___
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