Re: [osg-users] Sharing culling results among multiple cameras

2012-12-07 Thread Aurelien Albert
Hi,

Thanks a lot for this idea !

I'll try to do something based on it.

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Re: [osg-users] timestamp in movie

2012-12-07 Thread Stephan Maximilian Huber
Hi David,
Am 07.12.12 09:53, schrieb DavidHornung:

 Currently I am playing around with example osgmovie
 how is it possible to get the timevalue of a video from the start of the
 video to now ?

what about osg::ImageStream::getCurrentTime() ? May not be implemented
by all movie-plugins.


cheers,
Stephan

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[osg-users] lighting of pointsprites

2012-12-07 Thread Daniel Schmid
Hi all

I implemented a particle system using pointsprites, using fixed function 
pipeline. Now I have the requirement that the particles must react to lighting. 
I tried everything, but somehow my points don't care.

I know  I can do my own thing by implementing a shader program, but first I 
wonder if there is a limitation for point sprites to not beeing able to be 
illuminated by default. Or maybe it is a bug in my application, but normally by 
setting

_dstate-setMode(GL_LIGHTING, osg::StateAttribute::ON);

everything is taken care of...

Thank you!

Cheers,
Daniel

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Re: [osg-users] [forum] Why I keep getting the crash

2012-12-07 Thread Robert Osfield
Hi Zhou,

This isn't likely to be something a 3rd party will be able to easily debug
as they don't have your code, your data or a debugger to report what is
going.  Might I suggest you use a debugger and get a stack trace, and have
a look at the contents of the data structures that are crashing.

Robert.

On 23 October 2012 21:54, Zhou Zhang zhzh...@kns.com wrote:

 Hi,

 I am a newbie of the OpenSceneGraph. I am trying to create a sub class
 which inherets from teh osgManipulator::Dragger and mimic the similar
 behaviour of the osgManipulator::RotateCylinderDragger.
 However, I always got crashes on the line computeNodePathToRoot(...) in
 the handle(...) function. The error hints that I forgot registering my new
 class somewhere. However, I checked source code of the
 RotateCylinderDragger and didn't find any way to do it.
 Below is my code snippet. It always crashes after it execute the
 computeNodePathToRoot and return true in the end.

 I am desparately waiting for some help on this issue now.
 Any answers will be greatly appreciated.


 bool ScaleRotateDragger::handle(const PointerInfo pointer, const
 osgGA::GUIEventAdapter ea, osgGA::GUIActionAdapter aa)
 {
// Check if the dragger node is in the nodepath.
 if (!pointer.contains(this)) return false;

 switch (ea.getEventType())
 {
 // Pick start.
 case (osgGA::GUIEventAdapter::PUSH):
 {
 // Get the LocalToWorld matrix for this node and set it
 for the projector.
 osg::NodePath nodePathToRoot;
 computeNodePathToRoot(*this,nodePathToRoot);
 osg::Matrix localToWorld =
 osg::computeLocalToWorld(nodePathToRoot);
 _projector-setLocalToWorld(localToWorld);

 _startLocalToWorld = _projector-getLocalToWorld();
 _startWorldToLocal = _projector-getWorldToLocal();

 if (_projector-isPointInFront(pointer,
 _startLocalToWorld))
 _projector-setFront(true);
 else
 _projector-setFront(false);

 osg::Vec3d projectedPoint;
 if (_projector-project(pointer, projectedPoint))
 {
 // Generate the motion command.
 osg::ref_ptrRotate3DCommand cmd = new
 Rotate3DCommand();
 cmd-setStage(MotionCommand::START);

 cmd-setLocalToWorldAndWorldToLocal(_startLocalToWorld,_startWorldToLocal);

 // Dispatch command.
 dispatch(*cmd);

 // Set color to pick color.
 setMaterialColor(_pickColor,*this);

 _prevWorldProjPt = projectedPoint *
 _projector-getLocalToWorld();
 _prevRotation = osg::Quat();
 _prevPtOnCylinder =
 _projector-isProjectionOnCylinder();

 aa.requestRedraw();
 }
 return true;
 }

 // Pick move.
 case (osgGA::GUIEventAdapter::DRAG):

 thx
 ...


 Thank you!

 Cheers,
 Zhou

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Re: [osg-users] timestamp in movie

2012-12-07 Thread DavidHornung

Thank you,

i use ffmpeg, it is implemented. How to set the Video to this position?

cheers,
David

Hi David,
Am 07.12.12 09:53, schrieb DavidHornung:


Currently I am playing around with example osgmovie
how is it possible to get the timevalue of a video from the start of the
video to now ?

what about osg::ImageStream::getCurrentTime() ? May not be implemented
by all movie-plugins.


cheers,
Stephan

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Re: [osg-users] Example request: render to renderbuffer attachments of FBO of main camera.

2012-12-07 Thread Edwin Rijpkema
Hi,

Thank you for your answer.

However, I am looking particularly for an example that uses renderbuffers 
(attached to an FBO), not textures. The problem with textures is that there are 
many issues with pixel formats and compatibility with OpenCL.

Thank you!

Cheers,
Edwin

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Re: [osg-users] timestamp in movie

2012-12-07 Thread Robert Osfield
On 7 December 2012 10:40, DavidHornung horn...@googlemail.com wrote:

 i use ffmpeg, it is implemented. How to set the Video to this position?


ImageStream::seek(double)
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Re: [osg-users] Rotating a Subnode in 3D Model

2012-12-07 Thread Onur Akkaya
Hi, 

I used the PositionAttitudeTransform's setPivotPoint() function and the problem 
is fixed :)

Onur

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Re: [osg-users] GLES2/Trigonometry Question

2012-12-07 Thread Paul Martz
(Sorry if this shows up twice; I originally posted it Tuesday but it has not 
echoed back to the list. Test emails seem to work, so trying again...)


Hi Jeremy -- Since you know the FOV in y (it's 45.0 degrees), you can compute 
the distance to fit a bounding sphere with the following code:


double computeInitialDistanceFromFOVY( const osg::BoundingSphere bs, const 
double fovy )

{
return( bs.radius() / sin( osg::DegreesToRadians( fovy * .5 ) ) );
}

That code comes from the matrix utility library (osgwMx) in the osgWorks 
project, but equivalent code exists in osgGA to compute home positions, which 
you could also use as a reference.

   -Paul



On 12/4/2012 7:47 AM, Jeremy Moles wrote:

Hello everyone! I'm writing a bit of code using parts of OSG and pure OpenGLES2.
This isn't exactly an OSG question, per se, but there are a lot of OpenGL
experts here and this is a great resource. :) Any help is appreciated!

In my particular scene, I do not maintain a matrix representing my camera;
there is a global projection matrix and each Drawable maintains its own model
matrix. For this reason, whether pedantically right or wrong, I say that my
camera always sits at 0, 0, 0 and looks into a frustum created using the
equivalent of gluPerspective(45, 1, 1, 100).

What I'm looking for is the trigonometric calculation that would allow me to
determine either the Z value to translate my scene or the scale to apply to my
scene in order to fit the entire thing cleanly into my viewport.

I have both the osg::BoundingBox and osg::BoundingSphere of my scene, but since
I'm not using a camera manipulator or view matrix directly, I can't simply
reference the code in CameraManipulator.cpp.

Furthermore: I have this working currentls in a VERY TERRIBLE way. :) What I do
is use reimplementations of gluProject and gluUnproject to caclulate
screen-to-world and world-to-screen coordinates. I then use those values to
figure out how much to scale my scene by, but this feels so wrong (and bound to
a known window size) that I know there must be a better way.

Thanks!
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Re: [osg-users] [osgPlugins] 3DS max to osg problem

2012-12-07 Thread Chris Hanson
Have you examined the image files (.PNG or .JPG) that it exported along
with the .OSG file? Are they damaged?


On Fri, Dec 7, 2012 at 10:09 AM, Maia Randria 
veneree.randrianari...@crulrg.ulaval.ca wrote:

 Hi,

 I have a strange color change when exporting an object from 3DS Max 2013
 to  OSG.

 Could someone have idea on why I obtained that (this is the first time I
 see that, no problem until now with the plug-in).

 Thank you!

 Cheers,
 Maia

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Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
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Re: [osg-users] [osgPlugins] 3DS max to osg problem

2012-12-07 Thread Farshid Lashkari
Hi Maia,

Are you using the latest version of the max exporter plugin? This sounds
similar to an issue where texture colors would export incorrectly when
gamma correction was enabled in max. The latest version of the exporter
should have resolved this, but maybe it's not fully resolved. Can you try
disabling gamma correction (Rendering - Gamma/LUT Setup), then exporting
again?

Cheers,
Farshid


On Fri, Dec 7, 2012 at 9:09 AM, Maia Randria 
veneree.randrianari...@crulrg.ulaval.ca wrote:

 Hi,

 I have a strange color change when exporting an object from 3DS Max 2013
 to  OSG.

 Could someone have idea on why I obtained that (this is the first time I
 see that, no problem until now with the plug-in).

 Thank you!

 Cheers,
 Maia

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Re: [osg-users] [osgPlugins] 3DS max to osg problem

2012-12-07 Thread Maia Randria
Hi Farshid,

I will re-install then and check this. BTW, when I launch the .exe file, I have 
a message No installation of 3Ds max found, though I have 3DS on my computer 
(2012 and 2013). Last time, I choose to install anyway and it worked. Is this a 
bug ? 



Farshid Lashkari wrote:
 Hi Maia,
 
 
 Are you using the latest version of the max exporter plugin? This sounds 
 similar to an issue where texture colors would export incorrectly when gamma 
 correction was enabled in max. The latest version of the exporter should have 
 resolved this, but maybe it's not fully resolved. Can you try disabling gamma 
 correction (Rendering - Gamma/LUT Setup), then exporting again? 
 
 Cheers,
 Farshid
 
 
 On Fri, Dec 7, 2012 at 9:09 AM, Maia Randria  () wrote:
 
  Hi,
  
  I have a strange color change when exporting an object from 3DS Max 2013 to 
   OSG.
  
  Could someone have idea on why I obtained that (this is the first time I 
  see that, no problem until now with the plug-in).
  
  Thank you!
  
  Cheers,
  Maia
  
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[osg-users] [osgPlugins] Compilation error in ReaderWriterTRK.cpp

2012-12-07 Thread Tim O'Leary
Hi,

I cloned the latest OSG repo from github this afternoon, and I'm encountering 
the following error while compiling ReaderWriterTRK.cpp:

2..\..\..\..\src\osgPlugins\trk\ReaderWriterTRK.cpp(74) : error C2660: 
'osg::swapBytes' : function does not take 1 arguments

Indeed, there are four prototypes for swapBytes(), none of which takes an 
integer.  This looks like a new plugin that was added yesterday.  


Thank you!

Cheers,
Tim O'Leary

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Re: [osg-users] [osgPlugins] 3DS max to osg problem

2012-12-07 Thread Maia Randria
Hi Farshid,

May I ask you to check if the two versions on sourceforge and on worrdviz 
website are the same ? When I launch the one from Worldviz website, everything 
is correct (I can install), but I have that message error No 3ds max 
installed with the one from sourceforge. 

Many thanks,

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Re: [osg-users] [osgPlugins] 3DS max to osg problem

2012-12-07 Thread Farshid Lashkari
Hi Maia,

Are you using 3ds Max Design? There was a fix to the install script since
the last release that allowed detection for certain 3ds Max Design
installations. The installer on the sourceforge page has not been rebuilt
since then. I will try to make a new release soon though.

Cheers,
Farshid


On Fri, Dec 7, 2012 at 11:58 AM, Maia Randria 
veneree.randrianari...@crulrg.ulaval.ca wrote:

 Hi Farshid,

 May I ask you to check if the two versions on sourceforge and on worrdviz
 website are the same ? When I launch the one from Worldviz website,
 everything is correct (I can install), but I have that message error No
 3ds max installed with the one from sourceforge.

 Many thanks,

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Re: [osg-users] [osgPlugins] 3DS max to osg problem

2012-12-07 Thread Maia Randria
No, I don't. I just have 3DS max.


Farshid Lashkari wrote:
 Hi Maia,
 
 Are you using 3ds Max Design? There was a fix to the install script since the 
 last release that allowed detection for certain 3ds Max Design installations. 
 The installer on the sourceforge page has not been rebuilt since then. I will 
 try to make a new release soon though.
 
 
 Cheers,
 Farshid
 
 
 On Fri, Dec 7, 2012 at 11:58 AM, Maia Randria  () wrote:
 
  Hi Farshid,
  
  May I ask you to check if the two versions on sourceforge and on worrdviz 
  website are the same ? When I launch the one from Worldviz website, 
  everything is correct (I can install), but I have that message error No 
  3ds max installed with the one from sourceforge.
  
  Many thanks,
  
  --
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  http://forum.openscenegraph.org/viewtopic.php?p=51473#51473 
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Re: [osg-users] [osgPlugins] 3DS max to osg problem

2012-12-07 Thread Farshid Lashkari
Do you have the 32 or 64-bit version of max installed? Are you downloading
the matching installer? The one on the homepage is for 32-bit. If you are
using 64-bit, then you'll need to download the 64-bit installer from the
files page.


On Fri, Dec 7, 2012 at 12:54 PM, Maia Randria 
veneree.randrianari...@crulrg.ulaval.ca wrote:

 No, I don't. I just have 3DS max.


 Farshid Lashkari wrote:
  Hi Maia,
 
  Are you using 3ds Max Design? There was a fix to the install script
 since the last release that allowed detection for certain 3ds Max Design
 installations. The installer on the sourceforge page has not been rebuilt
 since then. I will try to make a new release soon though.
 
 
  Cheers,
  Farshid
 
 
  On Fri, Dec 7, 2012 at 11:58 AM, Maia Randria  () wrote:
 
   Hi Farshid,
  
   May I ask you to check if the two versions on sourceforge and on
 worrdviz website are the same ? When I launch the one from Worldviz
 website, everything is correct (I can install), but I have that message
 error No 3ds max installed with the one from sourceforge.
  
   Many thanks,
  
   --
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   http://forum.openscenegraph.org/viewtopic.php?p=51473#51473 (
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Re: [osg-users] GLES2/Trigonometry Question

2012-12-07 Thread Jeremy Moles

On 12/07/2012 12:27 PM, Paul Martz wrote:
(Sorry if this shows up twice; I originally posted it Tuesday but it 
has not echoed back to the list. Test emails seem to work, so trying 
again...)


Hi Jeremy -- Since you know the FOV in y (it's 45.0 degrees), you can 
compute the distance to fit a bounding sphere with the following code:


double computeInitialDistanceFromFOVY( const osg::BoundingSphere bs, 
const double fovy )

{
return( bs.radius() / sin( osg::DegreesToRadians( fovy * .5 ) ) );
}

That code comes from the matrix utility library (osgwMx) in the 
osgWorks project, but equivalent code exists in osgGA to compute home 
positions, which you could also use as a reference.

   -Paul



Cool, thanks!

Chris Hanson explained this to me off the lists, as well. It's actually 
REALLY simple trig, but for whatever reason I just haven't ever thought 
of 3D math as anything other than voodoo magic.


Now, of course, it makes perfect sense, and I honestly think I've 
acquired a whole new perspective at solving problems in graphics 
mathmatically. I even went and picked myself up a trig/calc book at BN 
to worth through over the next few weeks.


On 12/4/2012 7:47 AM, Jeremy Moles wrote:
Hello everyone! I'm writing a bit of code using parts of OSG and pure 
OpenGLES2.
This isn't exactly an OSG question, per se, but there are a lot of 
OpenGL

experts here and this is a great resource. :) Any help is appreciated!

In my particular scene, I do not maintain a matrix representing my 
camera;
there is a global projection matrix and each Drawable maintains its 
own model
matrix. For this reason, whether pedantically right or wrong, I say 
that my

camera always sits at 0, 0, 0 and looks into a frustum created using the
equivalent of gluPerspective(45, 1, 1, 100).

What I'm looking for is the trigonometric calculation that would 
allow me to
determine either the Z value to translate my scene or the scale to 
apply to my

scene in order to fit the entire thing cleanly into my viewport.

I have both the osg::BoundingBox and osg::BoundingSphere of my scene, 
but since
I'm not using a camera manipulator or view matrix directly, I can't 
simply

reference the code in CameraManipulator.cpp.

Furthermore: I have this working currentls in a VERY TERRIBLE way. :) 
What I do

is use reimplementations of gluProject and gluUnproject to caclulate
screen-to-world and world-to-screen coordinates. I then use those 
values to
figure out how much to scale my scene by, but this feels so wrong 
(and bound to

a known window size) that I know there must be a better way.

Thanks!
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Re: [osg-users] [osgPlugins] 3DS max to osg problem

2012-12-07 Thread Maia Randria
Hi,

I got it by disabling gamma correction (Rendering - Gamma/LUT Setup) with the 
latest installer (1.0.3 for 64 bits).

Everything is OK now.

Thank you very much and have a good weekend.

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Re: [osg-users] lighting of pointsprites

2012-12-07 Thread Jean-Sébastien Guay

Hello Daniel,


I know  I can do my own thing by implementing a shader program, but first I 
wonder if there is a limitation for point sprites to not beeing able to be 
illuminated by default.


Actually, the only way to get point sprites to be lit is to use a 
shader. Think about it, a point sprite is just a point which is expanded 
to a polygon in view space. So it has no normals, or at most it has a 
single normal which points in the wrong direction (the point's normal), 
duplicated for all vertices.


In a shader, you can choose to make your point sprite have sphere 
normals, or any other shape you want. You can also use a normal map to 
get an even better shape. The fixed pipeline cannot do this. Fixed 
pipeline point sprites were designed for simple billboarded sprites.


Hope this helps,

J-S

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