Re: [osg-users] DrawElementsUInt no Element of osg

2011-06-08 Thread Diana Kittelmann
Hi,

first of all thank you David. 

I found the error. I worked with two different OSG versions :-* I took the libs 
from osg 2.8.3 but used the src from 2.2.0.

Cheers,
Diana

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Re: [osg-users] too much computation

2011-06-08 Thread J.P. Delport

Hi,

On 07/06/11 17:34, hemanth korrapati wrote:

Thank you for your answer. can I find an example related to this idea ?


I can make you one, but that would leave no fun/exploration for you :)

Start simple and look at what osgviewer --image myimage.jpg does. Or 
look at osgmovie. These examples load an osg::Image and place it onto a 
quad.


What you need to do instead of loading the image, is creating an empty 
image of the right size (and allocating memory for it - see the 
osg::Image header for the calls) and then poke your values into it. 
Attach the image to a texture and then attach the texture to a quad. You 
can set the texture sampling for the texture (search for FilterMode and 
NEAREST).


You can visualise this quad with your texture on in many ways, depending 
on what camera you use to look at it. E.g. normal OSG camera where you 
can spin it around, or you can put it in a HUD, or you can make an 
orthographic camera.


HTH
jp




On Tue, Jun 7, 2011 at 1:27 PM, J.P. Delport jpdelp...@csir.co.za
mailto:jpdelp...@csir.co.za wrote:

Hi,

another option instead of drawing geometry would be to put your data
into a texture (image) and then just visualise that. Using nearest
sampling would give you little squares too.

jp


On 07/06/11 12:38, Sebastian Messerschmidt wrote:

  From the first look I'd advise to split up the geometries and
put them
into multiple nodes.
Looking at the code I don't know which limit you're hitting
here, but
there are limits in the opengl implementations that might dissallow
buffers beyond certain sizes.

cheers
Sebastian

Hi

I have modified the createHUD function provided in the 'osgpick'
example, for my application as below. Essentially i have to
plot a
matrix of values on the screen with each matrix entry
represented by a
square and its color represented by its value.
The size of the matrix is 1615 x 1615. when i run the
program, it
takes a long time with a blank screen before giving a
segmentation
fault message.

Can I get some help on this - the reason for the error and an
efficient way to do this, because I may have to plot 6500 x
6500 sized
matrices in the future. I have also posted the gdb output below.
Thank you


==
modified createHUD function used in my application



osg::Node* createHUD(osgText::Text* updateText,
vectorvectordouble
   simmat, double max)
{

// create the hud. derived from osgHud.cpp
// adds a set of quads, each in a separate Geode - which
can be
picked individually
// eg to be used as a menuing/help system!
// Can pick texts too!

osg::Camera* hudCamera = new osg::Camera;
hudCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
hudCamera-setProjectionMatrixAsOrtho2D(0,3200,0,1600);
hudCamera-setViewMatrix(osg::Matrix::identity());
hudCamera-setRenderOrder(osg::Camera::POST_RENDER);
hudCamera-setClearMask(GL_DEPTH_BUFFER_BIT);

std::string timesFont(fonts/times.ttf);

// turn lighting off for the text and disable depth test
to ensure
its always ontop.
osg::Vec3 position(100.0f,1550.0f,0.0f);
osg::Vec3 delta(0.0f,-60.0f,0.0f);

osg::Geode* geode = new osg::Geode();
osg::StateSet* stateset = geode-getOrCreateStateSet();
stateset-setMode(GL_LIGHTING,osg::StateAttribute::OFF);
stateset-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);

for(int i=0; isimmat.size(); i++)
{
for(int j=0; jsimmat[i].size(); j++)
{

osg::Geometry *quad=new osg::Geometry;
osg::Vec3Array* vertices = new
osg::Vec3Array(4);
// 1 quad
osg::Vec4Array* colors = new osg::Vec4Array;
double colorval=simmat[i][j]/max;

colors-push_back(osg::Vec4(colorval,colorval,colorval, 1.0));
quad-setColorArray(colors);

quad-setColorBinding(osg::Geometry::BIND_PER_PRIMITIVE);
   osg::Vec3 newpos=position+osg::Vec3(j,i,0);

[osg-users] Setting up a camera

2011-06-08 Thread Diana Kittelmann
Hi,

I'm trying to write something like a flightsimulator for simulating a sensor. 
For this I have some world data for my scene. 

Now I'm trying to create a camera. But the camera doesen't look to where I want 
it to look at. I get the following values

- the position in lat[deg], lon[deg] and height[meter]
- the orientation in pitch, roll and yawn in [rad]
- the field of view in [rad] splittedt in fov_x_begin, fov_x_end etc
- the distance sensing in [meter]

from a server. Position and orientation are changing constantly, but first of 
all I would be happy if I get the right view with some default values.

I tried it with setViewMatrix() and setHomePosition() but nothing happens. 
Maybe I used it wrong but maybe someone can tell me how I have to realize it. 

Im using osg 2.8.1 with vc8. The camera coordinate have to be with positive 
z-Axis as the camera view, +y-Axis up and +x-axis to the left.


Thank you!

Cheers,
Diana

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Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-08 Thread Robert Osfield
Hi Isa,

From your description I can't work out what might be wrong.  What you
could try just pointing osgvolume at the directory that contains the
separate dcm images. i.e.

   osgvolume DirectoryContainingDicomImages

osgvolume will work out that you are referring directory and the dicom
plugin will then treat all images within that directory as a single
set of assocaited dicom files and build an 3D osg::Image from it, and
then the osgVolume NodeKit will take this and do all the rendering for
you.

Robert.

On Tue, Jun 7, 2011 at 9:01 PM, Isha Kandaswamy
isha.kandasw...@gmail.com wrote:
 Hi,

 I checked, and added the links and it worked ,thanks :) .. but still the 
 volume it seems to render is not correct.. It should look like a skull and it 
 looks like random set of lines.. Is there a problem with the way im using the 
 osgvolume??

 I use it as

 osgvolume --images *.dcm to create the volume

 ...

 Thank you!

 Cheers,
 Isha

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Re: [osg-users] Setting up a camera

2011-06-08 Thread Robert Osfield
Hi Diana,

If you are controlling the camera from a user defined path or
simulation then you are best to not attach a camera manipulator to the
viewer and just set the viewer's master camera directly yourself.  If
you do try to set the camera's view matrix yourself but still have a
camera manipualtor attached the value you set will be overwritten.
The osgViewer::Viewer by default will not attach a camera manipulator,
but if you call viewer.run() it will know assume there isn't anything
else settings the view matrix so will attach a camera manipulator as a
fallback to at least provide some interactive view.

For your own app I'd expect something like:

  osgViewer::Viewer viewer;
  viewer.setSceneDat(mySceneGraph);
  viewer.realize();
  while(!viewer.done())
  {
 viewer.getCamera()-setViewMatrix(myViewMatrix); // or use
setViewMatrixAsLookAt(..)
  viewer.frame();
  }


Robert.

On Wed, Jun 8, 2011 at 8:38 AM, Diana Kittelmann
diana.kittelm...@gmx.de wrote:
 Hi,

 I'm trying to write something like a flightsimulator for simulating a sensor. 
 For this I have some world data for my scene.

 Now I'm trying to create a camera. But the camera doesen't look to where I 
 want it to look at. I get the following values

 - the position in lat[deg], lon[deg] and height[meter]
 - the orientation in pitch, roll and yawn in [rad]
 - the field of view in [rad] splittedt in fov_x_begin, fov_x_end etc
 - the distance sensing in [meter]

 from a server. Position and orientation are changing constantly, but first of 
 all I would be happy if I get the right view with some default values.

 I tried it with setViewMatrix() and setHomePosition() but nothing happens. 
 Maybe I used it wrong but maybe someone can tell me how I have to realize it.

 Im using osg 2.8.1 with vc8. The camera coordinate have to be with positive 
 z-Axis as the camera view, +y-Axis up and +x-axis to the left.


 Thank you!

 Cheers,
 Diana

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Re: [osg-users] Absolute beginner questions

2011-06-08 Thread Mohamed Alji
Hi Basil, 

On OpenSceneGraph.sln choose to compile the project ALL_BUILD , rather than 
Rebuild Solution.

hopes it help :)


Mohamed ALJI


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Re: [osg-users] Setting up a camera

2011-06-08 Thread Diana Kittelmann
Thanks Robert,

but when I try 

viewer.setSceneData(loadedModel);
viewer.realize();
while(!viewer.done())
{
   ...
   viewer.frame();
}

it doesen't display my scene. viewer.run() works fine.

Diana.

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Re: [osg-users] Meta-data in core OSG - project started

2011-06-08 Thread Robert Osfield
Hi Peter,

On Tue, Jun 7, 2011 at 9:51 PM, Peter Amstutz
peter.amst...@tseboston.com wrote:
 Thank you for taking up this task.  While not central to the mission of
 graphics rendering, this feature will certainly make writing
 applications around OSG a little bit easier for all of us.

 My proposal for putting get/setUserValue convenience methods directly
 osg::Object was based on the idea that the interface methods on
 osg::UserDataContainer would accept the parent object as a parameter,
 thus allowing a single container instance to be shared while providing
 different data to different callers.

Um... I find this idea to be a bit awkward and only really at useful for very
specific usage model where you want a single custom UserDataContainer
to maanage all user data access for the scene graph.  If you don't use
share a single UserDataContainer between objects then passing the
Object pointer is pointless and confusing - and this will be the default
scheme used by the vast majority of users.

Having multiple custom UserDataContainer that reference single central
data container is possible with the current scheme and wouldn't polute a
small numbers of users needs into the core classes.

 Without that aspect, having
 get/setUserValue on osg::Object still offers some convenience but also
 introduces confusion and redundancy.  Also, the ability to set any
 osg::Object as the metadata container for any other osg::Object seems
 like an invitation for chaos.

I think chaos is a rather overblown suggestion.  The latest rev isn't an
ideal class layout, and as I've said it does feel awkward but I don't
ever expect anything other
than a tiny proportion of users to ever need to assign their own
UserDataContainer
let alone provide a custom UserDataContainer, I strongly doubt that
the ability to
attach a normal osg::Object as a user data container is likely to cause any
problems.


 I think the pattern you describe as
 object-getUserDataContainer()-get...() is acceptable, and is
 perfectly consistent with the existing scene graph patterns in OSG
 (setting up StateSets in particular comes to mind -- indeed recently
 someone wanted to use StateSets as an ad-hoc metadata scheme).

 My preference looks like:

 class osg::Object {
  // access _userDataContainer
  osg::UserDataContainer* getUserDataContainer();
  void setUserDataContainer(osg::UserDataContainer*);
  osg::UserDataContainer* getOrCreateUserDataContainer();

  // for backwards compatibility, defer to _userDataContainer
  virtual get/setDescriptions();
  virtual get/setUserData();
 };

 // abstract base class user data container
 class osg::UserDataContainer : public osg::Object {
  // returns self
  osg::UserDataContainer* getUserDataContainer();
  osg::UserDataContainer* getOrCreateUserDataContainer();

  // throws exception/assertion or otherwise fails
  void setUserDataContainer(osg::UserDataContainer*);

small note, I'm avoiding use of exceptions in the core, due to the
needs of embedded OSG usage - I don't
want different behaviours on different builds.

 This seems very straightforward and avoids cluttering up osg::Object.
 Is there a reason this approach was rejected, aside from a desire to
 avoid the object-getUserDataContainer()-get...() pattern?

There is a little awkward issue of having a ref_ptr to sublcass of osg::Object
from within an osg::Object itself.  To get around this you'd need to
define any subclass
as a nested class of osg::Ojbect, which... polutes osg::Object so it's
swings and
rounabouts with sticking the functionality in a subclass.


 If a single user data container instance is referenced by multiple
 nodes, will it be serialized once or multiple times?

Once, all osg::Object are serailized with an unique object id that is
written out
once then subsequent refrences to the that Object used the object id.  When the
data is read back in the serializers just create on instance and then
share it.
This feature automatically will work for user data.

 Can a user data container contain references to osg::Objects in the same
 scene graph?  Can the serializers handle this?

They are all just osg::Object's they all just get seralized out.  The
osguserdata
example attaches an osg::Geometry as a user object and it gets serialized in and
out correctly.  The only thing you'd need to be minful of is if a
UserDataContainer
holds a referneced to a paret - this would cause a circular refefence
that would
prevent all the objects in the loop and their children from being
deleted.  This is
a standard issue for any ref counted data strucutre so isn't a
specific to user data,
it's just an issue users need to be mindful.

W.r.t you suggestion.  Feel free to go ahead an implement what you are
thinking of,
reviewing stuff thta actually is implemented and working in header and
source files is
far more pratical than second guessing write ups in emails.  The only
part I feel strongly
is the wrong way is the passing of the Object* to the access methods
in UserData, 

Re: [osg-users] Setting up a camera

2011-06-08 Thread Robert Osfield
Hi Diana,

On Wed, Jun 8, 2011 at 9:29 AM, Diana Kittelmann
diana.kittelm...@gmx.de wrote:
 it doesen't display my scene. viewer.run() works fine.

What do you mean, doesn't display your scene.  What do you see?  Just
the default blue backgroud?

Did you set your view matrix to look at the scene?  If you don't have
a camera manipulator doing this for you'll need to set this yourself.
Is it that you are struggiling with the maths of how to set a view
matrix?

Robert.
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[osg-users] Computing Near and Far problem when viewing large terrain and small object

2011-06-08 Thread Lv Qing
Hi,

My applicaiton use a quiet large terrain model (about 4000KM*4000KM),and when I 
viewing some very small flying objects(about 20m*20m) above the terrain ,the 
object seems been culled. 

I know it is the Near and Far Plane issue,so I 

setComputeNearFarMode(osg::CullSetting::COMPUTE_NEAR_FAR_USING_PRIMITIVES); 
setNearFarRation(0.0001); 

It solves the problem,make the small objects visible. 

However it causes another problem  ,I  have also loaded some vector GIS models 
(such as roads,country boundraies) which made by osgGIS. When I COMPUTE NEAR 
FAR USING PRIMITIVES,the vector models  cause me 50% ~60% CPU usage!When I 
disabled COMPUTE NEAR FAR USING PRIMITIVES,or hiding the vector models  ,it 
only cost me 10%~15% CPU usage.The vector models  is only 3.5mb. 

Is there a better solution to solve this problem? 
Thank you!

Cheers,
Lv

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Re: [osg-users] Computing Near and Far problem when viewing large terrain and small object

2011-06-08 Thread Robert Osfield
Hi Lv,

If you have a scene with a very large distance range then depth
precision is an awkward issue to deal with - the lower the near/far
ratio the lower the precision.  To retain precision you have to either
push out the near plane or pull in the far plane, and they work as
ratios so doubling the distance of the far plane is equivilant to
pulling the far distance by half.   You can juggle the exact distance
computation but in the end if you need to render something very near
and somehing very far you are forced to have a small near and large
far values and with it precision issues.

When you are in this situation the only practical thing to do is to
depth partition your scene so that you render it into two or more
sections.  Basically you render the far section first then overlay the
nearer sections on top of this, with the overlay sections clearing the
depth buffer but not the colour buffer.

In OSG 2.8.x there is an osgdepthpartion example that uses a series of
in scene graph osg::Camera to set up the partitioning.  It's quite
clucky and awkward though so I wouldn't recommend.  A much easier and
flexible means of manage the depth partition is to set up multple
slave Camera's in the view to do the job of the depth partitioning,
this way the viewer configuration changes when you want to change to
depth partition and the scene graph remains the same.  In svn/trunk
and 2.9.x there is support for creating slave Cameras to do depth
partitioning, see the osgshadow example for this.  Look for the
section that does viewer.setUpDepthPartition().

Robert.

On Wed, Jun 8, 2011 at 9:39 AM, Lv Qing donlvq...@msn.com wrote:
 Hi,

 My applicaiton use a quiet large terrain model (about 4000KM*4000KM),and when 
 I viewing some very small flying objects(about 20m*20m) above the terrain 
 ,the object seems been culled.

 I know it is the Near and Far Plane issue,so I

 setComputeNearFarMode(osg::CullSetting::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
 setNearFarRation(0.0001);

 It solves the problem,make the small objects visible.

 However it causes another problem  ,I  have also loaded some vector GIS 
 models (such as roads,country boundraies) which made by osgGIS. When I 
 COMPUTE NEAR FAR USING PRIMITIVES,the vector models  cause me 50% ~60% CPU 
 usage!When I disabled COMPUTE NEAR FAR USING PRIMITIVES,or hiding the vector 
 models  ,it only cost me 10%~15% CPU usage.The vector models  is only 3.5mb.

 Is there a better solution to solve this problem?
 Thank you!

 Cheers,
 Lv

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Re: [osg-users] SwitchNode Animation with a specific time interval

2011-06-08 Thread Ulrich Hertlein
Hi Vijay,

On 7/06/11 23:32 , Vijay Kalivarapu wrote:
 I have a bunch of timesteps of data that I need to animate between. I set up 
 my code
 so that each timestep corresponds to a switch node and I attempted to animate 
 between each
 switchnode.
... 
 Currently, the speed at which the switch node is animating between timesteps 
 is
 machine dependent. In other words, the animation speed is dependent on the 
 machine that could
 count to 30 quick enough.
 
 I would ideally like the animation to happen at a specific time interval 
 instead and
 hoping to avoid the

Have you considered using osg::Sequence?  It does exactly that, switch between 
nodes based
on times.

Cheers,
/ulrich
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Re: [osg-users] Setting up a camera

2011-06-08 Thread Diana Kittelmann
Yeah, I'm just seeing the blue background. And yaeh im struggeling with the 
math to set up my matrix. 

I set it up like this:

while(!viewer.done())
{
   osg::EllipsoidModel convert;
   convert.convertLatLonHeightToXYZ(lat, lon, height, x, y, z);

   osg::Vec3 pos(x, y, z);
   osg::Matrixd matrix;
   matrix.setRotate(osg::Quat(osg::DegreesToRadians(0.0), osg::X_AXIS, 
osg::DegreesToRadians(0.0), osg::Y_AXIS, osg::DegreesToRadians(0.0), 
osg::Z_AXIS));
   matrix.setTrans(pos);
   viewer.getCamera();
   viewer.frame();
}

But I'm not sure if this is right. 

Diana

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[osg-users] Shaders and Nvidia 275.33 drivers problem

2011-06-08 Thread Alexander Sinditskiy
Hello

I have win7 x64  nvidia video card
I found strange problem after update to version 275.33 of nvidia drivers.

I see artifacts with shaders, i tried to find why.

Part of shader uniform variables are not work correctly.
i try to debug it with gdebugger and i noticed non-initialized values in part 
of uniforms.

file src/osg/Program.cpp lines 672-673


Code:

_extensions-glGetActiveUniform( _glProgramHandle,
i, maxLen, 0, size, type, name );




Later i found that names of array variables coming with [0]. example - 
%name%[0]
i tested with 266.58 they coming without [0]

as result in _uniformInfoMap[Uniform::getNameID(reinterpret_castconst 
char*(name))] = ...
we recording values with [0].

file src/osg/Program.cpp lines 213

Code:

inline void apply(const Uniform uniform) const
{
GLint location = getUniformLocation(uniform.getNameID());
if (location=0)




and here we can't get right location


i fix it, please look patch


Code:

--- a/OpenSceneGraph/src/osg/Uniform.cpp
+++ b/OpenSceneGraph/src/osg/Uniform.cpp
@@ -611,13 +611,13 @@ unsigned int Uniform::getNameID(const std::string name)
static UniformNameIDMap s_uniformNameIDMap;

OpenThreads::ScopedLockOpenThreads::Mutex lock(s_mutex_uniformNameIDMap);
-UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name);
+UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name.substr(0, 
name.find([)));
 if (it != s_uniformNameIDMap.end())
 {
 return it-second;
 }
 unsigned int id = s_uniformNameIDMap.size();
-s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name, id));
+s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name.substr(0, 
name.find([)), id));
return id;
 }




But i don't think that is a good solution.


Thank you!

Cheers,
Alexander

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Re: [osg-users] Setting up a camera

2011-06-08 Thread Robert Osfield
Hi Diana,

I'm afraid I don't have the time to write up a full tutorual on maths
of setting view matrixes and matrix maths, the topic has been covered
lots of time by the community so I'd recommend you have a look through
the archhives.

As a quite note, I'd mention that in OpenGL and the OSG the view
matrix translates the world coordinates into the eye coordinates, and
eye coordinates are +ve X to the right, +ve Y up, +veZ out from the
screen.  While in vis-sim the convention is that world coordinates of
the scene have +ve X to the east, +ve Y north +ve Z up.   Please note
that the scene is in world coordinates, and the view matrix transforms
the world cooridnates into eye coordinates, the view matrix doesn't
position the eye into the scene but the other way around - this is
important as it's the inverse matrix of a matrix that positions an
object in the scene in world coordinates.  This later point is
probably where you have gone wrong.

I won't dive in any further as teaching users about maths is not my
role - I have plenty of other work to do.  Please spend some time
looking into the background maths, there are a huge number of articles
on the web and posts on osg-users over the years.

Robert.

On Wed, Jun 8, 2011 at 9:59 AM, Diana Kittelmann
diana.kittelm...@gmx.de wrote:
 Yeah, I'm just seeing the blue background. And yaeh im struggeling with the 
 math to set up my matrix.

 I set it up like this:

 while(!viewer.done())
 {
   osg::EllipsoidModel convert;
   convert.convertLatLonHeightToXYZ(lat, lon, height, x, y, z);

   osg::Vec3 pos(x, y, z);
   osg::Matrixd matrix;
   matrix.setRotate(osg::Quat(osg::DegreesToRadians(0.0), osg::X_AXIS, 
 osg::DegreesToRadians(0.0), osg::Y_AXIS, osg::DegreesToRadians(0.0), 
 osg::Z_AXIS));
   matrix.setTrans(pos);
   viewer.getCamera();
   viewer.frame();
 }

 But I'm not sure if this is right.

 Diana

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Re: [osg-users] Setting up a camera

2011-06-08 Thread Ulrich Hertlein
On 8/06/11 10:59 , Diana Kittelmann wrote:
 Yeah, I'm just seeing the blue background. And yaeh im struggeling with the 
 math to set up my matrix. 
 
 I set it up like this:
 
 while(!viewer.done())
 {
osg::EllipsoidModel convert;
convert.convertLatLonHeightToXYZ(lat, lon, height, x, y, z);
 
osg::Vec3 pos(x, y, z);
osg::Matrixd matrix;
matrix.setRotate(osg::Quat(osg::DegreesToRadians(0.0), osg::X_AXIS, 
 osg::DegreesToRadians(0.0), osg::Y_AXIS, osg::DegreesToRadians(0.0), 
 osg::Z_AXIS));
matrix.setTrans(pos);
viewer.getCamera();
viewer.frame();
 }
 
 But I'm not sure if this is right. 

Did you forget to include the bit where you set the matrix to the camera?

Something like:
viewer.getCamera()-setViewMatrix(matrix);

/ulrich
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[osg-users] Call osgAnimation::Animation::setDuration several times

2011-06-08 Thread Aitor Ardanza
Hi,

I have a problem with the call  setDuration of  osgAnimation::Animation. If I 
define the animations at the beginning of the application do it correctly. But 
if I change the duration, defined above, in execution, for example by putting 
half the time, makes the animation faster but twice ... may be a bug?


Code:

osgAnimation::ActionStripAnimation* newAnimAction = new 
osgAnimation::ActionStripAnimation(anim,0.3,0.3);
anim-setDuration(anim-getDuration()*0.5);
newAnimAction-setLoop(1); // one time
tml-addActionAt(tml-getCurrentFrame() + 1,newAnimAction, 2);




Thank you!

Cheers,
Aitor

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Re: [osg-users] Setting up a camera

2011-06-08 Thread Diana Kittelmann
Thanks alot Robert. I try to teach me some math on my own now, but your answers 
were really helpful. 

@ulrich
I did include I just missed to write it in my Post.

Diana

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Re: [osg-users] Shaders and Nvidia 275.33 drivers problem

2011-06-08 Thread Tomlinson, Gordon
The 275.33 Drivers are not good I personally would avoid like the plague, they 
are causing all sorts of problems for people



Gordon Tomlinson
System Engineering Consultant 
Overwatch®
An Operating Unit of Textron Systems
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be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alexander 
Sinditskiy
Sent: Wednesday, June 08, 2011 5:04 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Shaders and Nvidia 275.33 drivers problem

Hello

I have win7 x64  nvidia video card
I found strange problem after update to version 275.33 of nvidia drivers.

I see artifacts with shaders, i tried to find why.

Part of shader uniform variables are not work correctly.
i try to debug it with gdebugger and i noticed non-initialized values in part 
of uniforms.

file src/osg/Program.cpp lines 672-673


Code:

_extensions-glGetActiveUniform( _glProgramHandle,
i, maxLen, 0, size, type, name );




Later i found that names of array variables coming with [0]. example - 
%name%[0]
i tested with 266.58 they coming without [0]

as result in _uniformInfoMap[Uniform::getNameID(reinterpret_castconst 
char*(name))] = ...
we recording values with [0].

file src/osg/Program.cpp lines 213

Code:

inline void apply(const Uniform uniform) const
{
GLint location = getUniformLocation(uniform.getNameID());
if (location=0)




and here we can't get right location


i fix it, please look patch


Code:

--- a/OpenSceneGraph/src/osg/Uniform.cpp
+++ b/OpenSceneGraph/src/osg/Uniform.cpp
@@ -611,13 +611,13 @@ unsigned int Uniform::getNameID(const std::string name)
static UniformNameIDMap s_uniformNameIDMap;

OpenThreads::ScopedLockOpenThreads::Mutex lock(s_mutex_uniformNameIDMap);
-UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name);
+UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name.substr(0, 
name.find([)));
 if (it != s_uniformNameIDMap.end())
 {
 return it-second;
 }
 unsigned int id = s_uniformNameIDMap.size();
-s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name, id));
+s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name.substr(0, 
name.find([)), id));
return id;
 }




But i don't think that is a good solution.


Thank you!

Cheers,
Alexander

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Re: [osg-users] [osgPlugins] Is fx required while building collada on Linux?

2011-06-08 Thread Büsra Gülten
Hi,

I was trying to build the OSG Collada plugin for Xcode. 
I followed the step-by-step instruction on 
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada, 
but I get the same error as Siddhi:
 

 Compiling src/cfxAnnotatable.cpp to build/mac-1.4/obj/cfxAnnotatable.o
 In file included from src/cfxAnnotatable.cpp:9:
 include/cfxAnnotate.h:15:19: error: Cg/cg.h: No such file or directory
 In file included from src/cfxAnnotatable.cpp:9:
 include/cfxAnnotate.h:43: error: ‘CGannotation’ does not name a type
 include/cfxAnnotate.h:54: error: ‘CGannotation’ does not name a type
 make[1]: *** [build/mac-1.4/obj/cfxAnnotatable.o] Error 1
 make: *** [all] Error 2


How can I solve this problem? Any suggestion is appreciated. 


Thank you!

Cheers,
Büsra

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Re: [osg-users] Call osgAnimation::Animation::setDuration several times

2011-06-08 Thread Cedric Pinson
In fact related to the code it makes sense. Because strip duration is
initialized from the Animation duration.
Could you try to manipulate the duration of the strip instead ?

Cedric
On Wed, 2011-06-08 at 12:52 +0200, Aitor Ardanza wrote:
 Hi,
 
 I have a problem with the call  setDuration of  osgAnimation::Animation. If I 
 define the animations at the beginning of the application do it correctly. 
 But if I change the duration, defined above, in execution, for example by 
 putting half the time, makes the animation faster but twice ... may be a bug?
 
 
 Code:
 
 osgAnimation::ActionStripAnimation* newAnimAction = new 
 osgAnimation::ActionStripAnimation(anim,0.3,0.3);
 anim-setDuration(anim-getDuration()*0.5);
 newAnimAction-setLoop(1); // one time
 tml-addActionAt(tml-getCurrentFrame() + 1,newAnimAction, 2);
 
 
 
 
 Thank you!
 
 Cheers,
 Aitor
 
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Re: [osg-users] Call osgAnimation::Animation::setDuration several times

2011-06-08 Thread Aitor Ardanza
Ok, I also needed to be defined in ActionStripAnimation. It works now!

Thank you!

Cheers,
Aitor

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Re: [osg-users] WWDC 2011

2011-06-08 Thread Eric Sokolowsky
Hi Eric,

I didn't make it this year (the 12-hour window before it sold out was way
too short!) Perhaps I'll make it next year, but I'm not doing much on my mac
these days (besides running Linux on it).

Eric S.

On Tue, Jun 7, 2011 at 11:45 PM, Eric Wing ewmail...@gmail.com wrote:

 Hi all,
 If anybody is at WWDC this year, please drop me a line if you'd like to
 meet up.

 Thanks,
 Eric
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Re: [osg-users] Rendering of 3d model over the video stream

2011-06-08 Thread Kataev Victor
Thanks for reply!

I connected the camera, which returns createHud to osgViewer, Hud has been 
successfully drawn over the 3D-model, but when i change POST_RENDER to 
PRE_RENDER, an image of 3D-model (simple pyramid) among an empty space entirely 
overlaps Hud

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Re: [osg-users] Rendering of 3d model over the video stream

2011-06-08 Thread Robert Osfield
Hi Kataev? Victor?  Could you sign with the name you'd like to be
addressed as it's difficult to guess.

On Wed, Jun 8, 2011 at 1:56 PM, Kataev Victor victor1...@list.ru wrote:
 I connected the camera, which returns createHud to osgViewer, Hud has been 
 successfully drawn over the 3D-model, but when i change POST_RENDER to 
 PRE_RENDER, an image of 3D-model (simple pyramid) among an empty space 
 entirely overlaps Hud

The main Camera will be clearing the colour buffer and depth buffer
before it draws, so what you need to do is disable the clear of the
colour buffer.  The osghud example shoes this for the HUD camera which
is the overlay, you just need to apply this to the main viewer's
Camera or what ever Camera you are using for the main 3D scene.

Robert.
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Re: [osg-users] [osgPPU] Render lower Resolution with unitOut than wandow / fullscreen

2011-06-08 Thread Peter Wrobel
Hi All,

@Ricky,
it works for me as expected now.
First I attach a new viewport with e.g. half res of my output window, and 
attach a texture with the same half res to the Color Buffer of the Camera. This 
can be done with different Cams and resolutions, if you have some funky 
pipeline.
camera - setViewport( new osg::Viewport( 0 , 0 , halfResWidth , 
halfResHeight ) ) ;
camera - attach( osg::Camera::COLOR_BUFFER0 , textureColor ) ; // has also 
halfResWidth/Height

At the end of the pipeline I tell the unitOut not to use any camera viewport as 
( size ) reference, and add another Viewport with the full resolution of my 
output window.
unitOut - setInputTextureIndexForViewportReference( -1 ) ; // Don't use 
any Camera Viewport as reference
unitOut - setViewport( new osg::Viewport( 0 , 0 , fullResWidth , 
fullResHeight ) ) ;

That's it.


@Art
With out of Sync I meant that the visual scale of the Glowed scene had not the 
same size as the visual scale of the non glowed scene. My mistake was, that I 
tried to scale up the viewports that were attached to the cameras ( main and 
glow ), but should have done that with the viewport attached to unitOut. 
Everything is working fine now :-)
But still a good Debugging Hint, didn't know that till now. 

Cheers, PP

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Re: [osg-users] OSG 2.9.10 on iOS

2011-06-08 Thread Büsra Gülten
Hi, 

I thougt, that when I start Xcode and go to File - New Project… and choose IOS 
- Application in the drawer, there will appear OSG Application.
But it isn´t so. Was my thougth false or what should I do in order that it 
appear?

Because I want to create a new OSG-Project like the project in github. I have 
to load/open a collada-file. And the github-project doesn´t support 
collada-plugin.

Can you please give me advice, what I have to do?
Thank you!

Cheers,
Büsra

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Re: [osg-users] Setting up a camera

2011-06-08 Thread Tom Pearce
Hi Diana,

I find it pretty convenient to use

Code:
getCamera()-setViewMatrixAsLookAt (const osg::Vec3 eye, const osg::Vec3 
center, const osg::Vec3 up)


for setting up the view matrix, it was one of Robert's suggestions but I 
thought I'd re-emphasize it.  Vec3 eye will be the position you're getting 
from the server.  Vec3 center will be the point the camera is aiming at - it 
doesn't have to be the center of the scene, if you are given or can calculate 
the direction vector the camera is pointing along, (0,1,0) for example to look 
along the y-axis, you can add that to your eye point and use the result as 
center.  Vec3 up orients the camera, think about taking a photo in portrait 
vs landscape vs some other angle.

To start if you know the coordinates of some point in the scene, you could use 
that as center and just play with changing eye, the camera will always look 
at the same point (center) but from different places.  After that, you could 
then work on calculating center based on the orientation you're receiving 
from the server.


HTH,
Cheers,
Tom

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[osg-users] [osgOcean] FFTSS License

2011-06-08 Thread Nathan Monteleone
Hi all,

The osgOcean wiki mentions that FFTSS is released under LGPL.  I can't find any 
reference to LGPL on their website or in the source code...  Does anyone know 
where that information came from?

The text in the FFTSS COPYING file seems more liberal than LGPL, basically 
saying you have to give us credit...

Thanks,
Nathan

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Re: [osg-users] Absolute beginner questions

2011-06-08 Thread basil huffman
For consistency's sake, I did a clean solution then build solution of 
ALL_BUILD with the same results (massive errors). Any ideas?

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Re: [osg-users] osgEarth at FOSS4G in Denver

2011-06-08 Thread Glenn Waldron
Folks,

Our FOSS4G presentation has been accepted! Thanks to everyone who took the
time to cast a vote.

We hope to see some of you in Denver this September!

Glenn Waldron / Pelican Mapping / @glennwaldron


On Wed, Apr 27, 2011 at 11:53 AM, Glenn Waldron gwald...@gmail.com wrote:

 osgEarth users (and anyone else interested in 3D terrain),

 We have submitted an abstract for an osgEarth presentation at this year's
 FOSS4G conference in Denver. FOSS4G selects presenters based on a community
 vote, so we need your support!

 The abstract is entitled Open Source 3D Globes with osgEarth.

 Please follow the following link to review abstracts and cast a vote for
 us.
 Thanks for your support!!

 http://community-review.foss4g.org/


 Glenn Waldron / Pelican Mapping / @glennwaldron


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[osg-users] OSG Qt integration

2011-06-08 Thread Juan Valverde
Hi,

I'm using Qt 4.6.3 together with OSG 2.9.8 (precompiled from 
http://www.multigesture.net/articles/how-to-compile-openscenegraph-2-x-using-mingw/).

I have tried several ways to render an OSG window on top of the Qt GUI. I 
always get the same behaviour, that is, when I open OSG viewer for the first 
time it works just fine, I close, I re-open, and problems arise. Debugging 
using gremedy gdebugger I found out that memory leaks arise when I close the 
OSG viewer.

I tried with my own implementation. I also tried 
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgviewerQtWidget/QOSGWidget.cpp
 and didn't work, same problem. By the way, I asked this question a while ago 
and never got and answer but I observed taht somebody removed QOSGWidget from 
the repository after I did my question.

There's this implementation: 
http://hipersayanx.blogspot.com/2011/04/qt-openscenegraph-offscreen-rendering.html
I read in the forum somebody recommending this. On the other hand, when I use 
this implementation, not in my code, the viewer is slow and pixelated, it 
doesn't seem the best solution.

Any other suggestions? Which is the best Qt-OSG integration?

I saw that OSG2.9.8 comes with some osgqt library and that this library was 
improved in 2.9.9. Do I have any helpful utilities here?

I'm not a programmer so it's difficult to me to move from one distribution to 
another easily. I just need a good Qt-OSG implementation that guarantees that 
everytime I close a context and re-open it keeps everything tidy and in place 
so no memory leaks don’t appear.
I would be really thankful for any hints since I’m kind of lost and my app is 
stuck just at this point.
Thank you very much in advance.


... 

Thank you!

Cheers,
Juan

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Re: [osg-users] OSG Qt integration

2011-06-08 Thread Robert Osfield
Hi Juan,

I can't comment on the possible memory leak with using Qt.   What I
can say is that quite has bit has changed in the OSG and it's Qt
integration since 2.9.8 so I would recommend grabbing the svn/trunk or
2.9.15 dev release and building this directly yourself.

If you still see issues then it would be best to implement a small
example that illustrates the problem, such as modifiying one of the
OSG's Qt examples, so that others in the community can see if they can
reproduce the problem, and if there is a bug we can look into it.  It
doesn't make an sense for us to go chasing up and old dev release
though, all dev work goes into svn/trunk, so you'll need to move to
svn/trunk or the latest dev release so we can all work on the same
base.

Robert.

On Wed, Jun 8, 2011 at 4:18 PM, Juan Valverde jvalver...@gmail.com wrote:
 Hi,

 I'm using Qt 4.6.3 together with OSG 2.9.8 (precompiled from 
 http://www.multigesture.net/articles/how-to-compile-openscenegraph-2-x-using-mingw/).

 I have tried several ways to render an OSG window on top of the Qt GUI. I 
 always get the same behaviour, that is, when I open OSG viewer for the first 
 time it works just fine, I close, I re-open, and problems arise. Debugging 
 using gremedy gdebugger I found out that memory leaks arise when I close the 
 OSG viewer.

 I tried with my own implementation. I also tried 
 http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgviewerQtWidget/QOSGWidget.cpp
  and didn't work, same problem. By the way, I asked this question a while ago 
 and never got and answer but I observed taht somebody removed QOSGWidget from 
 the repository after I did my question.

 There's this implementation: 
 http://hipersayanx.blogspot.com/2011/04/qt-openscenegraph-offscreen-rendering.html
 I read in the forum somebody recommending this. On the other hand, when I use 
 this implementation, not in my code, the viewer is slow and pixelated, it 
 doesn't seem the best solution.

 Any other suggestions? Which is the best Qt-OSG integration?

 I saw that OSG2.9.8 comes with some osgqt library and that this library was 
 improved in 2.9.9. Do I have any helpful utilities here?

 I'm not a programmer so it's difficult to me to move from one distribution to 
 another easily. I just need a good Qt-OSG implementation that guarantees that 
 everytime I close a context and re-open it keeps everything tidy and in place 
 so no memory leaks don’t appear.
 I would be really thankful for any hints since I’m kind of lost and my app is 
 stuck just at this point.
 Thank you very much in advance.


 ...

 Thank you!

 Cheers,
 Juan

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Re: [osg-users] Setting up a camera

2011-06-08 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Diana,

First off, I don't see where you're setting the view matrix for the
camera in your code below. You compute the transform, but you'll need to
attach it to the camera.

Since it looks like you're navigating on a sphere, I would try the
following in your while loop below...

osg::EllipsoidModel convert;
osg::Matrixd position;
osg::Matrixd t_matrix;
convert.computeLocalToWorldTransformFromLatLongHeight(lat,lon,height,pos
ition);
t_matrix = position;
t_matrix.invert(t_matrix);
osg::Matrixd rotate2YUp;
rotate2YUp.makeRotate(-M_PI_2, osg::Vec3f(1.0, 0.0, 0.0));
t_matrix *= rotate2YUp;
viewer.getCamera()-setViewMatrix(t_matrix);
viewer.frame();

Of course, I'm assuming that you have all the other camera state (i.e.
projection matrix, viewport, etc.) set up correctly. The above doesn't
include an orientation transform so you will need to add that. When you
do, it will be concatenated with the position matrix.

Make sure that lat, lon are in RADIANS when you call
computeLocalToWorldTransformFromLatLongHeight. Height is usually in
meters.

One more thing...it would probably be best to move the code outside of
the while loop and place it in an UpdateCallback...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Diana
Kittelmann
Sent: Wednesday, June 08, 2011 2:59 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Setting up a camera

Yeah, I'm just seeing the blue background. And yaeh im struggeling with
the math to set up my matrix. 

I set it up like this:

while(!viewer.done())
{
   osg::EllipsoidModel convert;
   convert.convertLatLonHeightToXYZ(lat, lon, height, x, y, z);

   osg::Vec3 pos(x, y, z);
   osg::Matrixd matrix;
   matrix.setRotate(osg::Quat(osg::DegreesToRadians(0.0), osg::X_AXIS,
osg::DegreesToRadians(0.0), osg::Y_AXIS, osg::DegreesToRadians(0.0),
osg::Z_AXIS));
   matrix.setTrans(pos);
   viewer.getCamera();
   viewer.frame();
}

But I'm not sure if this is right. 

Diana

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Re: [osg-users] SwitchNode Animation with a specific time interval

2011-06-08 Thread Vijay Kalivarapu
Thanks Ulrich. I didn't know about this earlier. Looks like this is what I 
might need. I will post my findings on this soon.

... 

Thank you!

Cheers,
Vijay

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Re: [osg-users] Absolute beginner questions

2011-06-08 Thread Mohamed Alji
ps: ALL_BUILD is a project part of the solution OpenSceneGraph.sln !


Mohamed ALJI


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Re: [osg-users] Absolute beginner questions

2011-06-08 Thread basil huffman
I am aware. However, when I do a build solution on ALL_BUILD, it still produces 
the same slew of errors.

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Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-08 Thread Isha Kandaswamy
Hi,

I tried loading it like that, it generates a volume, and looks much better than 
before, but it still doesnt look right... It looks like most of the image is 
getting cut off..So i tried loading only 1 dicom file and it looks Like only 
the top 1/4th right hand corner of the image is getting rendered. I dont 
understand why this is happening, but i assume the only reason that the volume 
doesnt look proper is because of this..

Maybe the image is too large to be rendered... I dont understand this though.. 
could you explain to me, if this should be happening.. and is there a way to 
render the whole image properly?

Also I was reading some other posts and they talk about a transfer function.. 
Does that make a difference in how the image is rendered?? 

Thank you soo much for all your help... 

I have attached a screenshot, in which osg is shown as rendering the top right 
portion of the mri scan only

... 

Thank you!

Cheers,
Isha

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Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-08 Thread Robert Osfield
Hi Isha,

The image data still looks corrupted to me - the lines aren't normal,
so I'd suspect this is part of the problem along with only part of the
image being read.

As to what the problem might be I can't answer.  I would suspect an
issue with DCMTK reading the image itself.  I don't have your imagery
so I can't test it out myself.  Could you post a link to the data and
a description of the command line options you are using?

Robert.

On Wed, Jun 8, 2011 at 6:46 PM, Isha Kandaswamy
isha.kandasw...@gmail.com wrote:
 Hi,

 I tried loading it like that, it generates a volume, and looks much better 
 than before, but it still doesnt look right... It looks like most of the 
 image is getting cut off..So i tried loading only 1 dicom file and it looks 
 Like only the top 1/4th right hand corner of the image is getting rendered. I 
 dont understand why this is happening, but i assume the only reason that the 
 volume doesnt look proper is because of this..

 Maybe the image is too large to be rendered... I dont understand this 
 though.. could you explain to me, if this should be happening.. and is there 
 a way to render the whole image properly?

 Also I was reading some other posts and they talk about a transfer function.. 
 Does that make a difference in how the image is rendered??

 Thank you soo much for all your help...

 I have attached a screenshot, in which osg is shown as rendering the top 
 right portion of the mri scan only

 ...

 Thank you!

 Cheers,
 Isha

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 http://forum.openscenegraph.org//files/screenshot_102.png


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[osg-users] Please test svn/trunk in prep for 2.9.16 dev release

2011-06-08 Thread Robert Osfield
Hi All,

I'm planning to tag the 2.9.16 dev release tomorrow so would
appreciate testing of svn/trunk.  Please let me know of success or
failure so I know how well things are shapping up for the release.

Cheers,
Robert.
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Re: [osg-users] Shaders and Nvidia 275.33 drivers problem

2011-06-08 Thread Buckley, Bob CTR MDA/DES
Concur.
They broke 3DVision (dual OC'd 250's)
Transmitter lights up, flashes, then turns off.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
Gordon
Sent: Wednesday, June 08, 2011 5:28 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Shaders and Nvidia 275.33 drivers problem

The 275.33 Drivers are not good I personally would avoid like the plague, they 
are causing all sorts of problems for people



Gordon Tomlinson
System Engineering Consultant 
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alexander 
Sinditskiy
Sent: Wednesday, June 08, 2011 5:04 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Shaders and Nvidia 275.33 drivers problem

Hello

I have win7 x64  nvidia video card
I found strange problem after update to version 275.33 of nvidia drivers.

I see artifacts with shaders, i tried to find why.

Part of shader uniform variables are not work correctly.
i try to debug it with gdebugger and i noticed non-initialized values in part 
of uniforms.

file src/osg/Program.cpp lines 672-673


Code:

_extensions-glGetActiveUniform( _glProgramHandle,
i, maxLen, 0, size, type, name );




Later i found that names of array variables coming with [0]. example - 
%name%[0]
i tested with 266.58 they coming without [0]

as result in _uniformInfoMap[Uniform::getNameID(reinterpret_castconst 
char*(name))] = ...
we recording values with [0].

file src/osg/Program.cpp lines 213

Code:

inline void apply(const Uniform uniform) const
{
GLint location = getUniformLocation(uniform.getNameID());
if (location=0)




and here we can't get right location


i fix it, please look patch


Code:

--- a/OpenSceneGraph/src/osg/Uniform.cpp
+++ b/OpenSceneGraph/src/osg/Uniform.cpp
@@ -611,13 +611,13 @@ unsigned int Uniform::getNameID(const std::string name)
static UniformNameIDMap s_uniformNameIDMap;

OpenThreads::ScopedLockOpenThreads::Mutex lock(s_mutex_uniformNameIDMap);
-UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name);
+UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name.substr(0, 
name.find([)));
 if (it != s_uniformNameIDMap.end())
 {
 return it-second;
 }
 unsigned int id = s_uniformNameIDMap.size();
-s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name, id));
+s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name.substr(0, 
name.find([)), id));
return id;
 }




But i don't think that is a good solution.


Thank you!

Cheers,
Alexander

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[osg-users] OSG based aplication nominated in CG Architect Awards

2011-06-08 Thread Alberto Jaspe
Hello people!

Lot of time without writing anything here. Anyway I've been using a lot OSG
in almost all my projects.

I just one to tell you that one of them have just been nominated in the CG
Architect Awards 2011, for Best Real-Time Application, and is completely
based on OpenSceneGraph. It's called Spatial, volumetric and sectional
analysis of the Cathedral of Santiago de Compostela.

http://3dawards.cgarchitect.com/nominees/view/realtime/1099

So never is late to thank the community, because without you this projects
are not possible.


-- 
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*Computer Graphics RD Guy*

http://albertojaspe.net
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Re: [osg-users] [osgPlugins] Build OSG using DCMTK

2011-06-08 Thread Isha Kandaswamy
Hi,

I run it using osgvolume  dir of dcm files 
as you suggested...

this is the link to the dcm data  
https://jshare.johnshopkins.edu/pkazanz1/Skull-2mm.zip

I dont seem to understand when i render only one of the files, how it looks 
right, except that it looks like a part of that image... but the whole volume 
looks wrong... 

Thank you soo much for helping me out. 


... 

Thank you!

Cheers,
Isha

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Re: [osg-users] Please test svn/trunk in prep for 2.9.16 dev release

2011-06-08 Thread Ryan Pavlik
The latest source builds successfully with everything possible enabled on
Ubuntu Natty x64.

On Wed, Jun 8, 2011 at 1:26 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi All,

 I'm planning to tag the 2.9.16 dev release tomorrow so would
 appreciate testing of svn/trunk.  Please let me know of success or
 failure so I know how well things are shapping up for the release.

 Cheers,
 Robert.
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-- 
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HCI Graduate Student
Virtual Reality Applications Center
Iowa State University

rpav...@iastate.edu
http://academic.cleardefinition.com
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Re: [osg-users] 2.8.5 release tag

2011-06-08 Thread Eric Sokolowsky
The first thing to do is update the wiki, and generate the official zip
distribution. I have made a zip file by exporting the subversion tag given,
and I can upload it somewhere if that would help. I'm in the process of
creating rpm files for use on Fedora 14, x86_64. I will also soon make rpm
files for Centos 5, which should also work with Red Hat Enterprise Linux.

I'd be willing to help edit the wiki but alas I have forgotten (again) how
to get access.

Eric

On Mon, Jun 6, 2011 at 9:14 PM, Paul Martz pma...@skew-matrix.com wrote:

 Hi all -- OSG 2.8.5 is now released. The official svn tag is:


 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.5

 Will need to get info on the wiki about this shortly.

 Thanks to everyone who pitched in to help test this release! Fingers
 crossed, we didn't introduce too many issues with our changes.

 --
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   http://www.skew-matrix.com/
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Re: [osg-users] 2.8.5 release tag

2011-06-08 Thread Paul Martz
Thanks, Robert -- I just tried to log in to the wiki so that I could get the 
wiki markup source for the 2.8.4 press release to use as a template:

http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.4

However, I got an error when I tried to log in to the wiki:
  Trac detected an internal error:
  OperationalError: database is locked

If you could resolve this issue and/or send me the wiki markup source, then I'll 
write up the announcement and post it.

   -Paul


On 6/6/2011 11:55 PM, Robert Osfield wrote:

Hi Paul,

On Tue, Jun 7, 2011 at 2:14 AM, Paul Martzpma...@skew-matrix.com  wrote:

Hi all -- OSG 2.8.5 is now released. The official svn tag is:

http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.5

Will need to get info on the wiki about this shortly.

Thanks to everyone who pitched in to help test this release! Fingers
crossed, we didn't introduce too many issues with our changes.


Congratulations on another stable release ;-)

Let me know what and when you want me to update the website and blog
about the release.  I can do it right away but you might want binaries
put together, let me know what you want me to do.

Cheers,
Robert.
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Re: [osg-users] 2.8.5 release tag

2011-06-08 Thread Chris 'Xenon' Hanson
On 6/8/2011 2:18 PM, Eric Sokolowsky wrote:
 The first thing to do is update the wiki, and generate the official zip 
 distribution. I
 have made a zip file by exporting the subversion tag given, and I can upload 
 it somewhere
 if that would help. I'm in the process of creating rpm files for use on 
 Fedora 14, x86_64.
 I will also soon make rpm files for Centos 5, which should also work with Red 
 Hat
 Enterprise Linux.

  We'll have our usual three-platform builds available shortly as well.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
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