Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Serge Lages
And for a long term solution, what about moving everything to Google Groups
? It can be used as a mailing list or as a sort of forum depending on the
user preferences.


On Wed, Jul 31, 2013 at 5:05 AM, Wang Rui wangra...@gmail.com wrote:

 Hi Robert,

 I'm currently working on the Chinese translation of OpenGL Programming
 Guide 8th Edition, as well as some client projects. It's heavy work for me
 so sorry for not being with the community these days. Fortunately I'm going
 to have a few more time later and will be back for more tests and feature
 addtions :-)

 In 2008, I started a Chinese OSG forum (bbs.osgchina.org), and have been
 managing it until now, which has about 7 housand members and more than 50
 thousand posts. My experience is simply that you can hardly satisfy
 everyone who has questions in the forum. In most cases, askers will only
 put the questions like 'why my scene is black' or 'how to implement 3DGIS
 software', and it is nearly impossible to give a complete answer. I will
 always ignore such topics or just give an one-line answer to save their
 time and my time at that time. :-)

 We had better support forums and even social networks for OSG users,
 especially those young men, to get in touch with each other. This will also
 help OSG itself to grow more quickly and get more attentions when related
 news are coming. Release news will also receive more feedbacks if published
 on forum. In fact, in my opinion, the forum should not be somewhere filled
 with questions and answers, but a place for sharing ideas and achievements,
 making friends, and looking for opportunities. We need not only moderators
 but also active members to publish news, feature suggestions, discussions
 and project galleries in the forum, to attract more people to attend and
 encourage them to share their ideas, too.

 Wang Rui



 2013/7/31 Björn Blissing bjorn.bliss...@vti.se

 Hi Robert et al,

 I would love for the forum to keep working. The forum is usually my goto
 place to find new information about OpenSceneGraph and I actually like the
 format better then the e-mail lists. Although the current state of the
 forum makes me a bit sad for the new users.

 I have been contemplating volunteering to do some basic moderation, ie.
 proof reading the first messages that users post before getting forum
 approval. My main hesitation has been, as I guess for all of you, lack of
 time.

 I also tend to work with OSG related project in irregular time periods. I
 have actually been working with OSG on and off since 2002. (My first
 experience with OSG was at a presentation that Robert held in Stockholm in
 November 2001). I usually work with it for a month or two and then I am
 away from the community for a couple of months doing other projects. The
 forum is perfect for this on-and-off lifestyle since it doesn't clog up
 my e-mail folders when I am inactive as a OSG user. (Registering and
 unregistering from the email lists became rather tedious.)

 So rather then letting the forum die, I would like to volunteer as
 moderator. Although I probably would be a moderator that would be rather
 inactive during some periods. But if there are more moderators our inactive
 periods hopefully shouldn't overlap too much.

 TLDR; I hereby volunteer as a forum moderator.

 Best regards,

 Björn Blissing

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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Robert Osfield
HI Serge,

On 31 July 2013 08:34, Serge Lages serge.la...@gmail.com wrote:
 And for a long term solution, what about moving everything to Google Groups
 ? It can be used as a mailing list or as a sort of forum depending on the
 user preferences.

I have wondered if it wouldn't be better to go with such a route -
just utlize a third party system.  I haven't had much expereince with
google groups.  Just had a look and of course we have OpenSceneGraph
Users group already that is mirroring the OSG mailing list ;-)

The interface to googlegroups like better than the last time I looked
at it. Perhaps we could simply experiement with getting forums users
to subscribe to OpenSceneGraph Users google group and see how things
go, this would be an immediate workaround.  One issue I would see is
how would posts from the googlegroup get posted to the osg-users
mailing list as things stand.

I don't know what the situation will be with catching spam/phishing
etc and the need for moderators.

Robert.
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Serge Lages
Any idea who's the owner of this group ?
For the spam/pishing protection, I think it provides options to moderate
user subscriptions or first posts like the forums, so it'll probably need
some moderators.


On Wed, Jul 31, 2013 at 11:01 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 HI Serge,

 On 31 July 2013 08:34, Serge Lages serge.la...@gmail.com wrote:
  And for a long term solution, what about moving everything to Google
 Groups
  ? It can be used as a mailing list or as a sort of forum depending on the
  user preferences.

 I have wondered if it wouldn't be better to go with such a route -
 just utlize a third party system.  I haven't had much expereince with
 google groups.  Just had a look and of course we have OpenSceneGraph
 Users group already that is mirroring the OSG mailing list ;-)

 The interface to googlegroups like better than the last time I looked
 at it. Perhaps we could simply experiement with getting forums users
 to subscribe to OpenSceneGraph Users google group and see how things
 go, this would be an immediate workaround.  One issue I would see is
 how would posts from the googlegroup get posted to the osg-users
 mailing list as things stand.

 I don't know what the situation will be with catching spam/phishing
 etc and the need for moderators.

 Robert.
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Re: [osg-users] osgLeap Leap Motion Integration

2013-07-31 Thread Jan Ciger
On Tue, Jul 30, 2013 at 9:13 PM, Johannes Scholz
osg-supp...@vtxtech.net wrote:
 I work in a Virtual Reality environment where the ball-marker-based infrared 
 ART Tracking is still state of the art since years. It is very robust and 
 reliable while delivering good precision, altought not on a sub-mm level. Now 
 on the other hand its very expensive, we're talking about many 1000 Euros. 
 The Leap costs 1-2% of that solution, so some kind of drawback might be 
 acceptable.

 ButI think although the Leap is not perfect, you can make great stuff 
 when using the Leap correctly. Finger tracking is not that reliable, but hand 
 tracking is quite good I think. After some training I can now use the 
 LeapManipulator to navigate through my models reliably. But it can do more... 
 I will try to make some demos of what I have in mind in the next weeks.

I am also in VR field and the main beef I have with Leap is:

a) tiny workspace - every larger gesture makes you exit the workspace,
losing the tracking - a very jarring event. It is a pity that they
have made the device so tiny, compromising the useful working volume
in the process.

b) the hand orientation is sketchy at best

I have tried your manipulator code and while I can translate the model
just fine, I rarely succeed to reliably rotate or scale it - mainly
because I always run out of the tracked workspace.

So basically that leaves hand position detection +- some fingers, in a
tiny workspace and typically requiring a tiring pose to use. I had
much better success with something like the Razer Hydra for low cost
desktop applications and when I need more space (e.g. working standing
up), the Kinect.

A similar device from NaturalPoint - the TrackIR - works a lot more
reliably than the Leap. You don't get to wave your fingers at the
screen so much, but the software is a whole lot more robust. The Leap
is a solution looking for a problem, in my opinion, especially with
the buggy software they have.

Jan
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Robert Osfield
Hi Serge,

On 31 July 2013 09:11, Serge Lages serge.la...@gmail.com wrote:
 Any idea who's the owner of this group ?
 For the spam/pishing protection, I think it provides options to moderate
 user subscriptions or first posts like the forums, so it'll probably need
 some moderators.

Just been looking at osg-crew which is googlegroup I set up seven
years ago when we had problems with the main mailing list.  It hasn't
been used since 2007.  The interface for the manager and users is
improved over how it used to be.  Search seams to work effectively.

There is also the ability to do mass subscriptions so potentially we
could import the whole mailing list and forum over.   It would look to
be doable.  Whether we should do it is another matter all together...
I'm open to suggestions.

One thing I haven't worked out yet is who set up and manages the
OpenSceneGraph Users googlegroup.  I've found an email address
subscribed to lists.openscenegraph.org osg-users  that looks likely
how this google group watches the list:
osg-users-garchive-59...@googlegroups.com.

Could the creator/owner of googlegroups step forward?

Thanks,
Robert.

Robert.
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Art
Hi.

If you switch to the google groups you would have to do moderator work
again. Then, I wonder, what improvement do you get from it. The glue
between the forum and the mailing list works well, however, might not
even work for google groups. I can't see, why google groups would help
here.

art


On 31.07.2013 11:11, Serge Lages wrote:
 Any idea who's the owner of this group ?
 For the spam/pishing protection, I think it provides options to
 moderate user subscriptions or first posts like the forums, so it'll
 probably need some moderators.


 On Wed, Jul 31, 2013 at 11:01 AM, Robert Osfield
 robert.osfi...@gmail.com mailto:robert.osfi...@gmail.com wrote:

 HI Serge,

 On 31 July 2013 08:34, Serge Lages serge.la...@gmail.com
 mailto:serge.la...@gmail.com wrote:
  And for a long term solution, what about moving everything to
 Google Groups
  ? It can be used as a mailing list or as a sort of forum
 depending on the
  user preferences.

 I have wondered if it wouldn't be better to go with such a route -
 just utlize a third party system.  I haven't had much expereince with
 google groups.  Just had a look and of course we have OpenSceneGraph
 Users group already that is mirroring the OSG mailing list ;-)

 The interface to googlegroups like better than the last time I looked
 at it. Perhaps we could simply experiement with getting forums users
 to subscribe to OpenSceneGraph Users google group and see how things
 go, this would be an immediate workaround.  One issue I would see is
 how would posts from the googlegroup get posted to the osg-users
 mailing list as things stand.

 I don't know what the situation will be with catching spam/phishing
 etc and the need for moderators.

 Robert.
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Robert Osfield
Hi Art,

On 31 July 2013 11:04, Art arti_t...@yahoo.de wrote:
 If you switch to the google groups you would have to do moderator work
 again. Then, I wonder, what improvement do you get from it. The glue between
 the forum and the mailing list works well, however, might not even work for
 google groups. I can't see, why google groups would help here.

googlegroups would replace both osg-users@lists.openscenegraph.org and
forum.openscenegraph.org, users of the googlegroups can decide how
they want to use google groups either via email or via the online
forum style interface.

We would still need to do moderation work but at least it'd be in one
place, so we'd avoid the need to the admin side for both the mailing
list and the forum and a small amount of overlap on the moderations
side.  On the mailing list side I typically only need to handle a
couple of moderation items per month handling cases when users post
attachments that exceed the amount listed, it's not much but
effectively other moderators could help with this, I could help with
moderation on the other side when need be - the advantage is pooling
manpower.

Robert.
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Re: [osg-users] osgLeap Leap Motion Integration

2013-07-31 Thread Johannes Scholz
Hi,

running out of tracking volume is just a matter of correct positioning and 
training. I've made a small video for demonstration.

http://www.youtube.com/watch?v=0wBiiKo_hys

Thank you!

Cheers,
Johannes[/url]

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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Serge Lages
Yes the main benefit would be to bring everybody at the same place. I think
that currently the problem is that newcomers are using the forums, but most
active users are still using the mailing list, and moderators should be
easier to find from active users than newcomers.
In my case for example, I'm OK to do some minor moderation work, but I
never volunteered for the forums as it's something I'm not using and I'm
not willing to.

Apart from that it seems than migrating from mailman to Google Groups seems
to be quite common, and by googling a bit you can find how to import all
the contacts easily.


On Wed, Jul 31, 2013 at 1:24 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Art,

 On 31 July 2013 11:04, Art arti_t...@yahoo.de wrote:
  If you switch to the google groups you would have to do moderator work
  again. Then, I wonder, what improvement do you get from it. The glue
 between
  the forum and the mailing list works well, however, might not even work
 for
  google groups. I can't see, why google groups would help here.

 googlegroups would replace both osg-users@lists.openscenegraph.org and
 forum.openscenegraph.org, users of the googlegroups can decide how
 they want to use google groups either via email or via the online
 forum style interface.

 We would still need to do moderation work but at least it'd be in one
 place, so we'd avoid the need to the admin side for both the mailing
 list and the forum and a small amount of overlap on the moderations
 side.  On the mailing list side I typically only need to handle a
 couple of moderation items per month handling cases when users post
 attachments that exceed the amount listed, it's not much but
 effectively other moderators could help with this, I could help with
 moderation on the other side when need be - the advantage is pooling
 manpower.

 Robert.
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Robert Osfield
Hi Jan,

On 31 July 2013 12:25, Jan Ciger jan.ci...@gmail.com wrote:
 I am a co-moderator on the vr-geeks mailing list that we are running
 on Google Groups. It works quite well, on the other hand, it requires
 Google login from people who want to use the Groups interface. Also it
 does not really have the same features as forums, so you will get
 people complaining about that. Moderation works OK, you can assign
 multiple owners and have people approve new posts. On the other hand,
 the more sophisticated anti-spam solutions used by the forums are not
 available, so it is a trade-off.

What features are missing w.r.t a forum that user complain about?

When you say google login, you mean they have to have a google account?


Robert.
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Re: [osg-users] osgLeap Leap Motion Integration

2013-07-31 Thread Jan Ciger
On Wed, Jul 31, 2013 at 1:17 PM, Johannes Scholz
osg-supp...@vtxtech.net wrote:
 Hi,

 running out of tracking volume is just a matter of correct positioning and 
 training. I've made a small video for demonstration.

 http://www.youtube.com/watch?v=0wBiiKo_hys


Thanks for the video, it helped me to understand how to use it and it
is, indeed, a bit better. You should link the video on the website for
reference.

I did play with it again, but I have observed some issues with it:

I find it still way too fiddly for my taste - the rotations are fairly
hard to do consistently. It is easy to perform a rotation, but to
perform one that actually puts the object into the orientation I want
(instead of some semi-random one) is hard. I didn't realize that one
has to spread out the fingers and not to hold them together in order
for the gesture to be detected correctly.

Also, I am not sure that emulating 2D multi-touch gestures for driving
an orbit manipulator/trackball is the best metaphor here - the
manipulator rotates in 3 DOFs, but the two handed rotation gesture is
meant to rotate around a single axis only - the normal to the plane in
which the user has their hands (table or phone screen, usually).

I think a direct interaction (grab the object with your hand and
rotate it) would work a lot better here - kinda like a virtual data
glove. That would also make it easier to stay in the workspace -
keeping both hands together while doing the manipulation is not really
intuitive (one is in the way of the other during the manipulation),
but when you bring them apart, you lose the tracking. One hand at a
time would probably work better.

What do you think?

Regards,

Jan
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Glenn Waldron
For osgEarth we use Nabble. (http://forum.osgearth.org)

It's works as both a mailing list and a forum. We've been using it
effectively for years. Nabble does not have a separate moderator
permission but we have never missed it. As you said Robert: there are
perhaps only one or two moderation events a month and they're quick and
easy to deal with. Just click ban user and remove posts. And we don't
even restrict posting to registered used (not yet anyway).

I'm happy to answer any questions about Nabble.


Glenn Waldron / @glennwaldron


On Wed, Jul 31, 2013 at 8:46 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Jan,

 On 31 July 2013 12:25, Jan Ciger jan.ci...@gmail.com wrote:
  I am a co-moderator on the vr-geeks mailing list that we are running
  on Google Groups. It works quite well, on the other hand, it requires
  Google login from people who want to use the Groups interface. Also it
  does not really have the same features as forums, so you will get
  people complaining about that. Moderation works OK, you can assign
  multiple owners and have people approve new posts. On the other hand,
  the more sophisticated anti-spam solutions used by the forums are not
  available, so it is a trade-off.

 What features are missing w.r.t a forum that user complain about?

 When you say google login, you mean they have to have a google account?


 Robert.
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Jan Ciger

 What features are missing w.r.t a forum that user complain about?

Usually threading (you have to write a sensible post when using Groups
or e-mail instead of just hitting reply on a random post in the forum
and writing Me too! bellow it), posting of images, emoticons and
silly stuff like that.


 When you say google login, you mean they have to have a google account?

As far as I know, if you want to read Google Groups without login, you
can if the group is set as public. However, in order to post through
the web interface, it needs a Google (Gmail) login.

If you don't care about the web interface and want to post by e-mail,
you can, then no Gmail login is necessary.

Regards,

Jan
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Robert Osfield
Hi Glenn,

On 31 July 2013 13:04, Glenn Waldron gwald...@gmail.com wrote:
 For osgEarth we use Nabble. (http://forum.osgearth.org)

 It's works as both a mailing list and a forum. We've been using it
 effectively for years. Nabble does not have a separate moderator
 permission but we have never missed it. As you said Robert: there are
 perhaps only one or two moderation events a month and they're quick and easy
 to deal with. Just click ban user and remove posts. And we don't even
 restrict posting to registered used (not yet anyway).

 I'm happy to answer any questions about Nabble.

Would it possible to import histories (we have many years of support
questions and discussion archived) and users into Nabble?

Robert.
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Glenn Waldron
Robert,

On Wed, Jul 31, 2013 at 9:24 AM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Glenn,

 On 31 July 2013 13:04, Glenn Waldron gwald...@gmail.com wrote:
  For osgEarth we use Nabble. (http://forum.osgearth.org)
 
  It's works as both a mailing list and a forum. We've been using it
  effectively for years. Nabble does not have a separate moderator
  permission but we have never missed it. As you said Robert: there are
  perhaps only one or two moderation events a month and they're quick and
 easy
  to deal with. Just click ban user and remove posts. And we don't even
  restrict posting to registered used (not yet anyway).
 
  I'm happy to answer any questions about Nabble.

 Would it possible to import histories (we have many years of support
 questions and discussion archived) and users into Nabble?


A quick check reveals that it can import mbox as well as their own XML
format.
http://support.nabble.com/What-formats-can-Nabble-import-td4834294.html

I assume mbox is what you want. There also appears to be a way to redirect
an old mailing list:
http://n2.nabble.com/help/Answer.jtp?id=46

For users, there is a function to Invite subscribers but it appears you
have to request activation of this feature (so they can verify you're not
just a spammer).

Keep in mind that I have used none of these features so I can't vouch for
them personally :)

Also: free Nabble is ad-supported; you will sometimes see ads in a message
thread when you are using the web forum (unless you use Adblock of course).
Not a big deal but worth mentioning.

Glenn
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Re: [osg-users] osgLeap Leap Motion Integration

2013-07-31 Thread Johannes Scholz
Hi,


 I find it still way too fiddly for my taste - the rotations are fairly
 hard to do consistently. It is easy to perform a rotation, but to
 perform one that actually puts the object into the orientation I want
 (instead of some semi-random one) is hard. I didn't realize that one
 has to spread out the fingers and not to hold them together in order
 for the gesture to be detected correctly.

As we discussed before the tracking is not perfect. But what I learned quickly 
the detection of a hand closed or opened is quite stable. That's why I decided 
to do the first demo this way. At the moment I count the fingers to determine 
whether the hand is opened or closed. That is why you have to spread the 
fingers at least a bit. Before I was playing with the hands ball radius to do 
this, but it gave me the feeling that this algorithm is not that reliable. 


 Also, I am not sure that emulating 2D multi-touch gestures for driving an 
 orbit manipulator/trackball is the best metaphor here - the
 manipulator rotates in 3 DOFs, but the two handed rotation gesture is
 meant to rotate around a single axis only - the normal to the plane in
 which the user has their hands (table or phone screen, usually).
 
 I think a direct interaction (grab the object with your hand and
 rotate it) would work a lot better here - kinda like a virtual data
 glove. That would also make it easier to stay in the workspace -
 keeping both hands together while doing the manipulation is not really
 intuitive (one is in the way of the other during the manipulation),
 but when you bring them apart, you lose the tracking. One hand at a
 time would probably work better.


True, for sure. My first thought was to do it that way. Grab the object, then 
move and rotate directly by the hands position and rotation. I could not 
realize that in the first demo, because there is no GRAB gesture available (at 
least I did not find it, yet) then I lost track of the hand's fingers when they 
are oriented perpendicularly above the Leap. Then also I felt sad about the 
accuracy of the hands rotation.

Cheers,
Johannes

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[osg-users] Drawing order of views in osgViewer::CompositeViewer

2013-07-31 Thread Alexandre Vaillancourt
Hi All,

We're using a CompositeViewer for our application. The first view added is
the 'main view', with the scene.

We've added three more views: two each containing a widget (part of a HUD)
and a third for a 'loading screen'.

The two widgets draw over the main scene, which is expected, as well as the
loading screen.

However, I haven't been able to make the loading screen draw over _one_ of
my widgets. As a work around I hide the by 'zeroing' the nodemask of it's
view's camera when the 'loading screen' is displayed.

Any pointers as to where to look on how I could make my 'loading screen'
view draw after every other views?

Thanks!

--
Alexandre Vaillancourt
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Re: [osg-users] Three Weeks until the Openscenegraph BOF at Siggraph

2013-07-31 Thread Jordi Torres
Hi John et al,

How did it go? Did the hangout success at the end? If it's possible it
would be cool if any of the attendands could post in [1] some words about
the event. Links to slides or photos (if any)  would be very cool :).

[1] http://www.openscenegraph.com/index.php/community/events

Thank you!


2013/7/19 Robert Osfield robert.osfi...@gmail.com

 Hi John,

 I'm currently digging into Google+ seeing what is possible and how to go
 about doing a hangout test.  Do you have a Google+ account?

 Robert.

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Re: [osg-users] Drawing order of views in osgViewer::CompositeViewer

2013-07-31 Thread Robert Osfield
HI Alexandre,

The osg::Camera::setRenderOrder(..) is what controls which order the
cameras are rendered in, so set your HUD Camera to have a higher
render order number to make sure it's rendered last.  If the
RenderOrder values are all the same then the order will simply be the
order that you assigned them in.

Robert.

On 31 July 2013 16:02, Alexandre Vaillancourt
alexandre.vaillancourt.l...@gmail.com wrote:

 Hi All,

 We're using a CompositeViewer for our application. The first view added is
 the 'main view', with the scene.

 We've added three more views: two each containing a widget (part of a HUD)
 and a third for a 'loading screen'.

 The two widgets draw over the main scene, which is expected, as well as the
 loading screen.

 However, I haven't been able to make the loading screen draw over _one_ of
 my widgets. As a work around I hide the by 'zeroing' the nodemask of it's
 view's camera when the 'loading screen' is displayed.

 Any pointers as to where to look on how I could make my 'loading screen'
 view draw after every other views?

 Thanks!

 --
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Jordi Torres
Hi,

I'm not a forum user, but maybe it is worth to wait to the end of the
summer to see if anyone step on to moderate the forum. Despite the absence
of moderators there is a good job behind and it works quite well.
But at the end if forum users are not willing to collaborate...

Cheers.


2013/7/31 Glenn Waldron gwald...@gmail.com

 Robert,

 On Wed, Jul 31, 2013 at 9:24 AM, Robert Osfield 
 robert.osfi...@gmail.comwrote:

 Hi Glenn,

 On 31 July 2013 13:04, Glenn Waldron gwald...@gmail.com wrote:
  For osgEarth we use Nabble. (http://forum.osgearth.org)
 
  It's works as both a mailing list and a forum. We've been using it
  effectively for years. Nabble does not have a separate moderator
  permission but we have never missed it. As you said Robert: there are
  perhaps only one or two moderation events a month and they're quick and
 easy
  to deal with. Just click ban user and remove posts. And we don't even
  restrict posting to registered used (not yet anyway).
 
  I'm happy to answer any questions about Nabble.

 Would it possible to import histories (we have many years of support
 questions and discussion archived) and users into Nabble?


 A quick check reveals that it can import mbox as well as their own XML
 format.
 http://support.nabble.com/What-formats-can-Nabble-import-td4834294.html

 I assume mbox is what you want. There also appears to be a way to redirect
 an old mailing list:
 http://n2.nabble.com/help/Answer.jtp?id=46

 For users, there is a function to Invite subscribers but it appears you
 have to request activation of this feature (so they can verify you're not
 just a spammer).

 Keep in mind that I have used none of these features so I can't vouch for
 them personally :)

 Also: free Nabble is ad-supported; you will sometimes see ads in a message
 thread when you are using the web forum (unless you use Adblock of course).
 Not a big deal but worth mentioning.

 Glenn

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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Robert Osfield
Hi Jordi et. al,

On 31 July 2013 16:26, Jordi Torres jtorresfa...@gmail.com wrote:
 I'm not a forum user, but maybe it is worth to wait to the end of the summer
 to see if anyone step on to moderate the forum. Despite the absence of
 moderators there is a good job behind and it works quite well.
 But at the end if forum users are not willing to collaborate...

We have a couple of volunteers that have come forward now.  All have
other tasks they need to juggle that can take them away for days or
weeks at time so the more volunteers the better the coverage we'll
have.  This should hopefully get us over the current stall in forum.

I would still like to think about whether we can do better than the
separate mailing list and forum that are sync'd. I'd like a system
that is easy to maintain, reliable, easy to search and use for end
users and conceptually straight forward so that new users coming to
project can more easily get an idea of how things fit together in the
project.

Robert.
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Re: [osg-users] osgLeap Leap Motion Integration

2013-07-31 Thread Jan Ciger
On Wed, Jul 31, 2013 at 5:04 PM, Johannes Scholz
osg-supp...@vtxtech.net wrote:
 True, for sure. My first thought was to do it that way. Grab the object, then 
 move and rotate directly by the hands position and rotation. I could not 
 realize that in the first demo, because there is no GRAB gesture available 
 (at least I did not find it, yet) then I lost track of the hand's fingers 
 when they are oriented perpendicularly above the Leap. Then also I felt sad 
 about the accuracy of the hands rotation.

I have tried again with the visualizer tool and I can get some
reasonable hand rotation - if the fingers are visible. They obviously
use some Kalman filter or something to keep the rotation smooth and
going even if the fingers disappear for a moment. However, tracking of
a closed hand (grabbed object) is hopeless - they obviously use the
fingers for tracking and estimate the rest from that.

What a pain :( I went through the SDK and the API seems to be designed
more around simulating mouse and 2D multitouch interaction (they even
let you define virtual 2D screens where you want to interact with
things) than actual 3D work. If they rather made the device available
as two synchronized cameras, one could do some custom development on
it, at least. Like this one is stuck with their SDK :(

Regards,

Jan
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Re: [osg-users] Drawing order of views in osgViewer::CompositeViewer

2013-07-31 Thread Alexandre Vaillancourt
Thank you Robert, it's working fine!

--
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2013/7/31 Robert Osfield robert.osfi...@gmail.com

 HI Alexandre,

 The osg::Camera::setRenderOrder(..) is what controls which order the
 cameras are rendered in, so set your HUD Camera to have a higher
 render order number to make sure it's rendered last.  If the
 RenderOrder values are all the same then the order will simply be the
 order that you assigned them in.

 Robert.

 On 31 July 2013 16:02, Alexandre Vaillancourt
 alexandre.vaillancourt.l...@gmail.com wrote:
 
  Hi All,
 
  We're using a CompositeViewer for our application. The first view added
 is
  the 'main view', with the scene.
 
  We've added three more views: two each containing a widget (part of a
 HUD)
  and a third for a 'loading screen'.
 
  The two widgets draw over the main scene, which is expected, as well as
 the
  loading screen.
 
  However, I haven't been able to make the loading screen draw over _one_
 of
  my widgets. As a work around I hide the by 'zeroing' the nodemask of it's
  view's camera when the 'loading screen' is displayed.
 
  Any pointers as to where to look on how I could make my 'loading screen'
  view draw after every other views?
 
  Thanks!
 
  --
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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Alexandre Vaillancourt
Another idea could be to use a system like StackExchange.

This probably does not have an option to offer support by email, though.
And if there is an aim for 'growing the community', I'm not sure that it's
the right path. However the 'QA' process is fantastic.


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Re: [osg-users] Finding Node Level

2013-07-31 Thread Max Ashton
Hey guys thanks for the reply's, sadly this post took a while to be accepted so 
in the mean time, I basically made a node printer that prints the structure of 
my SG to the console using --- to indicate depth level. 

I have done it by implementing a depth tracker function in my visitor, 

if last_node is a parent +1 to depth
elseif last_node is a child -1 to depth
else do nothing

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Re: [osg-users] osgLeap Leap Motion Integration

2013-07-31 Thread Johannes Scholz

Jan Ciger wrote:
 
 I have tried again with the visualizer tool and I can get some
 reasonable hand rotation - if the fingers are visible. They obviously
 use some Kalman filter or something to keep the rotation smooth and
 going even if the fingers disappear for a moment. However, tracking of
 a closed hand (grabbed object) is hopeless - they obviously use the
 fingers for tracking and estimate the rest from that.
 
 What a pain :( I went through the SDK and the API seems to be designed
 more around simulating mouse and 2D multitouch interaction (they even
 let you define virtual 2D screens where you want to interact with
 things) than actual 3D work. If they rather made the device available
 as two synchronized cameras, one could do some custom development on
 it, at least. Like this one is stuck with their SDK :(


They obviously had some difficulties getting the Leap out as the original 
release date was in December last year, it think. So one could think they will 
continue to improve their API now they got it released. Hopefully they will 
allow some access to the raw data. Until then my way for osgLeap will be to 
focus on what is working today. We'll see where we get..

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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Art
Appropos.

Just to give an overview, why moderation of the forum often sucks.

The rule, that users have to provide a reasonable real name, makes the
moderation and in specific the approval of new users kind of a tedious
task. I have always to write to people a short message, that they should
change their name according to our rules. Then I have to wait for it to
happen and only then, if everything seems fine, we as moderators,
approve the user and his/her messages. To be honest, I even sometimes
just not write to new users anymore, especially if their first message
is of very non descriminative nature. In the back of my head, I always
say, that this is kind of a nice filter of users, who do not respect the
community.

Unfortunately only a few newbies do put a valid realname when
registering on the forum. I would say, that only around 10 percent of
newbies, do that, all other, just put their usernames again there. It
even became ridiculous when these new users, without proper realname,
start to blame us (moderators/admins) of inproper job.

I wonder, how you want solve this issue with google groups or any other
alternatives.


art


On 31.07.2013 19:36, Alexandre Vaillancourt wrote:
 Another idea could be to use a system like StackExchange.

 This probably does not have an option to offer support by email,
 though. And if there is an aim for 'growing the community', I'm not
 sure that it's the right path. However the 'QA' process is fantastic.


 --
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[osg-users] [forum] How to get parent node size in world coordinate

2013-07-31 Thread Arka Saha
I just started using OSG. I need to know how to get size of the parent. 

Actually I have a flat UTM terrain and I need to put some object on that. 
Now I have no idea about how much the child needed to be translated and logic 
behind it. Probably if I can get the size of the parent in OSG world then I can 
calculate the child position.

Generally how it is done.

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[osg-users] geographic coordinate convert

2013-07-31 Thread Tianyun Su
Hi,
I use osgdem to create an IVE model with mercator projection and can load the 
model in my OSG program.  I want to realize such funciton:
(1) input the WGS84 coordinate (lon, lat) of target point
(2) calculate the elevation (z) of the point from the terrain file
(3) draw a graphic object at the point (lon, lat, z) 
The problem is how to convert the WGS84 coordinate of inputted point to 
mercator projection which is used in my OSG program.

I have used the folllowing method:


Code:
osg::ref_ptrosg::CoordinateSystemNode csn=new osg::CoordinateSystemNode;
csn-setEllipsoidModel(new osg::EllipsoidModel);
csn-addChild(terrain);//terrain is IVE model with mercator projection
double o,p,q;
csn-getEllipsoidModel()-convertLatLongHeightToXYZ(osg::DegreesToRadians(80.0),osg::DegreesToRadians(115.0),osg::DegreesToRadians(0.0),o,p,q);


The convert value (o,p,q) is not correct.
How can I realize the function?

Thank you!

Cheers,
tianyun[/code]

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[osg-users] put multiple image file on one elevation model

2013-07-31 Thread Tianyun Su
Hi,
I have an elevation model and multiple image files (jpeg format). The four 
vertex coordinates of each image file are recorded in a text file. So, I wonder 
how can I put all these image files  on he surface of elevation model with 
their vertex coordinates. Now, I can put only one image file on the elevation 
model.
Thank you!

Cheers,
tianyun

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[osg-users] [3rdparty] Building osgBullet?

2013-07-31 Thread Maik Klein
I could't compile osgWorks so I downloaded the latest svn version which did 
compile fine. But I am unable to compile osgBullet, well I am not able to 
generate the make files in linux with cmake.

It tells me that i can't find osgWorks. This error is explained on the offical 
repo but I still have no clue what I have to do. 

Quotation from the wiki:


 In summary:
 
 If the dependency is in a standard location, you shouldn't need to set 
 any variables. CMake should just find them.
 Set either the OSGWORKS_ROOT variable (if installed in a non-standard 
 location) or both the OSGWORKS_BUILD_DIR and OSGWORKS_SOURCE_DIR variables 
 (if using the dependency from a source tree). You should never have to set 
 all three. 


What files do I have to adjust? I currently have it installed in /usr/

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[osg-users] Get depth image after draw a specific node

2013-07-31 Thread Isaac Cho
Hi,

I want to implement get z-buffer info. for only specific node. 

for example, there are 5 different nodes in the graph, I want to get depth 
information after draw node1 before other node 2~4. 

I tested RTT camera, but it significantly reduced FPS. I want to use only one 
camera.

I'm testing cullcallback but still I couldn't find answer. Is there any 
function I can control render order (e.g. write gray image after draw a 
specific node)?   
... 

Thank you!

Cheers,
isaac

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[osg-users] Multiple geometry models can be combined into a single geometry

2013-07-31 Thread Wang Yes
Hi,

A texture corresponding to a geometryI texture very much in a osg file, so 
there are a lot of geometry,
Now, I want to talk about these geometry combined into a small amount of 
geometry, that is to say, a geometry to have more than one texture.

I use the multi-layered texture, but the texture will affect each other.

Thank you!

Cheers,
wang

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[osg-users] get a depth image of a specific node

2013-07-31 Thread Isaac Cho
Hi,

I am trying to get z buffer from the camera scene. But I want to get a depth 
image of a specific node, not whole scene. 

I tried RTT camera for depth image. It works but it reduces FPS. So I'm trying 
to find the way to get a image with main camera, but still I don't know how to 
do it. I've tested all callback functions for draw camera and  cull. I've also 
tested 2 camera's one has a node what I want to get depth image and the other 
one has everything else.  But with 2 cameras, I have a problem with occlusion 
(depth info for transparency..)

If anyone knows how to handle that, please help me to figure out what's the 
best way to ge ta depth image of specific node. javascript:emoticon(':)')
... 

Thank you!

Cheers,
Isaac :)  :)

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Re: [osg-users] Solving forum.openscenegraph.org problems

2013-07-31 Thread Preet
I second the StackExchange suggestion if the mailing list and forums are
going to be replaced by one system. StackExchange sites are much easier to
search through than relying on Google to look up things in the mailing list
or forums. I think it'd cut down on repeat questions a lot (how many users
here have been told by a more experienced OSG user to go back and search
through the lists because the question being asked has been discussed
before? I know I have!)

It's also much easier to integrate code snippets and images to provide
better questions and answers. There are plenty of OSG questions on
StackOverflow so one can get an idea of how that kind of site would look.

Regarding user registration - I never really understood the point of having
your full name being a mandatory thing for the forum sign up. Is it a
courtesy thing? Is it to prevent spam?


Preet


On Wed, Jul 31, 2013 at 1:36 PM, Alexandre Vaillancourt 
alexandre.vaillancourt.l...@gmail.com wrote:

 Another idea could be to use a system like StackExchange.

 This probably does not have an option to offer support by email, though.
 And if there is an aim for 'growing the community', I'm not sure that it's
 the right path. However the 'QA' process is fantastic.


 --
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Re: [osg-users] Textured quad displaying problem

2013-07-31 Thread Mike Fournigault
Hi,

I have a problem for displaying a textured quad. The view does not display 
anything, and result in a blank screen.
The purpose of my application is to display video frames in the textured quad.
I verified several things, as the texture's image updating, the camera view and 
projection matrices, the possibility of viewing a simple box instead of the 
textured quad, at its position. All of those operations are working, so I 
concluded that there is a problem with my textured quad.

My code looks as follow :


Code:
ClientViewer::initialize()
{
  // _renderingFrame is an osg::Image attached to the texture
  // it is initialized in an other method

  // graphics context initialization

  // camera initialization

  // _viewer initialization

  _texture = new osg::TextureRectangle();
  _texture-setTextureSize(_renderingFrame-s(), _renderingFrame-t());
  _texture-setImage(_renderingFrame);
  osg::ref_ptrosg::Geometry quad = 
osg::createTexturedQuadGeometry(osg::Vec3(), osg::Vec3(_renderingFrame-s(), 0, 
0), osg::Vec3(0, 0, _renderingFrame-t()), 0, 0, 1, 1);
  quad-getOrCreateStateSet()-setAttributeAndModes(0, _texture.get(), 
osg::StateAttribute::ON);
  _videoSupport = new osg::Geode;
  _videoSupport-addDrawable(quad.get());
  
  osg::ref_ptrPositionAttitudeTransform pat = new 
osg::PositionAttitudeTransform();
  pat-addChild(_videoSupport);
  pat-setPosition(osg::Vec3(0, 0, Z));
  _viewer-setSceneData(pat);
  _viewer-realize();
}



Then the render method looks as follow :


Code:
ClientViewer::render()
{
  // Initialize the image _videoFrame with the video content
  // protect copy with mutexes
  ...
  memcpy(_renderingFrame-data(), _videoFrame-data(), 
_videoFrame-getImageSizeInBytes());
  _renderingFrame-dirty();
  // dump _renderingFrame to verify its content
  ...
  _viewer-frame();

  // Go back to the rendering loop of the thread
}



The images dumped from the _renderingFrame are good and follows the video 
content. Replacing the textured quad with a simple box, show the box in view.

I suppose that there is a compatibility problem between _renderingFrame and 
_texture. But I cannot find the problem.
My image is coded as a 24 bits RGB image in GL_UNSIGNED_BYTE.

What can I test to find the problem with the texture ?

Solved my problem, I made a mistake when specifying the height vector. My 
texture quad was seen on its profile and so was invisible :( :(
Thank you!

Cheers,
Mike
Code:




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[osg-users] Problem with TabBoxTrackballDragger

2013-07-31 Thread Amaury Courtin
Hi,
I know this post might look stupid to some of you but I am quite new to 3D 
programming.
My problem is that I am trying to insert a TabBoxTrackballDragger in my scene 
and it doesn't work. This is what I did:
osg::ref_ptrosgManipulator::TabBoxTrackballDragger _trackballDragger = new 
osgManipulator::TabBoxTrackballDragger;
_trackballDragger-setupDefaultGeometry();
_trackballDragger-addChild(cam.get());
root-addChild(_trackballDragger.get());
and the problem is that when I press ctrl and leftclick on the object, nothing 
happens...
Would you know why?
... 
Iron_Phoenix
Thank you!

Cheers,
Amaury

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[osg-users] Animation Path --- Animation Control keep current frame

2013-07-31 Thread Jose Manuel Monsalve Diaz
Hi, :D

I want to create some control buttons for the animationPath. I've been trying 
with the Time offset and time multiplier, but i can't understand how these 
values actually work. Now, i'm able to speed up and play backwards the 
animation. The problem is when i change the multiplier, the current control 
point jump to another part of the animation. I would like to play backwards or 
speed up the animation from the current control point. 

I found in the forum that saving the animationTime, and using it in the Offset 
time value work for these, but it doesn't

animationTime = apcb-getAnimationTime();
apcb-setTimeMultiplier(multiplier);
apcb-setTimeOffset(animationTime);

Any idea how can i keep the current frame?
... 

Thank you very much!

Cheers,
Jose :D

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[osg-users] OSG Architecture

2013-07-31 Thread Sujan Dasmahapatra
Hi,

Please tell me if my understanding is correct?If create a Geode called 
'room' and inherit a node from room called 'sofa'. So room-sofa. Then if we 
rotate room, would the sofa also rotate,?. But if we rotate sofa then room 
should not rotate.How can we establish an architecture like that?...Is it 
possible in OSG?..Please help.

... 

Thank you!

Cheers,
sujan

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Re: [osg-users] Using c++11 smartpointer instead of osg::ref_ptr?

2013-07-31 Thread Ulrich Hertlein
On 29/04/2013 2:53, Maik Klein wrote:
 I am wondering if it is possible to use the c++11 smartpointer instead of
 osg::ref_ptr?
 Is there any advantage in using the osg::ref_ptr?

Mixing the two is a bad idea, as they will happily ignore one another ;-)

One benefit of osg::ref_ptr is that the reference count is part of the object, 
so even if
you return a raw pointer at some point you could stuff it back into a ref_ptr 
without
things getting stuffed up.

/ulrich
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[osg-users] osg::Sphere initial position affecting behavior?

2013-07-31 Thread Wilbur McFerrin
Hi,

I have a small OSG application in which I want to place one of a fixed number 
of spheres at a location determined by a click's intersection with the terrain. 
I am initializing the spheres beforehand. All of this works, with one caveat: 
If I initialize the spheres at or close to the origin, they don't appear when I 
click, even though I am sure their positions (and radii) are changed to the 
appropriate value. If I initialize the spheres close to the middle of the 
terrain, all works as expected. What could cause this sort of behaviour?

Thank you!

Cheers,
Wilbur

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[osg-users] Using c++11 smartpointer instead of osg::ref_ptr?

2013-07-31 Thread Maik Klein
I am wondering if it is possible to use the c++11 smartpointer instead of 
osg::ref_ptr? Is there any advantage in using the osg::ref_ptr?

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Re: [osg-users] geographical coordination conversion

2013-07-31 Thread Tianyun Su
Hi, Shayne.
Thanks for your reply.
What i want to do is converting Lon/Lat coordinate with WGS84 coordinate system 
to X/Y coordinate with Mercator coordate system.
How can I program in OSG?

Thank you!

Cheers,
tianyun

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[osg-users] How to return a NULL value of osg::Vec3f type

2013-07-31 Thread Yong Chen
Hi,

The following lines are used to calculate the intersection of two lines in a 2D 
plane. However, the NULL value cannot be returned because the Visual Studio 
tells me that error C2664: cannot convert parameter 1 from 'int' to 'const 
osg::Vec3f '. I don't know how to represent a Null value here. Very 
appreciate if you guys can help me out.

osg::Vec3f lineintersection(osg::Vec3f p1, osg::Vec3f p2, osg::Vec3f p3, 
osg::Vec3f p4)
{
float x1 = p1.x(), x2 = p2.x(), x3 = p3.x(), x4 = p4.x();
float y1 = p1.y(), y2 = p2.y(), y3 = p3. y(), y4 = p4.y();

float d = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4); 
if(d==0) return NULL; // error occurs here

float p = (x1*y2 - y1*x2), post = (x3*y4 - y3*x4);
float x = ( p * (x3 - x4) - (x1 - x2) * post ) / d;
float y = ( p * (y3 - y4) - (y1 - y2) * post ) / d;

return osg::Vec3f(x, y, 0.0f); 
}

Thank you!

Cheers,
Yong

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[osg-users] osg 2.2.0 to 2.8.5 = Clipping planes problem

2013-07-31 Thread Antoine Criquy
Hi,

Last year I updated the version of osg I was using for a program that displays 
terrain grids (using osgTerrain). And now, i've just realized that a 
functionnality that uses clipping planes to cut the terrain does'nt work 
anymore on an old laptop (Windows xp, ATI mobility radeon HD3650, drivers up to 
date), but it works fine on the 2 others (and newer) pc.

Is there a change on the clip planes implementation between 2.2.0 and 2.8.5 ? 
Someone have an idea of where the problem may come from ? Is there a chance for 
the problem to be solved in osg 3 ?

Thank you very much!

Regards,
Antoine

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Re: [osg-users] osgQt rendering issues with NVIDIA 304.88 drivers and Ubuntu 12.04 (kernel 3.2.0-40-generic)

2013-07-31 Thread Christophe de Dinechin
For what it's worth, Tao Presentations (Google Taodyne, can't post URLs yet) 
also has the same problem on Linux, and the same workaround with 
__GL_SYNC_TO_VBLANK also works. Special thanks to Bastian for that workaround.

Tao Presentations is also based on OpenGL and Qt. For some reason, we tend to 
see the issue a lot more often with contents that causes heavy multithreading 
(e.g. when we have video streams playing in the presentation). On the other 
hand, it looks like the problem goes away when using apitrace. So Alberto's 
suggestion would not work at least in our case.

I wonder if all other Qt/OpenGL applications are impacted? If not, this might 
help us narrow the issue down and figure out whether's it's a driver bug, or 
whether there's something to fix either in Qt or in OSG and Tao?


Cheers,
Christophe

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Re: [osg-users] LineSegmentIntersector gives incorrect results (intersections missing)

2013-07-31 Thread Jaap Glas
Dear Peter, Robert, and all.

I would like to endorse Peter's remarks on the current implementation of
the LineSegmentIntersector. We experience precisely the same problems when  
trying to pick on plane faces that coincide with the bounding box of the
Drawable to which they belong. The simplest example is a drawable consisting
of one triangle or quad aligning with the axes of the local coordinate frame.   

Like Peter, we are also dealing with co-ordinate values running into the
thousands. The applied epsilon of 1e-4 in the intersectAndClip() function   
is too small in suchlike cases, especially if the TriangleIntersector keeps 
using floats at some places.

For the moment, we circumvent the problem by overloading the computeBound() 
function of the Drawable and return a slightly bigger bounding box ourselves,   
but a more general solution would be better in the end. 

Like Peter, I also do not see why the intersectAndClip() function should
cut off those parts of the line segment that are outside the bounding box.  
What is the computational benefit of this later on? I would expect it is
sufficient to check whether the line segment is crossing the box or not,
and neglect Drawables for which the answer is false.

However, assuming that this clipping does serve a goal, then my choice  
would be not to assign the epsilon in the intersectAndClip() function   
an absolute value, but to make it relative to the bounding box size,
for example by multiplying the current epsilon of 1e-4 with the diagonal
length of the bounding box. 


Best regards,   

Jaap Glas   

dGB Earth Sciences  
Enschede, The Netherlands

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[osg-users] Creating multiple instances of a model whitout loading it multiple times.

2013-07-31 Thread Zev Lix
Hi,

I am currently working on my first osg based project. In this project i need to 
create vehicles consisting of multiple models.

So lets say i will load an airplane. Then the airplane will have a main body, 
rudders and propellers. Where the rudders and propellers are translated in 
relation to the body to be at the right positions. Giving a tree of nodes.

My problem is if i want to use two instances of the same vehicle i dont want to 
load the models twise.

So what should i do to be able to load the vehicles once and then depending on 
the user create one or more of each vehicle so that the vehicle instances can 
move and parts like rudders can be changed differently in each of the 
instances. So i need to have acces and change the translations in the different 
instances.

Im not sure if i give a clear problem description but i hope someone 
understands it well enough to give me a hint on how it could be done.

Thank you!

Cheers,
zev

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[osg-users] Video playback performance

2013-07-31 Thread Alvaro Fuentes
Hi everyone. I have a question regarding to video playback and the best way to 
using it in a texture inside the 3d world of OSG.

Is there a way to stream the video content (or video frames, produced by the 
ffmpeg plugin) directly to the GPU memory? Is this approach the best, in terms 
of performance?

Many thxs in advance!!

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[osg-users] Problem with PagedLOD

2013-07-31 Thread Pankaj Bansal
Hi,

I am having some issues with pagedLOD. The nodes are not getting unloaded 
according to the view. I guess its because of OSG_MAX_PAGEDLOD is not getting 
set properly. I have used putenv() , then tried it with command prompt also, 
but still nothing is happening.  I have set it to 5 but still the application 
is not unloading nodes currently not in view. Any help on this.

P.S. The models I am loading are big in size so I want to keep the variable 
small.

Thank you!

Cheers,
pankaj

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[osg-users] Low FPS when integrating QTwith worldviz Vizard (Third party library based on OSG) on multiple display system

2013-07-31 Thread Pankaj Bansal
Hi,
First I want to explain a bit the system we are using.
We have 8 projector rear projection system with projection arranged in 2X4 grid 
like this

P P P P
P P P P

Top row is handled by one QuadroPlex 7000 and second row by other QuadroPlex 
7000.

1. Low FPS with QT- I am using Qt with worldviz vizard (Third party library 
based on OSG. you can see that on worldviz website) . I have created a 
QmainWindow and created a new widget and set the vizard graphics context 
between that new widget and set that widget as central widget of QMainWidget.

When I am running the application in fullscreen mode, the FPS in 2D is 15 and 
in 3D is 30. Thing is if I resize the window so that the window is only in top 
projectors region ie. I decrease the height and take window in upper projector 
row region, the FPS is 60. Also lets say window is partially in upper row and 
partially in bottom row then also FPS is 15 and 30. In short, if any part of 
window is visible in bottom row projectors FPS decrease to 15 and 30 else it 
stays 60.

Also if I run the vizard without Qt, everything runs fine.

Also, If I remove all the menus and dockWidgets from the Qt (vizard is set to 
centralWidget of QmainWindow), It runs fine. So when the Qt is visible, the FPS 
goes down but we have another application using OSG and Qt, it runs fine. I 
have tried that.
So problem is when I run my vizard application with QT on multiple display 
system.

Any help..

Thank you!

Cheers,
pankaj

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Re: [osg-users] OSG Architecture

2013-07-31 Thread Chris Hanson
Inherit it the wrong term. The sofa Node would be parented to the room
Node. But, Geode can't have children, only Groups (another kind of Node)
can. So you'd make a Room Group. Its children would be the Room Walls Geode
and the Sofa Geode. Rotating the Room Group would rotate all the stuff that
was a child of it (Walls and Sofa). But Groups and Geodes don't know how to
rotate by themselves.

Rotating is usually done by a special derived type of Group Node called a
PositionAttitudeTransform. Make your Room Group be a
PositionAttitudeTransform instead and you can rotate its children. In order
to rotate the sofa without rotating the room, you would need to make the
sofa be a child of a Sofa PositionAttitudeTransform, which itself was the
child of the room PositionAttitudeTransform.


-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography
• Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS •
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[osg-users] Shadows on invisible objects

2013-07-31 Thread Juan Cruz
Hi,

I'm creating a visualization where it is critical for some invisible objects to 
be able to receive shadows on them.  I know this sounds physically impossible, 
but I hope it is possible on a virtual environment.  Is there any way of 
achieving this in OSG?  Perhaps using shaders?

Thank you!

Cheers,
Juan

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[osg-users] How to apply multiple textures to a model in openscenegraph?

2013-07-31 Thread Lokesh Kumar
Hi,

I have a flt model and multiple *.dds texture files in a Directory :-

my folder  directory structure:-


 my_folder
|- terrain.flt
|- road.dds 
|- city.dds 
|- building1.dds 
|- building2.dds
|- building3.dds 
|- building3.dds 
|- building4.dds 
|- building5.dds 
|- banner1.dds
|- banner1.dds




I know how to read and apply single  .dds texture file to my model 
(terrain.flt) :-


Code:
osg::ref_ptrosg::Node terrainModel 
(osgDB::readNodeFile(c:/my_folder/terrain.flt));
osg::ref_ptrosg::Texture2D tex (new osg::Texture2D);
osg::ref_ptrosg::Image image (osgDB::readImageFile(c:/my_folder/road.dds 
));

tex-setImage(image.get());

osg::ref_ptrosg::StateSet state=terrainModel-getOrCreateStateSet(); 

state-setTextureAttributeAndModes(0,tex.get(),osg::StateAttribute::ON);







but i don't know how to read and apply all these textures to my model 
(terrain.flt).

my attempt :-


Code:
osg::ref_ptrosg::Node terrainModel 
(osgDB::readNodeFile(c:/my_folder/terrain.flt));
 
osg::ref_ptrosg::Texture2DArray texArray (new osg::Texture2DArray);

for(int i=0;ifolder_files.size();i++)
{
   osg::ref_ptrosg::Image image 
(osgDB::readImageFile(c:/my_folder/+file(i)));
   texArray-setImage(i,image);
  
}  
   
osg::ref_ptrosg::StateSet state=terrainModel-getOrCreateStateSet(); 


state-setTextureAttributeAndModes(0,texArray.get(),osg::StateAttribute::ON);




but, it is not working. Help me. 

Thank you!

Cheers,
Lokesh

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[osg-users] How to grasp an object in virtual scene by using a CyberGlove and OSG?

2013-07-31 Thread Junjie Xue
Hi,

I am working on a virtual assembly demo by using OSG and CyberGlove together. 
Currently i have sucessfully connect  and drive the virtual hand in the scene 
using realtime data sent from the glove. Now i want to add collision detection 
between the hand and a part in the scene. when the collision is detected, the 
part will move with the hand.

Here comes the problem:
1. How do collision detection in osg? What class or function should i use?
2. How to make the part move with the hand?  What class or function should i 
use?

Any suggestion or reply will be appreciated.
Thank you!

Cheers,
Junjie

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[osg-users] StateGraph prune and performance

2013-07-31 Thread Dusty Embrey
Hi,

I have a large terrain database with about 100 entities in it using osg 2.8.3. 
I currently have a CPU bottleneck which is spending about 70% of the frame 
doing allocations of new StateGraph nodes during my cull() pass. This occurs in 
the find_or_insert() function called from pushStateSet().

I have found that if I comment out the rendergraph-prune() call in my 
SceneView's cullStage() function, I get a 2-3x performance improvement, because 
it never erases the nodes from the graph, so find_or_insert() can find them and 
doesn't have to continually allocate them every frame.

What side effects/consequences can I expect if I never call prune() on the 
rendergraph? So far I have not seen any issues, but I am worried they may 
surface later on.

... 

Thank you,
Dusty

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[osg-users] Multiple EGLViews for osgAndroidExampleGLES1

2013-07-31 Thread Mahmoud Aly
Hi,

I just started working around osg with Android and starting with the example 
for GLES1.

I was wondering how to have multiple EGLViews in the same layout.
The thing that all of the native methods in the Lib are static and I think that 
triggers a problem whenever creating a new Renderer in the init function. what 
i am thinking that the multiple EGLviews trying to access the same osgViewer 
from the Native method.

so simply the program crashes once it starts running.

Did someone try to have multiple views on Android and faced this problem before 
?

... 

Thank you!

Cheers,
Mahmoud

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Re: [osg-users] OpenSceneGraph transformation precision

2013-07-31 Thread john doe
Hi,

For a project I work on I try to build a visualizer for a flight simulator.

When trying to build all the stuff I need to I run into strange behavior when 
using osg with huge units.

For example compare the two code

https://gist.github.com/anonymous/5662271


Only the lines 21 and 22 are changing. To sum here I only want to put a sphere 
(1m radius) very far from the origin (something like the earth radius in fact). 
In the first case I created the sphere directly far from the origin and in the 
second case I create it at the origin and then move it away using a 
MatrixTransform.

While the two way should give the them result I get very different result. The 
first case don't work well and here is why I got:


[Image: http://t.imgbox.com/abgajZ7H.jpg ] (http://imgbox.com/abgajZ7H) 


The second case work way better and here is my result:


[Image: http://t.imgbox.com/acyiv91j.jpg ] (http://imgbox.com/acyiv91j) 


So could you explain what I get this difference ? Is it because OpenGL uses 
float under the hood and so the value I use are too big? Similarly, I saw that 
even using the technique described in the second case this stop to work when I 
use bigger numbers. For example try with 1e+10 and none of the code above will 
work. So can you provide tips for building a visualizer which should handle 
planetary size value with both small and big assets ?

Thank you!

Cheers,

codec

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Re: [osg-users] OpenSceneGraph transformation precision

2013-07-31 Thread John Doe
Hi,

For a project I work on I try to build a visualizer for a flight simulator.

When trying to build all the stuff I need to I run into strange behavior when 
using osg with huge units.

For example compare the two code 
https://gist.github. com/anonymous/5662303


Only the lines 21 and 22 are changing. To sum here I only want to put a sphere 
(1m radius) very far from the origin (something like the earth radius in fact). 
In the first case I created the sphere directly far from the origin and in the 
second case I create it at the origin and then move it away using a 
MatrixTransform.

While the two way should give the them result I get very different result. The 
first case don't work well and here is why I got:
http://t.imgbox. com/abgajZ7H.jpg 

The second case work way better and here is my result:
http://t.imgbox. com/acyiv91j.jpg 



So could you explain what I get this difference ? Is it because OpenGL uses 
float under the hood and so the value I use are too big? Similarly, I saw that 
even using the technique described in the second case this stop to work when I 
use bigger numbers. For example try with 1e+10 and none of the code above will 
work. So can you provide tips for building a visualizer which should handle 
planetary size value with both small and big assets ?

Thank you!

Cheers,

codec

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[osg-users] [osgPlugins] osgQt 2 Widget, 2 Viewer - freeze

2013-07-31 Thread Robin Delbaere
Hi,

I have a problem with osg and Qt
I have 1 main window with 1 viewer that run normally 
And I have 1 button that open another Widget with another osgViewer but there I 
have to wait 30 or 40 s before move camera 

If I put in comment the code of the first Viewer the second run normally 

If you need codes or other details ask me 

Thank you and sorry for bad language, English isn't my native language

Cheers,
Robin

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Re: [osg-users] [ANN] New versions of the SilverLining Cloud, Sky Weather SDK and the Triton Ocean SDK

2013-07-31 Thread Mohammed Djeralfia
Hello,
I am new with Triton, I want to set Water  to a specific area in my project -- 
use Patch but all my objects were covered by water. So can you give us a simple 
code for osg using patch to try it.
Thank you in advance.

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[osg-users] Error occus when set up 3D Quad stereo

2013-07-31 Thread Ruixuan Li
Hi,

We currently have:
Graphic card type: NVIDIA GeForce 9300GE
Monitor/TV(Panasonic TC-P50UT50): Screen refresh rate 60Hz, colors: 32bit, 
resolution: 1920*1080 (3D TV)
Glasses: Panasonic 3D FULL HD (TY-ER3D4MU)  wireless 

We want to set up 3D Quad stereo in our computer, but errors occurs. The manual 
of Panasonic TV shows that it's 3D TV display. We're not sure whether it's our 
display's problem, the glasses', or graphic card's. 

Error: [Screen #0] GraphicsWindowWin32::setPixelFormat - No matching pixel 
format found based on traits specified
 GraphicsWindow has not been created successfully.
Viewer: realize- failed to set up any windows
Error: [Screen #0] GraphicsWindowWin32::setPixelFormat- Nomatching pixel 
format found based on traits specified
  GraphicsWindow has not been created successfully.
Viewer::realize-failed to set up any windows

We don't want to jump into a new product, especially 3d TV if it's not 
necessary. 

Thank you!

Cheers,
Ruixuan

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[osg-users] 3D quad stereo errors

2013-07-31 Thread Ruixuan Li
Hi,

We tried to run 3D quad stereo, but errors occurred. 

The hardware we have:
Graphic card type: NVIDIA GeForce 9300GE
Monitor/TV(Panasonic TC-P50UT50): Screen refresh rate 60Hz, colors: 32bit, 
resolution: 1920*1080
Glasses: Panasonic 3D FULL HD (TY-ER3D4MU)  wireless 

The 3d glasses is compatible with the panasonic TV.

Error: [Screen #0] GraphicsWindowWin32::setPixelFormat-No matching pixel 
format found based on traits specified
  GraphicsWindow has not been created successfully.
Viewer:realize-failed to set up any windows
Error: [Screen #0] GraphicsWindowWin32::setPixelFormat-No matching pixel 
format found based on traits specified
  GraphicsWindow has not been created successfully.
Viewer:realize-failed to set up any windows

We're not sure whether it's graphic card's problem, TV display, or glasses. We 
don't want to jump into a new product if it's not necessary. 

We could run anaglyphic stereo and saw double images before we installing 
Nvidia stereoscopic 3D. One of the environment variables has been set to Quad 
buffer. 

Yesterday, we enabled stereoscopic 3D using the Discover Glasses. It worked 
and shown double images on the screen.  The environment variables include Quad 
buffer. 

But we dis enabled the stereoscopic 3D today in order to showing enabling 
stereoscopic 3D process. After re enabling stereoscopic 3D these errors 
occurred again. 

The same error occurred no wonder enabled or dis enabled stereoscopic 3D, the 
same with errors shown several days ago. 
Thank you!

Cheers,
Ruixuan

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Re: [osg-users] [ANN] New versions of the SilverLining Cloud, Sky Weather SDK and the Triton Ocean SDK

2013-07-31 Thread Chris Hanson
You might want to contact Frank Kane at Sundog software directly. I don't
think is really appropriate for the OSG users mailing list.


On Thu, May 30, 2013 at 12:27 PM, Mohammed Djeralfia d_moham...@yahoo.frwrote:

 Hello,
 I am new with Triton, I want to set Water  to a specific area in my
 project -- use Patch but all my objects were covered by water. So can you
 give us a simple code for osg using patch to try it.
 Thank you in advance.

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-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography
• Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS •
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Re: [osg-users] IllegalArgumentException?

2013-07-31 Thread Hannah Carbonnier
Hi,

Did you solve the problem ? Because I have the same and don't know what I'm 
doing wrong...
... 

Thank you!

Cheers,
Hannah

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Re: [osg-users] IllegalArgumentException?

2013-07-31 Thread Hannah Carbonnier
Hi,

Actualy, I've found the answer: my application can't work on virtual device and 
I have to test it on a real one.

Cheers,
Hannah

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[osg-users] [osgPlugins] FLT plugin rescale some textures with dimensions non power of two

2013-07-31 Thread Mike Fournigault
Hi everyone,

I have some troubles with loading FLT models in my osg program.
For some models, if their textures have dimensions that are not power of two, 
the plugin enters in a case where it rescale those textures with the greatest 
power of two.
And the result is that finally the model is not mapped with textures who were 
badlly dimensioned.

My program run on linux, with opengl 4.2, on a nvidia quadro 600.
Of course, my system supportes the ARB extension for textures with dimensions 
that are not power of two.

Is there any flt option that I can tune to avoid this problem ?
Or is there anyone that solved this kind of problem ?


Thank you for your replies and ideas !

Cheers,
Mike

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[osg-users] [forum] Instanced drawing

2013-07-31 Thread Mateusz Janiak
Hi,

I have a large static scene to render - it will not change in time. It can 
contain even 1M spheres representing atoms in a particular material. I have 
read a lot about instanced drawing and went through examples:
osgdrawinstanced
osgshaders

but I can not to figure out how can I pass world positions for my sphere 
prototype instances. I am rather not familiar with plain OpenGL and GLSL, but 
what I have figured out till now is that I have to follow seweral steps in 
general:
1. Create my geometry drawable (simple sphere in my case using VBO)
2. Create vertex shader program tha would populate my sphere prototype on GPU 
side with defined number of instances
3. Attach to vertex shader a buffer? texture? some data representing positions 
of instances of this particular sphere type in world.
4. Sample buffer, texture with respect to gl_InstanceID to obtain sphere 
position at VS side

I think I could perform such operation for each sphere type in scene separately 
as there would be about 5 different spheres (radius). Is this correct approach? 
Or I should avoid creating several independent programs and try to create one 
doing all the stuff for different spheres?

I would appriciate if anyone could guide me through process of binding sphere`s 
world positions to vertext. As mentioned I was trying to attach to my geometry 
1D texture filled with positions of sphere instances and read it in shader 
according to gl_InstanceID for obtaning proper position, hovewer I am doing 
something wrong and I see just one sphere with strange colors on it. I think my 
sampling and binding fails but I have no ide how could I investigate the 
problem and debug shader if it is even posiible.
 
I will just attach fragments of code I think are crucial for this task:
VS code

Code:
#version 330 core
uniform sampler1D tex;
uniform int texSize;
void main(void) {
/* fetch instance position from texture buffer and add the local vertex 
coordinate to it ? using gl_InstanceID and texSize to properly determine 
position of my instance coordinates*/
vec4 ObjectSpacePosition = texture(tex, gl_InstanceID / float(texSize)) + 
vec4(gl_Vertex, 1.0);
ObjectSpacePosition.w = 1.0;

/* transform into view space */
vec4 ViewSpacePosition = gl_ModelViewMatrix * ObjectSpacePosition;

/* transform into clip space */
gl_Position = gl_ProjectionMatrix * ViewSpacePosition;
}



Texture with position coordinates:


Code:
unsigned int instCount = ...;

osg::Image* image = new osg::Image;

// allocate the image data, instCount x 1 x 1 with 4 rgba floats - equivalent 
to a Vec4!
image-allocateImage(instCount,1,1,GL_RGBA,GL_FLOAT);
image-setInternalTextureFormat(GL_RGBA);

// fill in the image data
osg::Vec4* dataPtr = (osg::Vec4*)image-data();
for( osg::Vec3 pos : InstancePositions )
{
*dataPtr++ = osg::Vec4(pos, 1.0);
}

osg::Texture1D* texture = new osg::Texture1D;
texture-setWrap(osg::Texture1D::WRAP_S,osg::Texture1D::WrapMode::REPEAT);
texture-setFilter(osg::Texture1D::MIN_FILTER,osg::Texture1D::NEAREST);
texture-setImage(image);



And finally state set for geometry:


Code:
osg::ref_ptr osg::StateSet  s = new osg::StateSet;

// setting proper GL modes
s-setMode(GL_CULL_FACE,osg::StateAttribute::ON);
s-setMode(GL_LIGHTING, osg::StateAttribute::ON);
s-setMode(GL_RESCALE_NORMAL, osg::StateAttribute::ON);
s-setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
s-setMode(GL_BLEND, osg::StateAttribute::OFF);

//create shader
osg::ref_ptr osg::Shader  nVertexShader = new osg::Shader();
nVertexShader-setType( osg::Shader::VERTEX );
nVertexShader-setShaderSource( ... );

osg::ref_ptr osg::Program  program = new osg::Program();
program-addShader( nVertexShader.get() );

s-setAttribute( program.get(), osg::StateAttribute::ON | 
osg::StateAttribute::PROTECTED );

//set texture for node which I want to sample in shader for positions
s-setTextureAttribute(0,texture,osg::StateAttribute::OVERRIDE);
s-setTextureMode(0,GL_TEXTURE_1D,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
s-setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
s-setTextureMode(0,GL_TEXTURE_3D,osg::StateAttribute::OFF|osg::StateAttribute::OVERRIDE);
// size of texture so I can rescale my gl_InstanceID to proper float value in 
shader for texture sampling
osg::Uniform* texSize = new osg::Uniform(texSize,instCount);
s-addUniform(texSize);
//sets the texture? not sure about this line
s-addUniform(new osg::Uniform(tex, 0));




I have read about uniform arrays but they have some limitations as far as I 
have diged about them, so I thought this would be a better way to load texture 
once to GPU and then use it all the time. Once again - if someone keen with VS, 
OpenGL, GLSL could guide me with this task I would be very gratefull. I think 
such example could be also a good startup for others rendering such big scenes 
if provided general steps are posiible at all.

Thank you!

Cheers,
Mateusz[/code]

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[osg-users] Requesting in update traversal

2013-07-31 Thread vadiraj kaamsha
Hi,

I have two view which display the same content in different ways, so it would 
be much better if I was able to request data only once in the update traversal.

Is there any specific reason why the node-visitor in the update traversal does 
not hold a pointer to the database requester? I would like to be able to place 
requests in the update traversal.

Is it possible to give the database requester handle to the update visitor or 
will this lead to any problems?

Thank you.

Cheers,
vadiraj

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Re: [osg-users] OpenSceneGraph transformation precision

2013-07-31 Thread Preet
It looks like a common precision issue in OpenGL -- you can't directly pass
planetary scale values since you're limited to floats. To get around this,
parent your Geodes with a Transform node as you did in your second example.

See this mailing list thread for more info:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2012-February/056373.html
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[osg-users] OpenGL 4 support

2013-07-31 Thread Roger Floydman
Hi,

I'd heard lots of good things about OpenSceneGraph so decided to give it a try. 
On the 'features' page it says OpenGL 1.0 through to OpenGL 4.2, and OpenGL ES 
1.1 and 2.0 are supported which is good as i wanted to use 'modern GL 
techniques'

I decided to build from source as i wanted to integrate with Qt and it seems 
there's been some work related to this in the osgQt module which i thought 
would be good to have.

The problems started when i wanted to use a newer GL version. In CMake the 
option was to used GL3 so i selected that and deselected all the other GL 
options. When trying to build OSG it complained that gl3.h couldn't be found. 
So i went on a hunt for that and found the file no longer exists. It has been 
replaced by glcorearb.h. 

I made a work around to get passed that error but creating my own gl3.h file 
and including the glcorearb.h file  defining GLCOREARB_PROTOTYPES 1

Later in the build though i come across another error as GL/gl.h is included 
via osgQt/GraphicsWindowQt and this file cannot be mixed with glcorearb.h

Am i missing something here or is it a real pain to get GL3+ working with OSG? 
How does OSG support OpenGL 4.2 (as mentioned on the website) if it isn't in 
sync with the glcorearb.h file and is still looking for gl3.h?

Any help much appreciated.

Thanks,

Roger

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[osg-users] Trouble placing CEGUI in scene graph

2013-07-31 Thread Cody Hanika
Hi,

I am currently trying to map a CEGUI created GUI texture to a quad in osg.  I 
am getting the CEGUI openGL texture Id from cegui and then trying to load that 
into an osg::Image and then map that as a texture onto a quad.  I am just 
getting a solid color mapped onto the quad (it happens to be the same color 
that I was using for a different node, so it appears osg is just using old 
texture data to draw this).  

My current strategy is to grab the textureId from CEGUI, then load it into an 
image by calling glBindTexture() , image-readImageFromCurrentTexture() , and 
then image-dirty(). That image is added to a texture at scene creation with 
the dataVariance set to DYNAMIC. I am following the texture mapping procedure 
used in the osg 3.0 beginners guide.

I am sure that I am getting the correct textureID from CEGUI as I have seen the 
texture work from purely openGL calls, but I need to be able to place this 
texture into an osg::Image, and make sure that it can be updated every frame.

From CEGUIDrawable2 : public osg::Drawable:
CEGUI::OpenGLTextureTarget glTarget = 
dynamic_castCEGUI::OpenGLTextureTarget(rootWindow_-getRenderingSurface()-getRenderTarget());
CEGUI::Texture ceguiTexture = glTarget.getTexture();
CEGUI::OpenGLTexture glTexture = 
static_castCEGUI::OpenGLTexture(ceguiTexture);
glBindTexture(GL_TEXTURE_2D, glTexture.getOpenGLTexture());
ceguiImage_-readImageFromCurrentTexture(contextID, false);
ceguiImage_-dirty();
   
From scene class:

 osg::ref_ptrosg::Vec3Array vertices = new osg::Vec3Array;
vertices-push_back(osg::Vec3(-2.0f, -1.2f, 0.0f));
vertices-push_back(osg::Vec3( 2.0f, -1.2f, 0.0f));
vertices-push_back(osg::Vec3( 2.0f,  1.2f, 0.0f));
vertices-push_back(osg::Vec3(-2.0f,  1.2f, 0.0f));

osg::ref_ptrosg::Vec3Array normals = new osg::Vec3Array;
normals-push_back(osg::Vec3(0.0f, 0.0f, 1.0f));

osg::ref_ptrosg::Vec2Array texCoords = new osg::Vec2Array;
texCoords-push_back(osg::Vec2(0.0f, 0.0f));
texCoords-push_back(osg::Vec2(1.0f, 0.0f));
texCoords-push_back(osg::Vec2(1.0f, 1.0f));
texCoords-push_back(osg::Vec2(0.0f, 1.0f));

osg::ref_ptrosg::Geometry quad = new osg::Geometry;
quad-setVertexArray(vertices.get());
quad-setNormalArray(normals.get());
quad-setNormalBinding(osg::Geometry::BIND_OVERALL);
quad-setTexCoordArray(0, texCoords.get());
quad-addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, 4));

osg::TexEnv* texEnv = new osg::TexEnv;
texEnv-setMode(osg::TexEnv::REPLACE);

osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
gui::CEGUIDrawable2* gui = new gui::CEGUIDrawable2;
osg::ref_ptrosg::Image image = gui-getCEGUIImage();
texture-setImage(image.get());
texture-setDataVariance(osg::Object::DYNAMIC);

osg::ref_ptrosg::Geode guiGeode = new osg::Geode;
guiGeode-addDrawable(quad.get());
guiGeode-getOrCreateStateSet()-setTextureAttributeAndModes(0, 
texture.get(), osg::StateAttribute::ON);

guiGeode-getOrCreateStateSet()-setTextureAttributeAndModes(0,texEnv,osg::StateAttribute::ON);
guiGeode-setCullingActive(true);
guiGeode-getOrCreateStateSet()-setAttributeAndModes(new 
osg::BlendFunc);

guiGeode-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);


... 

Thank you!

Cheers,
Cody

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[osg-users] Some problems with Shadowmap

2013-07-31 Thread Cyclonis Delta
Hi,

I have been using OSG for a while now, but now I am trying to implement shadows 
using the ShadowMap. This generally works, but for some reason all the .osg 
models that I import through readNodeFile are now missing their textures. When 
I switch back from the ShadowedScene to a regular Group, the textures work 
again.

In order to make it easier to help me, I have reduced my problem to a very 
basic setup, which is just a flat plate with a texture and a sphere hovering 
over it. I have attached the .osg file for the plate as well as a main.cpp for 
the program. It should run immediately. 

Basically the code in my main function is as follows:


Code:
//Main light source
Vec3 light_position(0, 0, 5);
ref_ptrLightSource light_source (new osg::LightSource);
light_source-getLight()-setPosition(Vec4(light_position, 1));
light_source-getLight()-setAmbient(Vec4(0.5, 0.5, 0.5, 1));
light_source-getLight()-setDiffuse(Vec4(0.8, 0.8, 0.8, 1));
light_source-getLight()-setSpecular(Vec4(0.5, 0.5, 0.5, 1.0));
light_source-getLight()-setConstantAttenuation(0.5);

//Set shadow mask ints
int receive_shadow_mask = 0x1;
int cast_shadow_mask= 0x2;

//Setup root scene

ref_ptrShadowedScene root = new ShadowedScene();
ref_ptrShadowMap shadow_map (new osgShadow::ShadowMap);
shadow_map-setLight(light_source);
shadow_map-setTextureSize(osg::Vec2s(1024, 1024));
shadow_map-setTextureUnit(1);
root-setReceivesShadowTraversalMask(receive_shadow_mask);
root-setCastsShadowTraversalMask(cast_shadow_mask);
root-setShadowTechnique(shadow_map);

//ref_ptrGroup root = new Group();

//Load the model
osg::ref_ptrosg::Node model = osgDB::readNodeFile(media/plate.osg);

//Make a sphere
ref_ptrosg::Geode sphere = new osg::Geode();
osg::ShapeDrawable * drawable = new ShapeDrawable(new Sphere(Vec3(0.0, 
0.0, 1.2), 0.1));
sphere-addDrawable(drawable);

//Cast shadows
model-setNodeMask(cast_shadow_mask|receive_shadow_mask);
sphere-setNodeMask(cast_shadow_mask|receive_shadow_mask);

//Add stuff to root
root-addChild(light_source);
root-addChild(model);
root-addChild(sphere);

//Setup viewer
osgViewer::Viewer viewer; 

viewer.setCameraManipulator(new osgGA::TrackballManipulator);
viewer.setSceneData(root);
viewer.realize();

while (!viewer.done()) {
viewer.frame();
Sleep(5);
}

return 0;




This will not show any textures on my plate. The shadow does work, however. 
When I comment the whole ShadowedScene part and I uncomment the line 
//ref_ptrGroup root = new Group(); the textures work once again, but 
obviously no shadows. 

I have looked through the forums and there were some people with the same 
problem as me. Apparently the problem should lie in the fact that my .osg 
texture used the same unit as the shadow texture. This was indeed the case, as 
they both used 1. However, after changing this in my .osg model to 2, the 
result was the same, no texture on my plate, even though it seemed to solve the 
problem for many other users on this forum. 

Attached is also the .osg file in which you can see that I have changed the 
texture unit to 2. 

Does anyone have any other ideas on what needs to change in my program in order 
to get both the model textures to work, together with shadows?

Thanks,
Cyclonis[/code]

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Attachments: 
http://forum.openscenegraph.org//files/main_724.cpp
http://forum.openscenegraph.org//files/plate_822.osg


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[osg-users] Converting a 4x4 transformation matrix to an AnimationPath::ControlPoint

2013-07-31 Thread Tom Jones
Hi,

A project I am working on involves adding a 3d visualization component to a 
simulation model. The simulation code returns a 4x4 transformation matrix of 
the component for each time point you are interested in. The format of this 4x4 
transformation matrix is pretty much your typical standard OpenGL 3d 
transformation matrix. 

However, because I am using osg for the 3d visualization, and I need to take 
this 4x4 transformation matrix and convert it into a Vec3 for position, Quat4 
for rotation, scaling, etc. Unfortunately I do not have access and ability to 
modify the source of the simulation component, so I can't change it's output, I 
have to make some kind of bridge between it and the osg AnimationPath 
ControlPoint setup.

Does anyone know how to convert a 4x4 transformation matrix to an 
AnimationPath::ControlPoint? If not, is there a way to create AnimationPaths by 
inserting a TransformMatrix instead of a ControlPoint?

Thank you.
... 

Best,
Tom

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[osg-users] [osgPlugins] Problems building plugin fbx - osg-3.0.1

2013-07-31 Thread Flavien Du Peloux
Hi,

I know there is a lot of topics dealing with this subject and i'm pretty sure i 
read the most of them, but i still don't succeed to build my fbx plugin...

I am using OpenSceneGraph-3.0.1 with Visual Studio 2010, and i checked in 
ReaderWriterFBX.h that i need the FBX SDK version 2012.1.

The problem is the FBX SDK 2012.1 is not avalaible anymore to download on the 
website of autodesk.
So i downloaded the 2012.2 version to try with it, changed the security line in 
ReaderWriterFBX.h to make sure the problem wasn't there:


Code:

#if FBXSDK_VERSION_MAJOR != 2012 || FBXSDK_VERSION_MINOR != 1
#error Wrong FBX SDK version



TO

Code:

#if FBXSDK_VERSION_MAJOR != 2012 || FBXSDK_VERSION_MINOR != 2
#error Wrong FBX SDK version




I saw in a topic that i needed to cmake osg with good directory of fbx plugin, 
and i finally tried to build osg.
I have now some link errors like: 

Code:

fbxRAnimation.obj : error LNK2019: unresolved external symbol private: static 
void (__cdecl* fbxsdk_2012_2::KFbxAnimCurveKey::mDeallocatorFct)(class 
fbxsdk_2012_2::KFbxAnimCurveKeyImpl *) 
(?mDeallocatorFct@KFbxAnimCurveKey@fbxsdk_2012_2@@0P6AXPAVKFbxAnimCurveKeyImpl@2@@ZA)
 referenced in function public: virtual __thiscall 
fbxsdk_2012_2::KFbxAnimCurveKey::~KFbxAnimCurveKey(void) 
(??1KFbxAnimCurveKey@fbxsdk_2012_2@@UAE@XZ)
fbxRMesh.obj : error LNK2001: unresolved external symbol private: static void 
(__cdecl* fbxsdk_2012_2::KFbxAnimCurveKey::mDeallocatorFct)(class 
fbxsdk_2012_2::KFbxAnimCurveKeyImpl *) 
(?mDeallocatorFct@KFbxAnimCurveKey@fbxsdk_2012_2@@0P6AXPAVKFbxAnimCurveKeyImpl@2@@ZA)
fbxRMesh.obj : error LNK2001: unresolved external symbol public: static class 
fbxsdk_2012_2::kFbxClassId fbxsdk_2012_2::KFbxAnimStack::ClassId 
(?ClassId@KFbxAnimStack@fbxsdk_2012_2@@2VkFbxClassId@2@A)




I have a total of 17 unresolved external link errors like those ones, and now i 
don't know what to do.
I also checked that fbxsdk-2012.2.dll and fbxsdk-2012.2d.dll are present in my 
project bin directory

So my question is: is there a solution to build fbx plugin for osg-3.0.1 (using 
sdk 2012.1 or not, i don't care), or maybe someone has osgdb_fbx.dll already 
compiled ?
And if not, what can i do ? Upgrade to a newer osg version in wich fbx plugin 
can be built ?

Hope you guys can help me in this problem,
Thank you very much,
Flavien[/code]

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[osg-users] Qlist of osg::Image

2013-07-31 Thread Filippo Fontanelli
Hi,

I'm trying to create a buffer of osg :: image, which will be shared between 2 
threads. 

The problem is that when I try to remove an image from the buffer (list) 
my application terminated. 


Post here a simple code: 



Code:

Qlistosg::ref_prtOsg::Image  m_ListImage; 

m_QImage = QImage(m_MatImage.data,m_MatImage.cols, m_MatImage.rows, 
(int)(*m_MatImage.step.p),QImage::Format_RGB888); 

m_QGLImage = QGLWidget::convertToGLFormat(m_QImage); 
unsigned char* data = m_QGLImage.bits(); 

m_OsgImage = new osg::Image; 
m_OsgImage-setImage(m_QGLImage.width(), m_QGLImage.height(), 1, 4, GL_RGBA, 
GL_UNSIGNED_BYTE,  data,  osg::Image::NO_DELETE, 1); 

m_ListImage.append(m_OsgImage); 

while (m_ListImage.count()  10) 
{ 
m_ListImage.removeFirst();
} 




Thank you!

Cheers,
Filippo[/code]

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[osg-users] How to constantly render a very far object?

2013-07-31 Thread Mengyu Yuan
Hi,

I have an object in my scene far from my camera. So far away that I can only 
see a single pixel on screen. And it is slowly approaching the camera. Now I 
need the camera to constantly render that pixel in the first few seconds.

The problem is: the pixel disappears once in a while.

When the object gets closer (about two or three pixels), it doesn't disappear 
again.

I tried to adjust the znear/zfar of the camera manually, but it didn't work. I 
tried to set the CullingMode to NO_CULLING, still didn't work. And I'm sure the 
object didn't fly out of my view.

The camera is a RTT camera, but I don't think it's the reason, because no 
scaling is performed.

So I don't know why it's happening.

Help please?

... 

Thank you!

Cheers,
Mengyu

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Re: [osg-users] Particles problem

2013-07-31 Thread Flavien Du Peloux
Hi,

I am 4 years late but maybe it will help someone else.
I had a problem wich was similar to yours: i wanted to hide/show a node who had 
a particleSystemUpdater attached, and the accumulation problem came to me there.

So that's what i did to get around:
We should not hide/show the node (or ParticleSystemUpdater) attached to the 
ParticleSystem, but the Emitter. In my case, it was a ModularEmitter but it's 
the same.
And then you have 2 solutions, both work:

Code:

//hide or show the modular emitter
emitter-setNodeMask(0 or 1);





Code:

//set the counter of the emitter to 0. It's a little trick but it works.
//if you do this, remember that you have to have to set back the real counter 
of the emitter when you want to show again your particles
counter = new osgParticle::RandomRateCounter;
counter-setRateRange( osgParticle::rangef(0,0) );
emitter-setCounter(counter);




This solution might not be the best, but that's the only one i found for now.

Cheers,
Flavien

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[osg-users] opengl errors in compiling Openscenegraph 3.1.8 with Qt 5.0.2

2013-07-31 Thread Lokesh Kumar
Hi,

 
I'm trying to compile openscenegraph-3.1.8 with Qt 5.0.2 using mingw-32 
compiler after configuring with cmake 2.8.11 on windows 7 (basic).

But, in the compilation process i got the following errors :-


Code:
In file included from 
C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtGui/qopengl.h:55:0,
 from C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtOpenGL/qgl.h:47,
 from 
C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtOpenGL/QGLWidget:1,
 from C:/OpenSceneGraph-3.1.8/include/osgQt/GraphicsWindowQt:24,
 from C:\OpenSceneGraph-3.1.8\src\osgQt\GraphicsWindowQt.cpp:15:
C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/GLES2/gl2.h:38:26: error: conflicting 
declaration 'typedef khronos_intptr_t GLintptr'
In file included from C:/OpenSceneGraph-3.1.8/include/osg/Array:34:0,
 from C:/OpenSceneGraph-3.1.8/include/osg/Uniform:23,
 from C:/OpenSceneGraph-3.1.8/include/osg/StateSet:20,
 from C:/OpenSceneGraph-3.1.8/include/osg/State:18,
 from C:/OpenSceneGraph-3.1.8/include/osg/GraphicsContext:17,
 from 
C:/OpenSceneGraph-3.1.8/include/osgViewer/GraphicsWindow:17,
 from C:/OpenSceneGraph-3.1.8/include/osgQt/GraphicsWindowQt:17,
 from C:\OpenSceneGraph-3.1.8\src\osgQt\GraphicsWindowQt.cpp:15:
C:/OpenSceneGraph-3.1.8/include/osg/BufferObject:47:21: error: 'GLintptr' has a 
previous declaration as 'typedef int GLintptr'
In file included from 
C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtGui/qopengl.h:55:0,
 from C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtOpenGL/qgl.h:47,
 from 
C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/QtOpenGL/QGLWidget:1,
 from C:/OpenSceneGraph-3.1.8/include/osgQt/GraphicsWindowQt:24,
 from C:\OpenSceneGraph-3.1.8\src\osgQt\GraphicsWindowQt.cpp:15:
C:/Qt/Qt5.0.2/5.0.2/mingw47_32/include/GLES2/gl2.h:39:26: error: conflicting 
declaration 'typedef khronos_ssize_t GLsizeiptr'
In file included from C:/OpenSceneGraph-3.1.8/include/osg/Array:34:0,
 from C:/OpenSceneGraph-3.1.8/include/osg/Uniform:23,
 from C:/OpenSceneGraph-3.1.8/include/osg/StateSet:20,
 from C:/OpenSceneGraph-3.1.8/include/osg/State:18,  
 from C:/OpenSceneGraph-3.1.8/include/osg/GraphicsContext:17,
 from 
C:/OpenSceneGraph-3.1.8/include/osgViewer/GraphicsWindow:17,
 from C:/OpenSceneGraph-3.1.8/include/osgQt/GraphicsWindowQt:17,
 from C:\OpenSceneGraph-3.1.8\src\osgQt\GraphicsWindowQt.cpp:15:
C:/OpenSceneGraph-3.1.8/include/osg/BufferObject:48:21: error: 'GLsizeiptr' has 
a previous declaration as 'typedef int GLsizeiptr'



I searched google as well google regarding these conflicting declaration errors 
on google errors, but didn't find anything. 
Please help me.

Thank you!

Cheers,
Lokesh[/code]

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[osg-users] Error when running first own OSG application, I don't understand

2013-07-31 Thread Johan Johas
Hi everyone,

I tried to get my first own OSG application to work (well, it's not my own, but 
a hello world example). But something seems wrong...

I followed the guide here about setting up your first app:

I wanted to create the project in an own space, not in the OpenSceneGraph 
directory, and not include it in the OSG main solution. That's OK, right?

I created the CMakeList as instructed in link above and pointed out all the 
necessary OSG includes and libs (in my OSGInstall folder). 

I can build it fine in VS10, but when I try to run it, I get the following:

 'OSGTest.exe': Loaded 'C:\johasl\Dev\OSGTest\build\Release\OSGTest.exe', 
 Binary was not built with debug information.
 'OSGTest.exe': Loaded 'C:\Windows\System32\ntdll.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\kernel32.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\KernelBase.dll', Cannot find or 
 open the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\sysfer.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osg.dll', Binary was not 
 built with debug information.
 'OSGTest.exe': Loaded 
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\ot12-OpenThreads.dll', Binary was 
 not built with debug information.
 'OSGTest.exe': Loaded 'C:\Windows\System32\msvcr100.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\msvcp100.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\opengl32.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\msvcrt.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\advapi32.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\sechost.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\rpcrt4.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\gdi32.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\user32.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\lpk.dll', Cannot find or open the 
 PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\usp10.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\glu32.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\ddraw.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\dciman32.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\setupapi.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\cfgmgr32.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\oleaut32.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\ole32.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\devobj.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 'C:\Windows\System32\dwmapi.dll', Cannot find or open 
 the PDB file
 'OSGTest.exe': Loaded 
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgDB.dll', Binary was not 
 built with debug information.
 'OSGTest.exe': Loaded 
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgUtil.dll', Binary was not 
 built with debug information.
 'OSGTest.exe': Loaded 'C:\johasl\3rdParty\x64\bin\zlib1.dll', Binary was not 
 built with debug information.
 'OSGTest.exe': Loaded 
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgViewer.dll', Binary was 
 not built with debug information.
 'OSGTest.exe': Loaded 
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgGA.dll', Binary was not 
 built with debug information.
 'OSGTest.exe': Loaded 
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgText.dll', Binary was not 
 built with debug information.
 'OSGTest.exe': Loaded 'C:\Windows\System32\imm32.dll', Cannot find or open 
 the PDB file
 The program '[6740] OSGTest.exe: Native' has exited with code 0 (0x0).


Here's the whole code of my Hello World example :P

 #include osg/Node
 #include osgDB/ReadFile 
 #include osgViewer/Viewer
 #include osgGA/TrackballManipulator
 
 int main() 
 {
   osg::Node* sweTer = NULL;
 
   sweTer = osgDB::readNodeFile(cow.osg);   // OSG-DATA folder is set on 
 env. var.
 
   osg::Group* root = new osg::Group();
   root-addChild(sweTer); 
 
   // Declare a 'viewer'
   osgViewer::Viewer viewer;
 
   // above to this viewer:
   viewer.setSceneData( root );
 
   // attach a trackball manipulator to all user control of the view
   viewer.setCameraManipulator(new osgGA::TrackballManipulator);
 
   // create the windows and start the required threads.
   viewer.realize();
 
   while( !viewer.done() )
   {
  viewer.frame();
   }
 
   return 0;
 }


Do you know what might 

[osg-users] Cant't read PNG image correctly?

2013-07-31 Thread Mohammed Djeralfia
I have a tiff image that I create from it an thumbnail with gdal_translate:
gdal_translate.exe  -outsize 300 400 -of PNG  -ot byte -scale image.tif 
thumbnail.png

than I load it on the earth(osgEarth) and it look correct: 
[Image: http://forum.osgearth.org/file/n7581916/goodImage.png ]

But when I remove the no_data from the image (png):
gdal_translate.exe --a_nodata 0  -of PNG  -ot byte thumbnail.png 
thumbnail_no_data.png

it look correct in the Windows viewer, but when I load it, I have a strange 
result: 
[Image: http://forum.osgearth.org/file/n7581916/badImage.png ]

I tested my image with:osgviewer --image file.png and it look wrong.

I had attached my two images:
[Image: http://forum.osgearth.org/file/n7581916/tempView.png ]
[Image: http://forum.osgearth.org/file/n7581916/tempView_Hide.png ]

So what can be the probleme?THANKS.

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Re: [osg-users] Error when running first own OSG application, I don't understand

2013-07-31 Thread Chris Hanson
Looks like you compiled a debug build of your EXE but you're using a
non-debug version of OSG.

Change one of them to match the other and see how it goes.


On Fri, Jul 5, 2013 at 8:39 AM, Johan Johas johas...@student.liu.se wrote:

 Hi everyone,

 I tried to get my first own OSG application to work (well, it's not my
 own, but a hello world example). But something seems wrong...

 I followed the guide here about setting up your first app:

 I wanted to create the project in an own space, not in the OpenSceneGraph
 directory, and not include it in the OSG main solution. That's OK, right?

 I created the CMakeList as instructed in link above and pointed out all
 the necessary OSG includes and libs (in my OSGInstall folder).

 I can build it fine in VS10, but when I try to run it, I get the following:

  'OSGTest.exe': Loaded 'C:\johasl\Dev\OSGTest\build\Release\OSGTest.exe',
 Binary was not built with debug information.
  'OSGTest.exe': Loaded 'C:\Windows\System32\ntdll.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\kernel32.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\KernelBase.dll', Cannot find
 or open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\sysfer.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osg.dll', Binary was not
 built with debug information.
  'OSGTest.exe': Loaded
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\ot12-OpenThreads.dll', Binary was
 not built with debug information.
  'OSGTest.exe': Loaded 'C:\Windows\System32\msvcr100.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\msvcp100.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\opengl32.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\msvcrt.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\advapi32.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\sechost.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\rpcrt4.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\gdi32.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\user32.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\lpk.dll', Cannot find or open
 the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\usp10.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\glu32.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\ddraw.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\dciman32.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\setupapi.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\cfgmgr32.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\oleaut32.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\ole32.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\devobj.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded 'C:\Windows\System32\dwmapi.dll', Cannot find or
 open the PDB file
  'OSGTest.exe': Loaded
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgDB.dll', Binary was not
 built with debug information.
  'OSGTest.exe': Loaded
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgUtil.dll', Binary was
 not built with debug information.
  'OSGTest.exe': Loaded 'C:\johasl\3rdParty\x64\bin\zlib1.dll', Binary was
 not built with debug information.
  'OSGTest.exe': Loaded
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgViewer.dll', Binary was
 not built with debug information.
  'OSGTest.exe': Loaded
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgGA.dll', Binary was not
 built with debug information.
  'OSGTest.exe': Loaded
 'C:\johasl\OpenSceneGraph-3.0.1\build\bin\osg80-osgText.dll', Binary was
 not built with debug information.
  'OSGTest.exe': Loaded 'C:\Windows\System32\imm32.dll', Cannot find or
 open the PDB file
  The program '[6740] OSGTest.exe: Native' has exited with code 0 (0x0).


 Here's the whole code of my Hello World example :P

  #include osg/Node
  #include osgDB/ReadFile
  #include osgViewer/Viewer
  #include osgGA/TrackballManipulator
 
  int main()
  {
osg::Node* sweTer = NULL;
 
sweTer = osgDB::readNodeFile(cow.osg);   // OSG-DATA folder is
 set on env. var.
 
osg::Group* root = new osg::Group();
root-addChild(sweTer);
 
// Declare a 'viewer'
osgViewer::Viewer viewer;
 
// above to this viewer:
viewer.setSceneData( root );
 
// attach a trackball manipulator to all user control of the view

[osg-users] [osgCompute] cuda OpenGL interoperability

2013-07-31 Thread Amil Shabo
Hi,

where the actualy interoperability between cuda and openGL is done, I already 
read the osgCompute documentation and  I am thinking of map function...may be. 
I need to know this to perform some operations on Pixels in cuda and view this 
in PBO in openscenegraph. this should be done without copying data from host to 
device and viseversa. is this possible with osgCompute Library?
I appreciate any help..


Thank you!

Cheers,
Amil

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[osg-users] OSG and HMD

2013-07-31 Thread Cor Jansen
Hi,

I'm looking for a graphics engine for a flight simulator using a HMD like the 
Oculus Rift.
Because of the HMD I need a very low latency. But I also would like very high 
graphics quality.

Which of the following two approaches would be best?
A. 
Use some high quality game engine and switching off all features that result in 
high latency. Thus lowering the latency. I do not know if there will still be 
high enough quality graphics left.
B.
Use OSG and add features for higher quality graphics witout adding to much 
latency. I do not know if that is doable.

I think the big advantage of B (using OSG) is that I have full controll of the 
rendering. So low latency may be easier to get. But how difficult wil it be to 
add features to get high quality graphics?

I hope you guys can give some usefull comments on this.
Thank you!

Cor

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[osg-users] Text with transparent background

2013-07-31 Thread Xiangfei Cui
Hi,

There are two osg::Drawables. One is a filled red polygon, the other is a white 
Text on the polygon. I wish as to the Text's background is transparent  so I 
can see red background, but the result is wrong. as to the figure:
 

Thank you!

Cheers,
Xiangfei

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[osg-users] 2D Overlay on HUD

2013-07-31 Thread Hen Drik
Hi OSG-User,

I'm very new on osg and have the task to create a HUD which should overlay a 3D 
object from the actual scene.

I have a map with a flight object on it. This object is a 3D model, it can 
follow paths on the underlying map which can be set by the user. The map could 
contain buildings and trees and so on, so that it is possible that the model of 
the flight object could be behind another object. Conditioned through this 
circumstance the user could not see the flight object at all time. Now we'd 
like to at a 2D overlay to the scene with a fixed size, so that this overlay is 
always on top of all other objects (like a HUD).

To solve this issue, I had a look on overlayNode but it seems that this isn't 
the correct element to use or is it possible to view the object used by overlay 
node always on top of all other objects? It have to be in one line from camera 
to flight object.

My next idea is to calculate the position of the object on the screen by using 
the object position and camera position. Is this possible and useful?

I attached a picture to symbolise my problem. If there are further questions 
please feel free to aks.

Thanks

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[osg-users] 2d HUD animation

2013-07-31 Thread Alexandre Vaillancourt
Hi all,

First post here!

Anyways, let's get on with the question.

We need to add a 'Loading' animated icon to our loading screen, and I was 
wondering what was the preferred way to do it with OSG. I'm planning on using a 
series of ~30 PNGs images and queue them one after the other to make it appear 
animated. 

The options I see:

1) 30 PNG files, loaded at start up, applying them on a geode as a texture and 
changing the image once per frame (or create one geode per image frame and 
change the geode instead of the texture)
2) 30 images drawn onto the same PNG file and changing the coordinates on the 
texture every frame
3) Suggestions?

I know there is something in the plugins used to display animated GIFs, and 
probably movies, but I don't like these ideas due to the lack of good 
transparency support. 

If there is already something in OSG that could help me, I'd be glad to use it!

Thanks a lot! 
... 
Cheers,
Alexandre

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[osg-users] How to get the pixel length of a string

2013-07-31 Thread Xiangfei Cui
Hi,

I have a question. 
I create a osgText::Text and set the CharacterSizeMode to SCREEN_COORDS. How 
can I get the pixel length of a string ?


Thank you!

Cheers,
Xiangfei

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Re: [osg-users] OpenSceneGraph-3.2.0 stable release tagged!

2013-07-31 Thread SuWen,Xu
It seam that there  is someing programe with the osgviewerMFC,

all my apps create with 
osg::ref_ptrosg::Referenced windata = new 
osgViewer::GraphicsWindowWin32::WindowData(m_hWnd);

miss GL_DEEP_TEST

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[osg-users] load many and big bmp image into textures

2013-07-31 Thread Nat Doublet
Hi,
I cut an image in 16*16 bitmap files (12M each). I want to put one by one in an 
osg::texture2d, after use, I want to unload it just after (to avoid trouble 
with memory). 

My code is :
[code]
std::pairint, int XY = std::make_pair(ix, iy);
osg::StateSet* p_stateSet = geode-getOrCreateStateSet();
osg::Texture2D* texture = new osg::Texture2D();
texture-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT);
texture-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT);
std::string fileImg = p_mapXYImgFileName.at(XY);

texture-setImage(osgDB::readImageFile(fileImg, p_option));

p_stateSet-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
geode-setStateSet(p_stateSet);
p_stateSet-releaseGLObjects();
[/code]

2 questions :
1. because I cannot call texure2d destructor (same for stateset), am I right to 
try to free memory with releaseGLObjects? (my computer don't want to manage 
with 2Gb of data loaded)

2.After iterations on X, Y (not always the same number), I go a bad allocation 
error on the texture-setimage()... 
[code]
Exception Microsoft C++ : std::bad_alloc à l'emplacement mémoire 0x0019c54c.
bad allocation
[/code]

Have you got an idea? some wayround?

Thank you!

Cheers,
Nat

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[osg-users] Aspect Ratio Issue in iOS

2013-07-31 Thread Lenny Becho
Hi,

I'm trying to render a scene onto a UIView that's part of a UIViewController, 
so that I can have iOS UI overlay on top of the OSG view.
I tried to achieve this by using the GraphicsWindowIOS class and binding it to 
my internal view. This works fine except for one issue, the scene seems 
stretched horizontally (in landscape orientation), even though its rendered at 
fullscreen and there's no resizing happening.
This is the relevant part of the code I'm using: 

Code:

osg::ref_ptrosg::GraphicsContext::Traits traits = new 
osg::GraphicsContext::Traits;
CGRect lFrame = [self.osgView convertRect:self.osgView.frame 
fromView:[UIApplication sharedApplication].keyWindow];
unsigned int w = lFrame.size.width * [[UIScreen mainScreen] scale];
unsigned int h = lFrame.size.height * [[UIScreen mainScreen] scale];

osg::DisplaySettings* settings = osg::DisplaySettings::instance();
settings-setNumMultiSamples(4);

osg::ref_ptrosgViewer::GraphicsWindowIOS::WindowData windata = new 
osgViewer::GraphicsWindowIOS::WindowData(self.osgView, 
osgViewer::GraphicsWindowIOS::WindowData::LANDSCAPE_LEFT_ORIENTATION, -1.0f);

// Setup the traits parameters
traits-x = lFrame.origin.x * [[UIScreen mainScreen] scale];
traits-y = lFrame.origin.y * [[UIScreen mainScreen] scale];
traits-width = w;
traits-height = h;

traits-windowDecoration = false;
traits-doubleBuffer = true;
traits-sharedContext = 0;
traits-setInheritedWindowPixelFormat = false;
traits-inheritedWindowData = windata;

// Create the Graphics Context
osg::ref_ptrosg::GraphicsContext graphicsContext = 
osg::GraphicsContext::createGraphicsContext(traits.get());

_root = new osg::MatrixTransform();

osg::ref_ptrosg::Node model = (osgDB::readNodeFile(full.ive));
_root-addChild(model);
_viewer = new osgViewer::Viewer();


if(graphicsContext)
{
_viewer-getCamera()-setGraphicsContext(graphicsContext);
_viewer-getCamera()-setViewport(new osg::Viewport(traits-x, 
traits-y, traits-width, traits-height));
}

_viewer-setSceneData(_root.get());
_cameraManipulator = new osgGA::MultiTouchTrackballManipulator();
_viewer-setCameraManipulator(_cameraManipulator);
_viewer-realize();

// draw a frame
_viewer-frame();




Here are my insights so far:
I tried playing with the traits parameters and that had no effect.
Using view.bounds or just view.frame as the lFrame also has no effect.
As I'm testing this on an iPhone 5, the only scale parameter from the OS that 
would get the right value was [[UIScreen mainScreen] scale], using 
view.contentScaleFactor returned 1 which was incorrect.

The most import thing I noticed was that if I do not use a graphics context 
(for example by commenting out the setGraphicsContext line) the view appears on 
the entire screen (like before) but with the correct aspect ratio, again, even 
though there is seemingly no difference in the view's size.

I'm relatively new to OSG and I've been struggling with this issue for a couple 
of days now so any tips on how to fix it will be greatly appreciated.

Thank you!
[/code]

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[osg-users] just classes...

2013-07-31 Thread Torben Dannhauer
Hi Kantaki,

as you can read here 
(http://www.umich.edu/~eecs381/handouts/C++11_smart_ptrs.pdf), C++11 smart 
pointers are simply classes (as osg::ref_ptr are) and not part of the 
underlying low level infrastructure.

Therefore I doubt that there is a significant advantage compared with OSG smart 
pointers 

My recommendatino is clear: stay with osg::ref_ptr :)

Thank you!

Cheers,
Torben

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[osg-users] Need Help regarding Camera Manipulator for simulation of Micro Air Vehicle

2013-07-31 Thread Alexander Kale
Hi,

This is Alex. I am working on a project for simulation of Micro Air Vehicle. My 
application is to have the camera or viewer fixed at some location say runway 
and should track the MAV flying by adjusting it's view angle and area. I tried 
to use the setViewMatrixAsLookAt function, but the camera is following the MAV 
as it is moving. The position and attitude data I will feed from the simulink 
model in realtime.
 Can anybody suggest me the best way to implement this.

... 

Thank you!

Cheers,
Alexander

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Re: [osg-users] Text with transparent background

2013-07-31 Thread Preet
Is blending enabled in the scene graph? ie
rootNode-getOrCreateStateSet()-setMode(GL_BLEND,osg::StateAttribute::ON);


On Fri, Jul 19, 2013 at 3:05 AM, Xiangfei Cui sophist...@gmail.com wrote:

 Hi,

 There are two osg::Drawables. One is a filled red polygon, the other is a
 white Text on the polygon. I wish as to the Text's background is
 transparent  so I can see red background, but the result is wrong. as to
 the figure:


 Thank you!

 Cheers,
 Xiangfei

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Re: [osg-users] Need Help regarding Camera Manipulator for simulation of Micro Air Vehicle

2013-07-31 Thread Chris Hanson
It would all depend on what you're filling in as the setViewMatrixAsLookAt
arguments. Explain how you're calling it.


On Thu, Jul 25, 2013 at 5:52 AM, Alexander Kale alexander.k...@gmail.comwrote:

 Hi,

 This is Alex. I am working on a project for simulation of Micro Air
 Vehicle. My application is to have the camera or viewer fixed at some
 location say runway and should track the MAV flying by adjusting it's view
 angle and area. I tried to use the setViewMatrixAsLookAt function, but the
 camera is following the MAV as it is moving. The position and attitude data
 I will feed from the simulink model in realtime.
  Can anybody suggest me the best way to implement this.

 ...

 Thank you!

 Cheers,
 Alexander

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Training • Consulting • Contracting
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[osg-users] [build] Openthreads dll problem

2013-07-31 Thread Phil Oconnor
Hi,

I'm upgrading from 3.1.5 (osg97)  to 3.2.0 (osg100).

I've built osg 3.2.0 successfully, and built my application successfully with 
it. (Windows 7, Visual Studio 2010)

Upon running my app, it crashes citing ot12-Openthreads.dll as the fault 
module. However that module is built with osg97.  Whereas osg100 builds 
ot13-Openthreads.dll.  So my question is: why is my app trying to link to the 
old ot12 dll instead of the new ot13? My app is indeed looking for and finding 
the other osg100 dlls successfully, so why not this one?

I remove ot12 from the path and it complains that its gone.  I suspect this 
might be a question about dev studio and c++ building more than an osg 
question, but I'm looking into that avenue and going down the rabbit hole fast. 
So thought I'd run it by here.

I've verified that my app takes the correct version of Openthreads.lib as input.

Any ideas?


Thank you!

Cheers,
Phil

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[osg-users] Installation process

2013-07-31 Thread Erappa Naik
Hi,
I am very new to the OSG. 
I tried the same steps which is explained in getting started page.
But I did not succeed to  install OSG. 
Can anybody please help me, how to install OSG on windows 8 x64 bit processor 
and I am using Visual studio 2008 version 9.0.  

Thank you in advance !

Cheers,
Erappa

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Re: [osg-users] [build] Openthreads dll problem

2013-07-31 Thread Chris Hanson
You may have a stale .lib around, or be loading a plugin that is linked
with the old DLL.

Dependency Walker can tell you what EXEs or DLLs are looking for what DLLs.


On Wed, Jul 31, 2013 at 11:31 AM, Phil Oconnor pocon...@magicleap.comwrote:

 Hi,

 I'm upgrading from 3.1.5 (osg97)  to 3.2.0 (osg100).

 I've built osg 3.2.0 successfully, and built my application successfully
 with it. (Windows 7, Visual Studio 2010)

 Upon running my app, it crashes citing ot12-Openthreads.dll as the fault
 module. However that module is built with osg97.  Whereas osg100 builds
 ot13-Openthreads.dll.  So my question is: why is my app trying to link to
 the old ot12 dll instead of the new ot13? My app is indeed looking for and
 finding the other osg100 dlls successfully, so why not this one?

 I remove ot12 from the path and it complains that its gone.  I suspect
 this might be a question about dev studio and c++ building more than an osg
 question, but I'm looking into that avenue and going down the rabbit hole
 fast. So thought I'd run it by here.

 I've verified that my app takes the correct version of Openthreads.lib as
 input.

 Any ideas?


 Thank you!

 Cheers,
 Phil

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GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • osgEarth • Terrain • Telemetry • Cryptography
• Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS •
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Re: [osg-users] load many and big bmp image into textures

2013-07-31 Thread Preet
1. If you use osg::ref_ptr for your Texture2D objects, they should be
cleaned up when you remove any references to them (ie just remove the
geode(s) the texture is attached to or any other references to the texture)

2. bad_alloc usually means you're running out of memory.


On Fri, Jul 26, 2013 at 2:48 AM, Nat Doublet doub...@cgxaero.com wrote:

 Hi,
 I cut an image in 16*16 bitmap files (12M each). I want to put one by one
 in an osg::texture2d, after use, I want to unload it just after (to avoid
 trouble with memory).

 My code is :
 [code]
 std::pairint, int XY = std::make_pair(ix, iy);
 osg::StateSet* p_stateSet = geode-getOrCreateStateSet();
 osg::Texture2D* texture = new osg::Texture2D();
 texture-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::REPEAT);
 texture-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::REPEAT);
 std::string fileImg = p_mapXYImgFileName.at(XY);

 texture-setImage(osgDB::readImageFile(fileImg, p_option));

 p_stateSet-setTextureAttributeAndModes(0,texture,osg::StateAttribute::ON);
 geode-setStateSet(p_stateSet);
 p_stateSet-releaseGLObjects();
 [/code]

 2 questions :
 1. because I cannot call texure2d destructor (same for stateset), am I
 right to try to free memory with releaseGLObjects? (my computer don't want
 to manage with 2Gb of data loaded)

 2.After iterations on X, Y (not always the same number), I go a bad
 allocation error on the texture-setimage()...
 [code]
 Exception Microsoft C++ : std::bad_alloc à l'emplacement mémoire
 0x0019c54c.
 bad allocation
 [/code]

 Have you got an idea? some wayround?

 Thank you!

 Cheers,
 Nat

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Re: [osg-users] osgLeap Leap Motion Integration

2013-07-31 Thread Johannes Scholz
Hi,

in the SVN trunk I've now added a Mode setting to the LeapManipulator for 
switching between the Two-Handed mode you can see in the video and the new 
simpler single-handed mode which allows ROTATE  ZOOM, only (just like in the 
Cyber-Science Motion App in Airspace).

Cheers,
Johannes

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