Re: [osg-users] Methods to improve large scene shadows with ViewDependentShadowMap

2012-03-13 Thread Wang Rui
Hi Robert,

I've made some tests today and gradually know my problems, but feels thorny
to solve them. :-)

The shadowed scene looks good when it is displayed separately. Although
there are still aliasing when tilting the view point to have a horizontally
view, I think one of the cause is the precision from the near to the far
plane, and can bear or resolve it with some blurring methods. But when I
place the city on the earth and try to make shadows on it (the earth tiles
are not included as shadow casters or receivers), there is one major
problem: the shadow may disappear suddenly when I'm adjusting the look-at
vector for horizontally views. This issue always occurs when I'm in the
opposite direction of the light. I tried following the code
in ViewDependentShadowMap and guess it is still related to the near/far
computation, as in my scene graph, the far plane value may be extremely
large because of the earth radius.

I don't have a proper solution for that case but wonder if we could have a
callback/option in ViewDependentShadowMap to enable setting user-defined
projection matrices instead of reading them from the cull visitor, with
which we can set up the light frustum to have a fixed near/far pair instead
of a changing one. As shadows are meaningless when they are far away from
the viewer, I think this is suitable for most cases and can help improve
the shadow quality when handling large scene cases. The theory of PSSM and
CSM algorithm may help, but at present I think they are not implemented in
the ViewDependentShadowMap class (yes, we have the PSSM but it has problems
working with RTT cameras at present :-)

Wang Rui


2012/3/12 Robert Osfield robert.osfi...@gmail.com

 HI Rui,

 Thanks for the links to the data, I will download and have a
 experiment later, most likely tomorrow as I have to go out quite soon.

 The screenshot is suggests to me that the main artefact is simply that
 the shader used/fixed function pipeline isn't computing the shadowed
 colour correctly and would disappear if appropriate shaders were used
 to make sure the back facing triangles are coloured the same as the
 shadowed region.  When using the standard fixed function pipeline you
 just get black for the shadowed around so the result always has this
 artefact.

 Robert.

 On 12 March 2012 13:20, Wang Rui wangra...@gmail.com wrote:
  Hi Robert,
 
  I'd like to provide a set of city models for shadow tests. It is already
  constructed with paged LODs so can be viewed smoothly on my Windows 7 and
  GTX 460. I've uploaded it at box.com, totally two compressed packages:
  http://www.box.com/s/s1bnf4eqenrc30opxzj4
  http://www.box.com/s/ubu4186593fjc8tslntq
 
  Of course tarballs are not suitable for public test. It should be
  comfortable if we could load and render the city from an HTTP address,
 just
  like the earth_bayarea example dataset. The snapshot attached shows that
  most of the shadows are at the right place but some with obvious aliasing
  issues and streaks (as on the right bottom side).
 
  Cheers,
 
  Wang Rui
 
 
  2012/3/12 Robert Osfield robert.osfi...@gmail.com
 
  Hi Rui,
 
  Artifacts can be caused by a number of different reasons, as I have
  seen the models, screenshots of the artefacts I don't feel comfortable
  pointing at any particular cause or solution.
 
  Having a public model we can test against would be very useful.  Also
  modifying the osgshadow example to have a unit test for these case
  would also be useful.  Given a unit test we as group can start
  refining things for the problem cases.
 
  As a more general note ViewDependentShadowMap doesn't yet provide
  shaders that resolve the issue correct lighting of shadows, the thread
  you link to discusses this topic.  Introducing the required shaders as
  an option into  ViewDependentShadowMap would address one of the areas
  that artefacts can be seen when users don't provide their own shaders
  that do the lighting correctly.  This won't solve all the potential
  artefacts that we see when doing shadow mapping but it would at least
  discount one possible set of problems.
 
  Robert.
 
  On 12 March 2012 09:38, Wang Rui wangra...@gmail.com wrote:
   Hi all,
  
   I'm currently working on an example that uses
   osgShadow::ViewDependentShadowMap for generating dynamic shadows on a
   large
   area of buildings. It can work correctly on a huge city which is
 created
   by
   CityEngine and then converted to OSG styled scene graph. It also
   generates
   aliasing issues as expected, but I'm still looking for some good
   solutions
   to reduce such problem and want to discuss them in this thread if
   possible.
   My test program and a simple shader file can be found in attachement.
  
   I've already read a similar topic at:
  
  
 http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2011-August/053731.html
   And I believe it is necessary to apply some filters on the shadow map
   (the
   test shader file simply uses PCF 

Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Ethan Fahy
Jason, it looks like something went wrong with your last post since it's 
awaiting approval.  There was a file attached but it was identical to the last 
file.  Was there something important in that message that I missed?  Thanks 
again.

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Re: [osg-users] [forum] using a TV remote control

2012-03-13 Thread Helen Diez
Hi Ulrich,

I'm using Microsoft Windows 7.

I still haven't found a solution to me problem. Any help will be really 
apreciated

Thank you!

Cheers,
Helen

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Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Jason Daly
I typically just use the mailing list instead of the forum.  I guess the 
Mail2Forum gateway doesn't handle attachments very well.

Here it is...

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Attachments: 
http://forum.openscenegraph.org//files/human_125.osg


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[osg-users] [3rdparty] get nearest point from Camera

2012-03-13 Thread Jeremie Kaltenmark
Hi,


I'm currently working on a zoom function. 
The user has to select an area on the screen by dragging a rectangle, my goal 
is then to move camera such that what has been selected is exactly the new 
projected view (selection is forced to respect current ratio.)

to do that: I project the center selection and the middle of the left-edge 
selection on the plan of first politope point (as it's the nearest from camera).
With this two points and camera's forward vector, i'm able to compute the new 
position of my camera.
My solution works fine, the result is what i wanted (without modify projection 
matrix) but my problem is that compute a polytope could be very long. 


Is there a faster way to get the nearest point from camera ? (like using the 
depthbuffer?)
I didn't find something which can help me. 

 
Thank you for your help!

Cheers,
Jeremie

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Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Jason Daly

On 03/13/2012 07:14 AM, Ethan Fahy wrote:

Jason, it looks like something went wrong with your last post since it's 
awaiting approval.  There was a file attached but it was identical to the last 
file.  Was there something important in that message that I missed?  Thanks 
again.


No, it's fine.

It looked to me like my attachment from the mailing list didn't make it 
through the gateway to the forum properly, so I went ahead and logged 
onto the forum to post it directly there.  Of course, by the time I got 
through with that, the original attachment had shown up just fine.


But then, of course, my post was flagged for approval because I'm a new 
user on the forum  :-)


--J

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Re: [osg-users] Simuating realistic large crowds with RVO2 C++ library

2012-03-13 Thread Christian Buchner
I have just just posted this to osg-submissions. For the required 2D
artwork, please contact me by E-mail once you have succeeded compiling
this.

It is probably a bit easier to get going on Linux than on Windows. The
FindRVO2.cmake module needs more work to work on windows and accept
pre-built RVO2 dependencies.

Christian
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[osg-users] Mac: GLSL 120?

2012-03-13 Thread Chris Hanson
http://lwjgl.org/forum/index.php?topic=4071.0

  Apparently it's possible under Lion to get support for GLSL beyond 1.20
(#version 120). I'm not a Mac guy, so I figured I'd ask, is it possible to
trigger this support from within OSG at this point?

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Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Ethan Fahy
Oh OK gotcha.  Thanks again, I did end up implementing everything correctly for 
a different model that needed to be indexed per vertex instead of per 
primitive.  I also changed my shaders so that the lookup table logic went into 
the vertex shader instead of the frag shader.  If I did the lookup in the frag 
shader then the vertex values were interpolated which is not what I wanted.  
For the models that must be bound per primitive, I'll probably just revert to 
encoding the index numbers in the vertex colors instead of generic vertex 
attributes.  However I am debating whether I should create a separate forum 
thread about using generic vertex attributes that are BIND_PER_PRIMITIVE with 
GLSL; both of us were unable to get it working but since I can't find any 
documentation online for why it wouldn't work it might be worth asking to a 
larger audience since this thread has veered off from its original title 
somewhat.

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Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Christian Buchner
Attention, almost anything that is BIND_PER_PRIMITIVE will force osg
into a slow render path that does make use of immediate draw calls.

Christian
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Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Ethan Fahy
Thanks Christian,

To clarify, if I have a scene with lots of objects that are bound per vertex 
and just one, relatively simply object that is bound per primitive, will that 
one object that is bound per primitive harm the rendering speed of the entire 
scene or just of that one object?  

I have a physical model that outputs temperature for each facet of the model so 
if I want to color the model I can't use bind per vertex and still have a 
perfect representation of the physical model.


Christian Buchner wrote:
 Attention, almost anything that is BIND_PER_PRIMITIVE will force osg
 into a slow render path that does make use of immediate draw calls.
 
 Christian
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[osg-users] OSG within firebreath?

2012-03-13 Thread Paul Griffiths
Hi,
Just a quick ask.
Has anyone had any experiance integrating OSG with Firebreath? ( 
http://www.firebreath.org/ )

Firebreath gives you the power of c++ as a plugin within the most popular 
browsers.

Anyone?
... 

Thank you!

Cheers,
Paul

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Re: [osg-users] OSG within firebreath?

2012-03-13 Thread Chris Hanson
Read this thread:

http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-April/050282.html



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Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Christian Buchner
My guess is that it affects the drawable only. But I am not really
qualified to answer that.

Christian

Am 13. März 2012 17:57 schrieb Ethan Fahy ethanf...@gmail.com:
 Thanks Christian,

 To clarify, if I have a scene with lots of objects that are bound per vertex 
 and just one, relatively simply object that is bound per primitive, will that 
 one object that is bound per primitive harm the rendering speed of the entire 
 scene or just of that one object?
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Re: [osg-users] OSG within firebreath?

2012-03-13 Thread Paul Griffiths
Thanks for the link.

Don't think ill be using firebreath, seems a bit of a overkill considering its 
windows only.

Theres next to nothing on the osg forum about osg and web browsers, which is 
quite surprising if not shocking!  :O 

Anyone have any code to share for browsers internet explorer, firefox and any 
others on other systems other than windows?

If not ill get my head down, pretty good at this sort of stuff.

cheers.

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Re: [osg-users] Mac: GLSL 120?

2012-03-13 Thread Stephan Huber
Hi Chris,

AFAIK it's not possible (yet) to use open gl 3 with osg on mac/lion.
There's a submission at osg-submission to add GL 3 support, but it's not
committed yet.

cheers,
Stephan

Am 13.03.12 17:07, schrieb Chris Hanson:
 http://lwjgl.org/forum/index.php?topic=4071.0
 
   Apparently it's possible under Lion to get support for GLSL beyond 1.20
 (#version 120). I'm not a Mac guy, so I figured I'd ask, is it possible to
 trigger this support from within OSG at this point?
 
 
 
 
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Re: [osg-users] OSG within firebreath?

2012-03-13 Thread Chris Hanson

 Anyone have any code to share for browsers internet explorer, firefox and
 any others on other systems other than windows?
  If not ill get my head down, pretty good at this sort of stuff.


I would think the osg4web work is the best place to start as it claims:

Currently the supported browsers are Firefox and IE and the OS platform is
Windows XP-Vista. Nevertheless, most part of the code is OS neutral.


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Re: [osg-users] If I set a vertex color using floats and access the vertex color in a shader, is there a loss of precision?

2012-03-13 Thread Jason Daly

On 03/13/2012 12:52 PM, Christian Buchner wrote:

Attention, almost anything that is BIND_PER_PRIMITIVE will force osg
into a slow render path that does make use of immediate draw calls.


I mentioned this up a bit higher in the thread.

The question of whether or not it will be slow is different than whether 
or not it will (or should) work properly at all.


As far as I can tell, OSG implements the necessary glVertexAttrib() 
calls that you'd need for this to work, so I don't know why the 
attributes fail to make it to the vertex shader.


Sure, it's generally not a good idea to rely on PER_PRIMITIVE bindings 
at all, but for a particular use case where, say, scientific data is 
being visualized, the visualization lends itself to per-primitive 
attributes, and there are few enough primitives that performance isn't a 
problem, is there a reason why OSG wouldn't handle this?


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Re: [osg-users] OSG within web browsers?

2012-03-13 Thread Jason Daly

Chris Hanson wrote:
 
 I would think the osg4web work is the best place to start as it claims:
 
 
  Currently the supported browsers are Firefox and IE and the OS platform is 
  Windows XP-Vista. Nevertheless, most part of the code is OS neutral.
  
 
 


There's also osg.js (osgjs.org), which approaches it differently, providing an 
OSG-like JavaScript API on top of WebGL.

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[osg-users] [osgCompute] Graph layout using osgCompute

2012-03-13 Thread Vladimir Polak
Hi everybody,

I've got here some issue I would like to discuss with you first  because I am 
kind of newbie in osg and also osgCompute. I would like to accelerate 
computation of graph layout with osgCompute, but I am not sure if possible or 
if it's osgCompute suitable for this task. My graph nodes are represented as 
geodes in scene graph and I need to recalculate their positions according to 
their neighbouring nodes. This part I have already implemented but I would like 
to tranfers this position computation on GPU.

I looked at this particle demo example which is in some way similar to my 
problem but the major difference is that in this particle demo there is just 
one geode with particles as vertices in geometry but in my case there one geode 
for every graph node. Do you think it can work?


Thank you!

Cheers,
Vladimir

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[osg-users] Add control buttons to control animation scene

2012-03-13 Thread Gridsada Phanomchoeng
Hi,

I created an animation by setting setUpdateCallback an AnimationPath to a 
MatrixTransform.  Then, I run the animation by using

while( !viewer.done() )
{
viewer.frame();
}

The animation works well.

Now, I would like to add control buttons to control the animation. For example, 
when I push a button, I would like to have the animation play from key frame 1 
to 10 and stop. When I push another button, I would like to have the animation 
play from key frame 11 to 20 and stop.

I have some ideas on how to create control buttons.

However, I don't know how to modify these code

while( !viewer.done() )
{
viewer.frame();
}

to make it play as I want.

If anyone knows how to do this, could you please let me know?

Thank you!

Cheers,
GP

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[osg-users] place osgtext above moving object

2012-03-13 Thread jo mo
Hi,

I have a scene with moving teams (represented as spheres) and I want to place 
an osgText above each of these team such that the text movels along the object. 
I tried the following code (teamPos is the node representing the team, lat, lon 
and z is the current team position): 

osg::ref_ptrosgText::Text teamLabel = new osgText::Text();
osg::ref_ptrosgText::Font g_font = 
osgText::readFontFile(fonts/arial.ttf);

teamLabel-setDataVariance(osg::Object::DYNAMIC);
teamLabel-setFont(g_font.get());
teamLabel-setCharacterSize( 100.0 );
teamLabel-setFontResolution( 22, 22 );
teamLabel-setColor( osg::Vec4(1.0,1.0,1.0,0.5) );
teamLabel-setPosition( osg::Vec3f(lon,lat,z) );
teamLabel-setAlignment( osgText::Text::CENTER_TOP );
teamLabel-setAxisAlignment(osgText::TextBase::SCREEN);
teamLabel-setCharacterSizeMode( osgText::Text::SCREEN_COORDS );
teamLabel-setBackdropType( osgText::Text::OUTLINE );
teamLabel-setBackdropColor( osg::Vec4(0,0,0,1) ); 
teamLabel-setBackdropImplementation( osgText::Text::STENCIL_BUFFER 
);
teamLabel-setBackdropOffset(0.2f,0.2f);
teamLabel-setAutoRotateToScreen( true );
teamLabel-setText( teamString.toStdString().c_str() );

osg::ref_ptrosg::Geode positionGeode = new osg::Geode;
positionGeode-addDrawable(teamPos);
positionGeode-addDrawable(teamLabel);

Has anybody got an idea what I am doing wrong?

Thank you!

Cheers,
jo

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[osg-users] Hiding a node from a single view

2012-03-13 Thread Don Katyl
Hi,

I have a scene with a number of 3D models and I need to be able to view the 
scene from the point of view of one of the models.  When I view the scene from 
one of the models, I'd like to hide that model from view so it doesn't block 
the view.

I'm using Switch nodes to enable/disable the models now, but I need to add 
support for multiple views with different viewpoints, and I want the model to 
be visible from those other viewpoints.

I tried using update callbacks to set the node masks to zero to hide the 
models, but then the callbacks stopped getting called and I couldn't unhide the 
models.

What is the best way to accomplish this?  Node masks, cull callbacks?
I'm using version 2.8.4 of OSG.

Thank you!

Cheers,
Don

(P.S.  This is my first post in the OSG forums!)

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[osg-users] Stack overflow error with derived osg classes

2012-03-13 Thread Antony Tomarelli
(Sorry, couldn't figure out how to be specific but concise with the title)

I created a class (called Test) that derived from PositionAttitudeTransform 
which would control the position of a shape (so a geode) in the scene. I wanted 
to then update it by setting that class as the geode's user data, and then 
having it update via a callback (which is irrelevant to the problem (as far as 
I can see)).

However, when I add an instance of Test as geode's user data a stack overflow 
occurs when the viewer calls realize(). No stack overflow if I don't. I see 
that addChild() is virtual, but I don't know if that would cause problems - I'm 
still rather a novice to OSG and C++. Can anyone explain the problem?

Here's the code for Test:


Code:

#include osg/PositionAttitudeTransform

class Test : public osg::PositionAttitudeTransform
{
public:
Test(osg::ref_ptrosg::Node geode) { addChild(geode); }
~Test() { }

};




And here's main:


Code:

int main(int argc, const char** argv)
{
osg::ref_ptrosg::Group root = new osg::Group();

// Create viewer
osgViewer::Viewer viewer;
viewer.setSceneData(root);

osg::ref_ptrosg::Geode geode = new osg::Geode();

Test* t = new Test(geode);

root-addChild(t);
geode-setUserData(t);

// Create camera
viewer.setCameraManipulator(new osgGA::TrackballManipulator());

// Run scene
viewer.setUpViewInWindow(0, 0, 800, 600);
viewer.realize();

while (!viewer.done())
{
// Step the graphics display
viewer.frame();
}

return 0;
}




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[osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1

2012-03-13 Thread Zachary Hilbun
Hi,

This is a Linux machine and I am using Eclipse for development of a Qt app.

I installed OSG V 3.0.0 and found it did not have the Qt integration in it.  I 
then downloaded and built OSG V 3.0.1.  I need to read a PNG image but find 
that I have no osgdb_png.so in my 3.0.1 directory which is under 
/usr/local/lib/osgPlugins-3.0.1.  I do have it under my home directory 
/OpenSceneGraph/lib/osgPlugins-3.0.0.

Can I just copy  the 3.0.0 plugin to my 3.0.1 directory or is there a version 
problem?

Why didn't my osgdb_png.so get placed in the 3.0.1 plugin directory along with 
the rest of the plugins?  How can I get it there?

What needs to be set up in order for the plugins to be found?

I now have 2 OSG versions on my computer.   Can I safely get rid of the 3.0.0 
version?  How can I do that?

Thank you!

Cheers,
Zachary

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Re: [osg-users] Stack overflow error with derived osg classes

2012-03-13 Thread Jason Daly

On 03/02/2012 02:32 PM, Antony Tomarelli wrote:

(Sorry, couldn't figure out how to be specific but concise with the title)

I created a class (called Test) that derived from PositionAttitudeTransform 
which would control the position of a shape (so a geode) in the scene. I wanted 
to then update it by setting that class as the geode's user data, and then 
having it update via a callback (which is irrelevant to the problem (as far as 
I can see)).

However, when I add an instance of Test as geode's user data a stack overflow 
occurs when the viewer calls realize(). No stack overflow if I don't. I see 
that addChild() is virtual, but I don't know if that would cause problems - I'm 
still rather a novice to OSG and C++. Can anyone explain the problem?


A stack overflow usually means some kind of infinite recursion is 
happening.  A method is calling another method, which calls another 
method, and so forth, until eventually the original method is called 
again.  This cycle continues forever until the system runs out of stack 
space (there's no more room to keep track of all the method calls).


--J
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[osg-users] [osgPlugins] write to collada

2012-03-13 Thread David De Weerdt
Hi,

I have the following osg file. If I load this in my application, it loads fine. 
If I use osgDB::writeNodeFile to write the scenegraph to a collada (.dae) file, 
the cube is not added to the collada file.
I do not get any errors/warnings and I have other osg files that I can convert 
to .dae perfectly fine. So it is probably something specific with this file.


Code:

Switch {
  UniqueID Switch_0
  name World switch
  nodeMask 0x
  cullingActive TRUE
  StateSet {
UniqueID StateSet_1
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
GL_LIGHTING OFF
PolygonMode {
  mode FRONT_AND_BACK FILL
}
  }
  NewChildDefaultValue 1
  ValueList {
1
  }
  num_children 1
  Group {
UniqueID Group_2
name Virtual world 1
nodeMask 0x
cullingActive TRUE
num_children 1
Geode {
  UniqueID Geode_3
  name myCube
  nodeMask 0x
  cullingActive TRUE
  description {
-
Cube
  }
  num_drawables 1
  ShapeDrawable {
UniqueID ShapeDrawable_4
Box {
  UniqueID Box_5
  Center 0 0 0
  HalfLengths 0.5 0.5 0.5
  Rotation 0 0 0 1
}
useDisplayList TRUE
useVertexBufferObjects FALSE
color 1 1 1 1
  }
}
  }
}




The dae file that this generated is:


Code:

?xml version=1.0 encoding=UTF-8?
COLLADA xmlns=snippedCOLLADASchema version=1.4.1
asset
created2006-07-25T00:00:00Z/created
modified2006-07-25T00:00:00Z/modified
unit/
/asset
library_visual_scenes
visual_scene id=defaultScene
node id=sceneRoot
node id=World switch
node id=Virtual world 1/
extra type=Switch
technique 
profile=OpenSceneGraph
ValueList1/ValueList
/technique
/extra
/node
/node
/visual_scene
/library_visual_scenes
scene
instance_visual_scene url=#defaultScene/
/scene
/COLLADA




I'd appreciate any ideas.

Thank you,
David

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Re: [osg-users] [osgPlugins] My PNG plugin in missing after buildingOSG V 3.0.1

2012-03-13 Thread Jason Daly

On 03/13/2012 06:04 PM, Zachary Hilbun wrote:

Hi,

This is a Linux machine and I am using Eclipse for development of a Qt app.

I installed OSG V 3.0.0 and found it did not have the Qt integration in it.  I 
then downloaded and built OSG V 3.0.1.  I need to read a PNG image but find 
that I have no osgdb_png.so in my 3.0.1 directory which is under 
/usr/local/lib/osgPlugins-3.0.1.  I do have it under my home directory 
/OpenSceneGraph/lib/osgPlugins-3.0.0.

Can I just copy  the 3.0.0 plugin to my 3.0.1 directory or is there a version 
problem?

Why didn't my osgdb_png.so get placed in the 3.0.1 plugin directory along with 
the rest of the plugins?  How can I get it there?

What needs to be set up in order for the plugins to be found?

I now have 2 OSG versions on my computer.   Can I safely get rid of the 3.0.0 
version?  How can I do that?


I'm guessing you installed OSG-3.0.0 from a package in your Linux 
distribution.  If so, you can use the regular package management system 
for your distribution to remove OSG-3.0.0 (if you can tell us which 
Linux distribution you have, we can probably give you more specific 
instructions).


In order to build the osgdb_png.so plugin, you need the libpng 
development libraries installed on your system (most likely, you only 
have the runtime libraries, which doesn't include the headers needed for 
development).  If your distribution has a package called libpng-devel or 
libpng-dev, you'll need to install that.


--J

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Re: [osg-users] OSG within firebreath?

2012-03-13 Thread Luigi Calori

On 13/03/2012 19.04, Chris Hanson wrote:


Anyone have any code to share for browsers internet explorer,
firefox and any others on other systems other than windows?
 If not ill get my head down, pretty good at this sort of stuff.


I would think the osg4web work is the best place to start as it claims:


Our latest work can be viewed here:

http://www.aquaepatavinae.lettere.unipd.it/portale/?page_id=2174

unfortunately is just italian and german, you should get  the plugin for 
widows


http://147.162.44.41/portale/wp-content/extra/osg4web-setup.exe

or mac

http://147.162.44.41/portale/wp-content/extra/OSG4Web.pkg

this is not using Firebreath, but we would really like

here is a tentative project of Firebreath + OSG  under Linux

https://code.launchpad.net/~osg4web/osg4weblinux/main

It is not really up to date... it runs OSG within a separate process, using

gtk_drawing_area to draw inside the plugin window browser

The window code, more complex and, unfortunately, not based on firebreath, use 
similar idea: OSG run in a separate process

This tecnique can not be used on OSX

If someone is intersted, we can give more detail







Currently the supported browsers are Firefox and IE and the OS 
platform is Windows XP-Vista. Nevertheless, most part of the code is 
OS neutral.


Yes, it isusing Firebreath should enhance prortability by going also 
cross-browser


HTH

Luigi


--
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SuperComputing Applications and Innovation Department
CINECA - via Magnanelli, 6/3, 40033 Casalecchio di Reno (Bologna) - ITALY
Tel: +39 051 6171509  Fax: +39 051 6132198
hpc.cineca.it

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Re: [osg-users] [osgPlugins] write to collada

2012-03-13 Thread Jason Daly

On 03/12/2012 08:49 AM, David De Weerdt wrote:

Hi,

I have the following osg file. If I load this in my application, it loads fine. 
If I use osgDB::writeNodeFile to write the scenegraph to a collada (.dae) file, 
the cube is not added to the collada file.
I do not get any errors/warnings and I have other osg files that I can convert 
to .dae perfectly fine. So it is probably something specific with this file.



Your file includes a ShapeDrawable.  This doesn't mean anything to 
anyone except for OSG itself.  If you want to export a cube to COLLADA, 
you'll need to change that ShapeDrawable cube to be a Geometry with all 
the necessary vertices, indexes, etc.


In general, it's best to avoid ShapeDrawables except for quick tests and 
toy applications.  They often lead to problems like this  :-)


--J

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Re: [osg-users] place osgtext above moving object

2012-03-13 Thread Chris Hanson
On Wed, Mar 7, 2012 at 8:19 AM, jo mo j...@ifen.com wrote:

 I have a scene with moving teams (represented as spheres) and I want to
 place an osgText above each of these team such that the text movels along
 the object. I tried the following code (teamPos is the node representing
 the team, lat, lon and z is the current team position):
osg::ref_ptrosg::Geode positionGeode = new osg::Geode;
positionGeode-addDrawable(teamPos);
positionGeode-addDrawable(teamLabel);

 Has anybody got an idea what I am doing wrong?


  You don't say what results you get or how they are wrong.

  Is the positioning of the team sphere working? You say teamPos is a node,
but really it should be a Drawable, which is NOT a node.


 Thank you!

 Cheers,
 jo

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Training • Consulting • Contracting
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GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
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Re: [osg-users] Hiding a node from a single view

2012-03-13 Thread Chris Hanson
Nodemasks can be set on the Nodes, and each view can have a unique
nodemask. The bitwise AND of the two must be non-zero for a Node to display
in a view.


-- 
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Re: [osg-users] Hiding a node from a single view

2012-03-13 Thread Jean-Sébastien Guay

Hi Don,


What is the best way to accomplish this?  Node masks, cull callbacks?


Chris's solution will work fine, but you may have many objects you want 
to control independently and then you'll run out of bits in your node mask.


If that's the case, a cull callback can be another way to do it. In a 
cull callback, you can dynamic_cast the nodevisitor pointer to an 
osgUtil::CullVisitor, then get the current camera and its view. If you 
have any way of identifying the nodes you want to see and the ones you 
don't, and the views in which you want them to be visible or not 
(something as simple as a string comparison to the name of the 
node/view, or a hash map lookup, or whatever) then in the cull callback 
you can simply not traverse and that node's children (geometry etc) will 
not be visible.


You could get fancy and implement your own PerViewSwitch node, that 
would inherit from osg::Group and override the traverse() method to 
decide whether to traverse or not based on the name of the 
view/camera/node or whatever.


Hope this helps,

J-S
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Re: [osg-users] OSG within firebreath?

2012-03-13 Thread Wang Rui
Hi Paul,

Also have a look at the source code of the coming book OpenSceneGraph 3.0
Cookbook. It has an initial implementation of integrating OSG and
FireBreath under Windows. :-)
https://github.com/xarray/osgRecipes

The book link:
http://www.packtpub.com/openscenegrap-3-for-advanced-3d-programming-using-api-cookbook/book

Wang Rui


2012/3/14 Paul Griffiths gaffe...@gmail.com

 Thanks for the link.

 Don't think ill be using firebreath, seems a bit of a overkill considering
 its windows only.

 Theres next to nothing on the osg forum about osg and web browsers, which
 is quite surprising if not shocking!  :O

 Anyone have any code to share for browsers internet explorer, firefox and
 any others on other systems other than windows?

 If not ill get my head down, pretty good at this sort of stuff.

 cheers.

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Re: [osg-users] [forum] using a TV remote control

2012-03-13 Thread Ulrich Hertlein
Hi Helen,

On 13/03/12 22:35 , Helen Diez wrote:
 I'm using Microsoft Windows 7.
 I still haven't found a solution to me problem. Any help will be really 
 apreciated

You wrote 'When I press red button on my remote, letter a is written...'.  
Writte where?

How do you interface with the remote control stuff?  Is it through an SDK?  A 
separate
applications that fakes key presses?

Cheers,
/ulrich
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Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1

2012-03-13 Thread Zachary Hilbun
Hi,

You mentioned that you need the libpng development libraries installed on your 
system.  The closest thing I have to that is ReaderWriterPNG.cpp under 
OpenSceneGraph-3.0.1/src/osgPlugins/png.  Is that it?  If not, where would I 
download what I need for my version of OGS?  Is it documented anywhere that you 
have to do this if you want to do PNG?

Doing a search in Synaptic Package Manager it shows packages such as 
linpng12-dev and linpng++-dev but I have no idea if those are compatible with 
OSG.

You mentioned I'm guessing you installed OSG-3.0.0 from a package in your Linux
distribution.  The only thing available from Synaptic Package Manager was 
version 2.8.3 so I downloaded version 3.0.0 from the OSG site.  After I 
installed it (didn't need to build from source), I found out a mistake had been 
made in it and they had left out the Qt support.  OSG V 3.0.1 didn't have a 
binary you could download so I had to build it from source.

Thank you!

Cheers,
Zachary

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Re: [osg-users] [osgPlugins] My PNG plugin in missing after building OSG V 3.0.1

2012-03-13 Thread Chris Hanson
On Tue, Mar 13, 2012 at 9:24 PM, Zachary Hilbun osgfo...@tevs.eu wrote:

 You mentioned that you need the libpng development libraries installed on
 your system.  The closest thing I have to that is ReaderWriterPNG.cpp
 under OpenSceneGraph-3.0.1/src/osgPlugins/png.  Is that it?


  Nope. You're looking for some headers and a .so library.

 If not, where would I download what I need for my version of OGS?  Is it
 documented anywhere that you have to do this if you want to do PNG?


  PNG is usually covered in the third part dependencies discussion.


 Doing a search in Synaptic Package Manager it shows packages such as
 linpng12-dev and linpng++-dev but I have no idea if those are compatible
 with OSG.


  LibPNG dev is most likely what you want. Alternately, you can download
current versions of all the thirdparty libraries from my web page

http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads



 You mentioned I'm guessing you installed OSG-3.0.0 from a package in your
 Linux
 distribution.  The only thing available from Synaptic Package Manager was
 version 2.8.3 so I downloaded version 3.0.0 from the OSG site.  After I
 installed it (didn't need to build from source), I found out a mistake had
 been made in it and they had left out the Qt support.



  That's not necessarily a mistake. Many people don't want/need Qt support.

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