[osg-users] [vpb] build VPB on VS 10

2012-06-22 Thread nguyen duy nam
hi, I'm trying build VPB. i downloaded VPB 0.9.7, 
OpenSceneGraph-3.0.1-VS10.0.30319-x86-release-12741.7z, GDAL 1.9.1
but when i compile on VS 10 in both mode release  and debug it error, i could't 
understand it, can you show me to solve it, thank you very much: 

Error   1   error C2011: 'osgDB::IntLookup' : 'class' type redefinition 
C:\OpenSceneGraph\VirtualPlanetBuilder\include\vpb\Serializer   25  1   
vpb
Error   2   error C2976: 'osgDB::EnumSerializer' : too few template 
arguments   C:\OpenSceneGraph\VirtualPlanetBuilder\include\vpb\Serializer   
133 1   vpb
Error   3   error C2953: 'osgDB::StringSerializer' : class template has 
already been defined
C:\OpenSceneGraph\VirtualPlanetBuilder\include\vpb\Serializer   180 1   
vpb
Error   4   error C2977: 'osgDB::TemplateSerializer' : too many template 
arguments  C:\OpenSceneGraph\VirtualPlanetBuilder\include\vpb\Serializer   226  
   1   vpb
Warning 5   warning C4005: 'ADD_ENUM_VALUE' : macro redefinition
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   114 
1   vpb
Error   6   error C2514: 'osgDB::StringSerializer' : class has no 
constructors  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   152 
1   vpb
Error   7   error C2514: 'osgDB::StringSerializer' : class has no 
constructors  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   154 
1   vpb
Error   8   error C2514: 'osgDB::StringSerializer' : class has no 
constructors  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   155 
1   vpb
Error   9   error C2514: 'osgDB::StringSerializer' : class has no 
constructors  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   156 
1   vpb
Error   10  error C2514: 'osgDB::StringSerializer' : class has no 
constructors  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   157 
1   vpb
Error   11  error C2514: 'osgDB::StringSerializer' : class has no 
constructors  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   158 
1   vpb
Error   12  error C2514: 'osgDB::StringSerializer' : class has no 
constructors  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   159 
1   vpb
Error   13  error C2514: 'osgDB::StringSerializer' : class has no 
constructors  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   160 
1   vpb
Error   14  error C2514: 'osgDB::StringSerializer' : class has no 
constructors  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   161 
1   vpb
Error   15  error C3203: 'EnumSerializer' : unspecialized class template 
can't be used as a template argument for template parameter 'T', expected a 
real type  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   163 
1   vpb
Error   16  error C2955: 'osgDB::EnumSerializer' : use of class template 
requires template argument list
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   163 
1   vpb
Error   17  error C2514: 'osgDB::EnumSerializer' : class has no 
constructors
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   163 
1   vpb
Error   18  error C2512: 'osg::ref_ptr' : no appropriate default 
constructor available  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   163 
1   vpb
Error   19  error C2662: 'osg::ref_ptrT::get' : cannot convert 'this' 
pointer from 'osg::ref_ptr' to 'const osg::ref_ptrT '
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   163 
1   vpb
Error   20  error C2678: binary '-' : no operator found which takes a 
left-hand operand of type 'osg::ref_ptr' (or there is no acceptable conversion) 
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   
163 1   vpb
Error   21  error C2039: 'add' : is not a member of 'osg::ref_ptr'  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   163 
1   vpb
Error   22  error C2678: binary '-' : no operator found which takes a 
left-hand operand of type 'osg::ref_ptr' (or there is no acceptable conversion) 
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   
163 1   vpb
Error   23  error C2039: 'add' : is not a member of 'osg::ref_ptr'  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   163 
1   vpb
Error   24  error C3203: 'EnumSerializer' : unspecialized class template 
can't be used as a template argument for template parameter 'T', expected a 
real type  
C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp   164 
1   vpb
Error   25  error C2955: 

[osg-users] [osgPlugins] osgQt widget + trackball manipulator only half working

2012-06-22 Thread Joe Doob
Hi All,

I have a simple Qt4 wrapper for my OSG 3.0 application which employs the 
trackball manipulator. The left and middle mouse button functions in the 
manipulator work as expected, but the right mouse button does not seem to do 
anything, which makes the manipulator kind of useless.

Is this a known issue or could there be some problem with the way that I'm 
implementing my viewer?

My widget class (which inherits osg::CompositeViewer) adds a view with the 
trackball manipulator like so:


Code:

QWidget * MyViewerWidget::addToViewWidget(osg::Camera* cam, osg::Group* root)
{
osgViewer::View* view = new osgViewer::View;
view-setCamera(cam);
addView(view);
view-setSceneData(root);
view-setCameraManipulator(new osgGA::TrackballManipulator);
osgQt::GraphicsWindowQt* gw =
dynamic_castosgQt::GraphicsWindowQt*(cam-getGraphicsContext());

return gw ? gw-getGLWidget() : NULL;
}




And in the constructor for my Qt main window  I initialize an object of this 
class called viewWidget and do:


Code:

osg::Camera * cam1 = viewWidget-createCamera(0,0,100,100);
QWidget * view1 = viewWidget-addToViewWidget(cam1, root);
setGeometry(100,100,800,600);
grid-addWidget(view1, 0, 0);
viewWidget-setLayout(grid);
setCentralWidget(viewWidget);




I am running all of this on linux (Fedora 15).

Thanks for any input!

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48417#48417





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Android: Problem with static intialization in osgViewer/Scene.cpp (from r13031)

2012-06-22 Thread James Athey
+1

I had to revert this change as well to get the latest SVN rev (r13093) to run 
without crashing on Android.

FWIW, there is nothing wrong with static initialization on Android, and the 
change to Scene.cpp is definitely a bug.  Without compiler specific directives, 
there is no way to ensure that static variables will be initialized in any 
particular order.  (AKA the Static Initialization Order Fiasco.)

Thanks,
James

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48365#48365





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problems with moving the Camera with the Keyboard

2012-06-22 Thread Christian Wolf
Hi,

i have tried to move the Camera in my scene with the keyboard. 
I have created a subclass of the GUIEventHandler()-Class and i have overridden 
the handle()-funtion. I want to use the UP/DOWN/LEFT/RIGHT Buttons. I can see 
on the console that if i press one of these Buttons that i get the correct cout 
Statement that i have implentet in the switch/case-Statement for every button. 
But it seems that the viewer-getCamera()-setViewMatrixAsLookAt(...) does not 
do anything. 

Can someone give me a hint what is wrong???
Here is the Code. And sorry for my bad English. ;) 

class KeyboardEventHandler: public osgGA::GUIEventHandler {
public:
KeyboardEventHandler(){}
~KeyboardEventHandler(){}

virtual bool handle(const osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter 
us) {

osgViewer::Viewer *viewer = dynamic_castosgViewer::Viewer*(us);
viewer-getCamera()-setAllowEventFocus(false);
osg::Vec3 eye(1.0, 10.0, -3.0);
osg::Vec3 center(2.0, 0.0, -2.0);
osg::Vec3 up(1.0, 0.0, 0.0);

viewer-getCamera()-setViewMatrixAsLookAt(eye, center, up);
switch(ea.getKey()) {

case(osgGA::GUIEventAdapter::KEY_Down): {
viewer-getCamera()-setViewMatrixAsLookAt(osg::Vec3(1.0, 15.0, -3.0), 
osg::Vec3(2.0, 0.0, -2.0), osg::Vec3(1.0, 0.0, 0.0));
std::cout  down  endl;
  return true;
}

case(osgGA::GUIEventAdapter::KEY_Up): {
std::cout  up  endl;
return true;
}

case(osgGA::GUIEventAdapter::KEY_Left): {
cout  left  endl;
return true;
}

case(osgGA::GUIEventAdapter::KEY_Right): {
cout  right  endl;
return true;
}

default:
return false;
}
}
};

//main.cpp

  osgViewer::Viewer viewer;
   viewer.setSceneData(root);
viewer.addEventHandler(new KeyboardEventHandler);
viewer.realize();
  while(!viewer.done()) {
viewer.frame();
}



Thank you very much!

Cheers,
Christian Wolf

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48405#48405





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] ECEF to openGl

2012-06-22 Thread Pilip Rogati
Hi.
I have a big problem. not sure this is the good place to post this, but here 
goes.
I am working on some aircraft simulation game... Problem for me are coordinates 
conversion.
All my coordinates are in ECEF. 
I have problem setting up my camera properly and then later transforming ECEF 
positions of aircraft so they can be rendered correctly. can someone please 
tell me the right way to do it, or even better some code would be nice.

for example. my camera is at lat 15, lon 10, elevation 0.
i want it to look at lat 15.01, lon 10, elevation 0.
I convert both of theses to ecef, so i have my cameraPosition and cameraTarget.
how to convert models ecef position so i have opengl x-right, y-up, 
z-forward?


Thank you!

Cheers,
Pilip

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48305#48305





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Android: Problem with static intialization in osgViewer/Scene.cpp (from r13031)

2012-06-22 Thread Jorge Izquierdo Ciges
Yes, we already reported the same bug. We are waiting for Robert to decide
what's best because that code was changed to fix another bug when OSG was
closing. For now i'm working with the trunk and changin those two variables
as they were in previous versions because the bug at exit doesn't happen in
Android.

2012/6/19 James Athey james.at...@gmail.com

 WIW, there is nothing wrong with static initialization on Android, and the
 change to Scene.cpp is definitely a bug.  Without compiler specific
 directives, there is no way to ensure that static variables will be
 initialized in any particular order.  (AKA the Static Initialization Order
 Fiasco.)

 Thanks,
 James

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Node visitor pattern

2012-06-22 Thread Robert Osfield
Hi Michael,

The way the OSG applications normally manage updates to the scene
graph is to either use a NodeCallback attached as UpdateCallback on
nodes or for the application to run the updates manually during the
frame loop - just by adding calls in between the viewer.advance() and
the viewer.renderingTraversals() (see the implementation of
Viewer::frame() to see how this is done or tutorials on the
composition of the frameloop).

For own application the idea of TimerListerner doesn't fit directly
into the normal OSG usage but you could easily add your own custom
management of updates in a custom frame loop, is simply use an update
callback.  The OSG's update and event traversals only traverse
subgraphs that have update and event callbacks respectively so they
don't traversal subgraph they don't need to so are generally pretty
efficient ways of managing updates.

Robert.

On 21 June 2012 13:34, michael kapelko korn...@gmail.com wrote:
 Hi.
 I'm going to use OSG as one of my game engine components. Currently I
 have Timer singleton. Classes that wish to be notified regularly
 should inherit from TimerListener and add themselves to the queue like
 Timer-addListener(this, 30); where 30 is 30 milliseconds, i.e., they
 will be notified approximately each 30 milliseconds. In listeners I do
 'animations' (moving, scaling, etc).
 In OSG, however, each node gets traversed, even several times.
 Currently I'm unsure how to implement my new Timer with OSG. The
 single deciding Timer class seems to require less power, since it
 doesn't call each listener each frame, instead, it knows when to call
 each listener and only does it when necessary.
 May be I'm misunderstanding current visitor pattern? May be it's
 really necessary to traverse each listener each frame and let each
 listener decide?
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] LightPointNode BlinkSequence class modification questions.

2012-06-22 Thread Robert Osfield
HI Brad,

On 21 June 2012 23:23, Brad Colbert bcolb...@rscusa.com wrote:
 How would you feel about changing  the osg::Vec4 BlinkSequence::color(double 
 time,double length) const to virtual?

 I would like to customize the behaviour of this call but I'm currently unable 
 to because it is inlined and not virtual.

The method is original inline for performance reasons so the question
I'd pose is simply what performance impact would we see with changing
to virtual.  This would depend on just how many light points in the
scene might have a BlinkSequence attached.  How many are you using or
would you expect to be used on screen at any one time?

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Node visitor pattern

2012-06-22 Thread michael kapelko
Am I understanding correctly that Object::STATIC is a flag that says
something won't be traversed/updated each frame (based on some
internal decision), and Object::DYNAMIC says: traverse/update it each
frame?
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] build VPB on VS 10

2012-06-22 Thread Robert Osfield
Hi Nguyen,

I'm afraid you won't be able to compile VPB-0.9.7 against VPB-3.0.1,
you'll either need to use an older version of the OSG matched to
VPB-0.9.7 or update to later VPB such as the svn/trunk. VPB and OSG
svn/trunk both work together and if they don't just ping the list and
I'll get it fixed.

Robert.

On 18 June 2012 12:25, nguyen duy nam namd...@gmail.com wrote:
 hi, I'm trying build VPB. i downloaded VPB 0.9.7, 
 OpenSceneGraph-3.0.1-VS10.0.30319-x86-release-12741.7z, GDAL 1.9.1
 but when i compile on VS 10 in both mode release  and debug it error, i 
 could't understand it, can you show me to solve it, thank you very much:

 Error   1       error C2011: 'osgDB::IntLookup' : 'class' type redefinition   
   C:\OpenSceneGraph\VirtualPlanetBuilder\include\vpb\Serializer   25      1   
     vpb
 Error   2       error C2976: 'osgDB::EnumSerializer' : too few template 
 arguments       C:\OpenSceneGraph\VirtualPlanetBuilder\include\vpb\Serializer 
   133     1       vpb
 Error   3       error C2953: 'osgDB::StringSerializer' : class template has 
 already been defined        
 C:\OpenSceneGraph\VirtualPlanetBuilder\include\vpb\Serializer   180     1     
   vpb
 Error   4       error C2977: 'osgDB::TemplateSerializer' : too many template 
 arguments  C:\OpenSceneGraph\VirtualPlanetBuilder\include\vpb\Serializer   
 226     1       vpb
 Warning 5       warning C4005: 'ADD_ENUM_VALUE' : macro redefinition    
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       114   
   1       vpb
 Error   6       error C2514: 'osgDB::StringSerializer' : class has no 
 constructors      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       152   
   1       vpb
 Error   7       error C2514: 'osgDB::StringSerializer' : class has no 
 constructors      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       154   
   1       vpb
 Error   8       error C2514: 'osgDB::StringSerializer' : class has no 
 constructors      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       155   
   1       vpb
 Error   9       error C2514: 'osgDB::StringSerializer' : class has no 
 constructors      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       156   
   1       vpb
 Error   10      error C2514: 'osgDB::StringSerializer' : class has no 
 constructors      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       157   
   1       vpb
 Error   11      error C2514: 'osgDB::StringSerializer' : class has no 
 constructors      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       158   
   1       vpb
 Error   12      error C2514: 'osgDB::StringSerializer' : class has no 
 constructors      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       159   
   1       vpb
 Error   13      error C2514: 'osgDB::StringSerializer' : class has no 
 constructors      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       160   
   1       vpb
 Error   14      error C2514: 'osgDB::StringSerializer' : class has no 
 constructors      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       161   
   1       vpb
 Error   15      error C3203: 'EnumSerializer' : unspecialized class template 
 can't be used as a template argument for template parameter 'T', expected a 
 real type      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       163   
   1       vpb
 Error   16      error C2955: 'osgDB::EnumSerializer' : use of class template 
 requires template argument list    
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       163   
   1       vpb
 Error   17      error C2514: 'osgDB::EnumSerializer' : class has no 
 constructors        
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       163   
   1       vpb
 Error   18      error C2512: 'osg::ref_ptr' : no appropriate default 
 constructor available      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       163   
   1       vpb
 Error   19      error C2662: 'osg::ref_ptrT::get' : cannot convert 'this' 
 pointer from 'osg::ref_ptr' to 'const osg::ref_ptrT '    
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       163   
   1       vpb
 Error   20      error C2678: binary '-' : no operator found which takes a 
 left-hand operand of type 'osg::ref_ptr' (or there is no acceptable 
 conversion)      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       163   
   1       vpb
 Error   21      error C2039: 'add' : is not a member of 'osg::ref_ptr'  
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       163   
   1       vpb
 Error   22      error C2678: binary '-' : no operator found which takes a 
 left-hand operand of type 'osg::ref_ptr' (or there is no acceptable 
 conversion)      
 C:\OpenSceneGraph\VirtualPlanetBuilder\src\vpb\BuildOptionsIO.cpp       163   
   1       vpb
 

Re: [osg-users] [osgPlugins] osgQt widget + trackball manipulator only half working

2012-06-22 Thread Robert Osfield
Hi Joe,

Does the osgviewerQt work OK for you?

Robert.

On 21 June 2012 21:45, Joe Doob cstat...@gmail.com wrote:
 Hi All,

 I have a simple Qt4 wrapper for my OSG 3.0 application which employs the 
 trackball manipulator. The left and middle mouse button functions in the 
 manipulator work as expected, but the right mouse button does not seem to do 
 anything, which makes the manipulator kind of useless.

 Is this a known issue or could there be some problem with the way that I'm 
 implementing my viewer?

 My widget class (which inherits osg::CompositeViewer) adds a view with the 
 trackball manipulator like so:


 Code:

 QWidget * MyViewerWidget::addToViewWidget(osg::Camera* cam, osg::Group* root)
 {
 osgViewer::View* view = new osgViewer::View;
 view-setCamera(cam);
 addView(view);
 view-setSceneData(root);
 view-setCameraManipulator(new osgGA::TrackballManipulator);
 osgQt::GraphicsWindowQt* gw =
 dynamic_castosgQt::GraphicsWindowQt*(cam-getGraphicsContext());

 return gw ? gw-getGLWidget() : NULL;
 }




 And in the constructor for my Qt main window  I initialize an object of this 
 class called viewWidget and do:


 Code:

 osg::Camera * cam1 = viewWidget-createCamera(0,0,100,100);
 QWidget * view1 = viewWidget-addToViewWidget(cam1, root);
 setGeometry(100,100,800,600);
 grid-addWidget(view1, 0, 0);
 viewWidget-setLayout(grid);
 setCentralWidget(viewWidget);




 I am running all of this on linux (Fedora 15).

 Thanks for any input!

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=48417#48417





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Problems with moving the Camera with the Keyboard

2012-06-22 Thread Robert Osfield
Hi Christian,

The only reason I'd expect this not to work would be if a
CameraManipulator is attached to the viewer and this is overriding the
values you are setting.  Your code segment isn't attaching a
CameraManipulator so I wouldn't expect this to be an issue, however if
you call viewer.run() it will attach a TrackballManipultaor.

Robert.

On 21 June 2012 11:52, Christian Wolf chris05...@gmx.de wrote:
 Hi,

 i have tried to move the Camera in my scene with the keyboard.
 I have created a subclass of the GUIEventHandler()-Class and i have 
 overridden the handle()-funtion. I want to use the UP/DOWN/LEFT/RIGHT 
 Buttons. I can see on the console that if i press one of these Buttons that i 
 get the correct cout Statement that i have implentet in the 
 switch/case-Statement for every button. But it seems that the 
 viewer-getCamera()-setViewMatrixAsLookAt(...) does not do anything.

 Can someone give me a hint what is wrong???
 Here is the Code. And sorry for my bad English. ;)

 class KeyboardEventHandler: public osgGA::GUIEventHandler {
 public:
        KeyboardEventHandler(){}
        ~KeyboardEventHandler(){}

 virtual bool handle(const osgGA::GUIEventAdapter ea, 
 osgGA::GUIActionAdapter us) {

 osgViewer::Viewer *viewer = dynamic_castosgViewer::Viewer*(us);
 viewer-getCamera()-setAllowEventFocus(false);
                osg::Vec3 eye(1.0, 10.0, -3.0);
                osg::Vec3 center(2.0, 0.0, -2.0);
                osg::Vec3 up(1.0, 0.0, 0.0);

 viewer-getCamera()-setViewMatrixAsLookAt(eye, center, up);
 switch(ea.getKey()) {

 case(osgGA::GUIEventAdapter::KEY_Down): {
 viewer-getCamera()-setViewMatrixAsLookAt(osg::Vec3(1.0, 15.0, -3.0), 
 osg::Vec3(2.0, 0.0, -2.0), osg::Vec3(1.0, 0.0, 0.0));
        std::cout  down  endl;
              return true;
        }

        case(osgGA::GUIEventAdapter::KEY_Up): {
        std::cout  up  endl;
        return true;
        }

        case(osgGA::GUIEventAdapter::KEY_Left): {
        cout  left  endl;
        return true;
        }

        case(osgGA::GUIEventAdapter::KEY_Right): {
        cout  right  endl;
        return true;
        }

        default:
        return false;
        }
        }
 };

 //main.cpp

  osgViewer::Viewer viewer;
   viewer.setSceneData(root);
        viewer.addEventHandler(new KeyboardEventHandler);
        viewer.realize();
              while(!viewer.done()) {
        viewer.frame();
        }



 Thank you very much!

 Cheers,
 Christian Wolf

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=48405#48405





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ECEF to openGl

2012-06-22 Thread Robert Osfield
Hi Pilip,

The OSG can handle ECEF just fine, in fact VirtualPlanetBuilder and
osgEarth both create databases in ECEF and when you using the standard
camera manipulator they will also be in effect in ECEF.  The only real
problem in handling ECEF is that precision problems can exist when you
don't manage the coordinates correctly, the solve this the OSG by
default uses double for all Matrix for both the Camera and internal
transform in the scene graph and when accumulating the modelview
matrix the matrix math is all kept in doubles to maintain precision as
long as possible.  The final bit of jigsaw is that the scene graph
that you are rendering will need to broken up into tiles with each
tile with it's own MatrixTransform above it that places a tile with a
local coordinate frame and origin in the final ECEF.  This combination
of scene graph structure and use of doubles in internal Matrices
avoids the precision issues normally found with ECEF database.

In terms of setting up ECEF and lat/longs the OSG uses an
osg::CoordinateSystemNode to decorate the scene graph generated by VPB
or osgEarth, and this has a osg::ElipsoidModel helper object that
provides methods for conversion between ECEF and lat/longs.

Robert.

On 14 June 2012 12:15, Pilip Rogati lim...@net.hr wrote:
 Hi.
 I have a big problem. not sure this is the good place to post this, but here 
 goes.
 I am working on some aircraft simulation game... Problem for me are 
 coordinates conversion.
 All my coordinates are in ECEF.
 I have problem setting up my camera properly and then later transforming ECEF 
 positions of aircraft so they can be rendered correctly. can someone please 
 tell me the right way to do it, or even better some code would be nice.

 for example. my camera is at lat 15, lon 10, elevation 0.
 i want it to look at lat 15.01, lon 10, elevation 0.
 I convert both of theses to ecef, so i have my cameraPosition and 
 cameraTarget.
 how to convert models ecef position so i have opengl x-right, y-up, 
 z-forward?


 Thank you!

 Cheers,
 Pilip

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=48305#48305





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Node visitor pattern

2012-06-22 Thread Robert Osfield
Hi Michael,

On 22 June 2012 10:30, michael kapelko korn...@gmail.com wrote:
 Am I understanding correctly that Object::STATIC is a flag that says
 something won't be traversed/updated each frame (based on some
 internal decision), and Object::DYNAMIC says: traverse/update it each
 frame?

DataVariance on Node's isn't used during the normal frame traversals
like update, event and cull traverals, it's only used as hint to the
osgUtil::Optimizer traversals to know whether it can optimize
away/modify nodes for scene graph optimization purposes.

However, the DataVarinace on StateSet and Drawable is used during draw
dispatch when using the DrawThreadPerContext and
CullThreadPerCameraDrawThreadPerContext threading models - it's used
to prevent the next frame from commensing while there are still
dyanmic leaves to be dispatched to OpenGL.

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] How to read OSG models in MulthiThreaded Program

2012-06-22 Thread Koduri Lakshmi
Hi,

I need to load multiple OSG models of huge size (each model 60MB). So I wrote 
a multi threaded program to read each model in a seperate thread. But I am 
getting runtime error. Here I am giving code to read 2 models.


Code:
CRITICAL_SECTION cs;


struct ModelObj
{
Model *obj;
int id;
};

std::vector HANDLE T;


UINT ThreadProc1(LPVOID lpvoid)
{
ModelObj *temp = (ModelObj*)lpvoid;

temp-obj-trans[temp-id] = new osg::MatrixTransform;  
//Transformation node

temp-obj-modelSwitch-addChild(temp-obj-trans[temp-id].get()); //Added to 
model swithc
temp-obj-model[temp-id] = 
osgDB::readNodeFile(temp-obj-fileNames[temp-id]); //Reading model

if(temp-obj-model[temp-id])
{

temp-obj-trans[temp-id]-addChild(temp-obj-model[temp-id].get());
}


return 0;
}




In main function


//model is a class

ModelObj *obj1;
obj1=new ModelObj;
obj1-id=0;
obj1-obj = model;

ModelObj *obj2;
obj2=new ModelObj;
obj2-id=1;
obj2-obj = model;

strcpy(model.fileNames[0],1.osg);
strcpy(model.fileNames[1],2.osg);

InitializeCriticalSection(cs);


T.push_back (CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) 
ThreadProc1, (LPVOID)obj1, CREATE_SUSPENDED, NULL));   
T.push_back(CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE) ThreadProc1, 
(LPVOID)obj2, CREATE_SUSPENDED, NULL));   

ResumeThread(T[0]);
ResumeThread(T[1]);

WaitForMultipleObjects(2, T[0], TRUE, INFINITE); //wait till all 
models are red

DeleteCriticalSection(cs);

std::cout-- R E A D ALL M O D E L Sstd::endl;


...

//here rendering frames




when I run this code i am getting runtime error. With out reading model code in 
ThreadProc1 function the behaviour is correct. That is main function is 
waiting till all the threads are finished.

Do I need to take any care while reading OSG models. 
Is there any other way to read OSG files faster?
Can you please guide to read OSG models in  multi thread applicaiton.

... 

Thank you!

Cheers,
Koduri

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48434#48434




___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgQt widget + trackball manipulator only half working

2012-06-22 Thread Joe Doob
Yes, oddly enough it works just fine.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48435#48435





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgQt widget + trackball manipulator only half working

2012-06-22 Thread Joe Doob
I took another look through the osgviewerQt source and found a solution, though 
I'm not sure I understand why my extra step is necessary:

Manually initializing the projection matrix for the camera using 
setProjectionMatrixAsPerspective fixes things.


Code:

camera-setProjectionMatrixAsPerspective(30.0f, 
static_castdouble(traits-width)/static_castdouble(traits-height), 1.0f, 
1.0f );




--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48436#48436





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-06-22 Thread Frederic Bouvier
I was going to raise that point. Flightgear has for some years now a system 
where designers can express their statesets in XML files called effects. A 
statesets is called a Pass in FG (or a FG Pass is implemented with a 
stateset). You can add multiple passes in a Technique, allowing you to redraw 
the same geometry with multiple statesets (including render bins details). An 
effect file gathers multiple techniques that have a predicate, based on 
supported extensions and internal FG switches, which is evaluated at run time. 
The multiple techniques allow us to render the water or the urban areas 
differently based on user preferences and GPU capabilities.

Beside that effect system, we introduced a deferred renderer called 'Rembrandt' 
(currently still experimental but it will be present in the next release in 
August) where the different stages of the renderer are also described in XML. 
In that XML we can add rendering buffers (textures for RTT), specify rendering 
orders and assign effects to stages. The default pipeline has boom and ambient 
occlusion that can be switched on and off at run time.

If you have any question, you can consult the wiki page or ask

Regards,
-Fred


- Mail original -
De: Sergey Kurdakov


Hi Wang, 


might be not quite a significant point, 
but osg based Flightgear has a ongoing Project Rembrandt 

http://wiki.flightgear.org/Project_Rembrandt 

it has some similar things done, 
so could serve for inspiration. 

Regards 
Sergey 

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Ideas about a resource system, and deferred rendering framework

2012-06-22 Thread Wang Rui
Hi Fred and Sergey,

Thanks for the great information. I viewed the Rembrandt wiki page and love
the design of the effect files. I will consider merge some of the concepts
of Rembrandt if possible, along with current osgPPU and osgPostEffects
projects, to try designing an extensible system for all. I would like to
submit some of my initial code here for all of you to review and see if it
could fit everyone's taste. I hope I could have done that in the following
week.

Thanks,

Wang Rui


2012/6/22 Frederic Bouvier fredlis...@free.fr

 I was going to raise that point. Flightgear has for some years now a
 system where designers can express their statesets in XML files called
 effects. A statesets is called a Pass in FG (or a FG Pass is implemented
 with a stateset). You can add multiple passes in a Technique, allowing you
 to redraw the same geometry with multiple statesets (including render bins
 details). An effect file gathers multiple techniques that have a predicate,
 based on supported extensions and internal FG switches, which is evaluated
 at run time. The multiple techniques allow us to render the water or the
 urban areas differently based on user preferences and GPU capabilities.

 Beside that effect system, we introduced a deferred renderer called
 'Rembrandt' (currently still experimental but it will be present in the
 next release in August) where the different stages of the renderer are also
 described in XML. In that XML we can add rendering buffers (textures for
 RTT), specify rendering orders and assign effects to stages. The default
 pipeline has boom and ambient occlusion that can be switched on and off at
 run time.

 If you have any question, you can consult the wiki page or ask

 Regards,
 -Fred


 - Mail original -
 De: Sergey Kurdakov


 Hi Wang,


 might be not quite a significant point,
 but osg based Flightgear has a ongoing Project Rembrandt

 http://wiki.flightgear.org/Project_Rembrandt

 it has some similar things done,
 so could serve for inspiration.

 Regards
 Sergey

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Building a slimmed down static version of OSG

2012-06-22 Thread Preet
Hi,

I got a basic scene graph running (manually created a simple mesh and
was able to view it). I ran into problems trying to run the osg file
loader plugins and didn't troubleshoot that part any further. Also, I
was building from git.

Do you run into the same crash with 32 and 64 bit builds? What does
the stack trace from the crash say? Also the reimplementation of
GraphicsWindowEmbedded::requestRedraw should be calling
GraphicsWindow::requestRedraw():

void requestRedraw()
{
GraphicsWindow::requestRedraw();
}

... but that doesn't seem to be your issue here.


Preet


On Thu, Jun 21, 2012 at 11:13 PM, David Smith mo...@mokon.net wrote:
 Hi Preet,

 Did you make any progress on this? I'm getting a similar error and I am 
 stumped. I have a fedora 16 32bit machine with osg 3.0.1 where my code 
 compiles fine and then I have a fedora 17 64bit machine also with osg 3.0.1 
 where I get this undefined reference.

 I added a virtual void requestRedraw(){} ; to the GraphicsWindowEmbedded 
 header file just to see what would happen and it compiles but I get a crash 
 right away on an addChild in Qt land.

 Thanks,
 David

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=48421#48421





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] LightPointNode BlinkSequence class modification questions.

2012-06-22 Thread Brad Colbert
Hello Robert,

My gut tells me that the time to make a call to a virtual function versus 
inlined code is far less than the actual code being executed.  That said, a 
little gedanken experiment to get an idea of how many blinking lights we may 
have to deal with is in order:

Let us say, for the sake of argument, for a flight simulation in a non urban 
area it would be a couple per aircraft.  Given that most simulations tend to 
not have a lot of aircraft then we aren't talking about a lot.  Let's say 10 
(why not :) ).

In an urban environment we are talking about hazard lights to indicate large 
towers and buildings of significant height (relative to the surrounding 
buildings).  Let's say 100 buildings (including towers), each with a few 
lights, so 300.  Generally not all of those lights will be in the field of 
view, and it wouldn't be prudent to render them all of the time at distance 
(LOD controlled).

So, let's say our worse case is 310 lights.

My analysis may be a bit self serving but I don't feel that it will be a 
noticeable issue in the general case.

-B

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Friday, June 22, 2012 2:19 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] LightPointNode BlinkSequence class modification 
questions.

HI Brad,

On 21 June 2012 23:23, Brad Colbert bcolb...@rscusa.com wrote:
 How would you feel about changing  the osg::Vec4 BlinkSequence::color(double 
 time,double length) const to virtual?

 I would like to customize the behaviour of this call but I'm currently unable 
 to because it is inlined and not virtual.

The method is original inline for performance reasons so the question
I'd pose is simply what performance impact would we see with changing
to virtual.  This would depend on just how many light points in the
scene might have a BlinkSequence attached.  How many are you using or
would you expect to be used on screen at any one time?

Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Android: Problem with static intialization in osgViewer/Scene.cpp (from r13031)

2012-06-22 Thread Robert Osfield
Hi All,

On 22 June 2012 09:41, Jorge Izquierdo Ciges jori...@gmail.com wrote:
 Yes, we already reported the same bug. We are waiting for Robert to decide
 what's best because that code was changed to fix another bug when OSG was
 closing.

I'm currently review static usage usage more generally in the OSG, the
static's in Scene.cpp are part of this.  The problem being that one
platform and OSG usage breaks one way and another breaks doing another
so in cases like Android breaking with the static change in Scene.cpp
it's not a straight forward case of just reverting changes - to do so
would fix a problem for one user only to break it for another.

Static/singleton's are a useful mechanism for solve a range of
problems but come with their own baggage, there may be places in the
OSG where we can just remove the use of statics completely, but others
we still need them so it's a case of how do we enforce initialization
in an appropriate way.  In the Scene.cpp case my current preference is
to create a single static for the container and the mutex that
protects it, and in other places I feel this would be appropriate too,
unfortunately there isn't any universal pattern to our static usage to
be able to standardize it easily so we it's likely we'll be stuck with
individual solutions in different cases.

Thanks for your patience,
Robert.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgWidget Frame borders

2012-06-22 Thread Jason MacDonald
Thank you for your help.
Modifying the textures to use CLAMP_TO_EDGE has a positive effect, but does not 
fix the problem entirely.

See attached image.

The dark pixels seem to come from some other blending going on... If I switch 
the theme I use to a full white 66x66 image, the lines do not show.

Do you have any more advice for me?

Jason

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48442#48442



attachment: frame.png___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Using the notification API with multi-threading - heap corruption errors

2012-06-22 Thread Robert Osfield
Hi Mathias,

On 14 June 2012 17:29, Robert Osfield robert.osfi...@gmail.com wrote:
 W.r.t static initialization, this is something we need to sort out,
 and as long as there isn't a performance overhead in how we tackle it
 then I have no problem with it being the only code path for
 initialization of the singletons that manage the notification.

What I have gone for with src/osg/Notify.cpp is to use a
NotifySingleton class that holds all the global notify variables and
initializes these in it's constructor, then a static
getNotifySingleton() function returns a reference to locally defined
static NotifySingleton.  Finally to force the NotifySingleton to
initialize automatically rather than on first invocation of
osg::Notify() I have used a static proxy class that simple calls the
getNotifySingleton() to make sure that it's called right after loading
the library.

My hope that this combination will ensure that the threading problems
relating to the initialization of the global notify variables you've
seen will not occur.  This doesn't make the noitfy() handlers
themselves thread safe, I'll defer this to your own custom
implementation.

I have checked in my changes to svn/trunk and also attached the
modified Notify.cpp.  Could you please test this and let me know if
this works.

Thanks,
Robert.
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
 *
 * This library is open source and may be redistributed and/or modified under
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * OpenSceneGraph Public License for more details.
*/
#include osg/Notify
#include osg/ApplicationUsage
#include osg/ref_ptr
#include string
#include stdlib.h
#include stdio.h
#include sstream
#include iostream

#include ctype.h

#define OSG_INIT_SINGLETON_PROXY(ProxyName, Func) static struct ProxyName{ ProxyName() { Func; } } s_##ProxyName;

namespace osg
{

class NullStreamBuffer : public std::streambuf
{
private:
std::streamsize xsputn(const std::streambuf::char_type *str, std::streamsize n)
{
return n;
}
};

struct NullStream : public std::ostream
{
public:
NullStream():
std::ostream(new NullStreamBuffer)
{ _buffer = dynamic_castNullStreamBuffer *(rdbuf()); }

~NullStream()
{
rdbuf(0);
delete _buffer;
}

protected:
NullStreamBuffer* _buffer;
};

/** Stream buffer calling notify handler when buffer is synchronized (usually on std::endl).
 * Stream stores last notification severity to pass it to handler call.
 */
struct NotifyStreamBuffer : public std::stringbuf
{
NotifyStreamBuffer() : _severity(osg::NOTICE)
{
}

void setNotifyHandler(osg::NotifyHandler *handler) { _handler = handler; }
osg::NotifyHandler *getNotifyHandler() const { return _handler.get(); }

/** Sets severity for next call of notify handler */
void setCurrentSeverity(osg::NotifySeverity severity) { _severity = severity; }
osg::NotifySeverity getCurrentSeverity() const { return _severity; }

private:

int sync()
{
sputc(0); // string termination
if (_handler.valid())
_handler-notify(_severity, pbase());
pubseekpos(0, std::ios_base::out); // or str(std::string())
return 0;
}

osg::ref_ptrosg::NotifyHandler _handler;
osg::NotifySeverity _severity;
};

struct NotifyStream : public std::ostream
{
public:
NotifyStream():
std::ostream(new NotifyStreamBuffer)
{ _buffer = dynamic_castNotifyStreamBuffer *(rdbuf()); }

void setCurrentSeverity(osg::NotifySeverity severity)
{
_buffer-setCurrentSeverity(severity);
}

osg::NotifySeverity getCurrentSeverity() const
{
return _buffer-getCurrentSeverity();
}

~NotifyStream()
{
rdbuf(0);
delete _buffer;
}

protected:
NotifyStreamBuffer* _buffer;
};

}

using namespace osg;

static osg::ApplicationUsageProxy Notify_e0(osg::ApplicationUsage::ENVIRONMENTAL_VARIABLE, OSG_NOTIFY_LEVEL mode, FATAL | WARN | NOTICE | DEBUG_INFO | DEBUG_FP | DEBUG | INFO | ALWAYS);

struct NotifySingleton
{
NotifySingleton()
{
// _notifyLevel
// =

_notifyLevel = osg::NOTICE; // Default value

char* OSGNOTIFYLEVEL=getenv(OSG_NOTIFY_LEVEL);
if (!OSGNOTIFYLEVEL) OSGNOTIFYLEVEL=getenv(OSGNOTIFYLEVEL);
if(OSGNOTIFYLEVEL)
{

std::string stringOSGNOTIFYLEVEL(OSGNOTIFYLEVEL);

// Convert to upper case
for(std::string::iterator i=stringOSGNOTIFYLEVEL.begin();
i!=stringOSGNOTIFYLEVEL.end();
++i)

[osg-users] Heightmap from static mesh

2012-06-22 Thread Umid Shahmaliyev
Hi,

Is it possible to create heightmap form static mesh terrain?
... 

Thank you!

Cheers,
Umid

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48451#48451





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org