Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

2009-05-17 Thread Ahmed Nawar
Jie,

We are using Diverse (http://diverse.sourceforge.net/diverse/) for cluster 
purpose.
Give it a look. it is support OSG.
You don't have to change the code for desktop or cluster.
and it gives us the same performance in the two cases.

thanks,
Nawar

From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Todd J. Furlong 
[t...@inv3rsion.com]
Sent: Sunday, May 17, 2009 3:10 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Help: Using OSG To Build Tiled Display Wall

Jie,

Robert gave you a lot of good info, but I just wanted to add a few things:

VR Juggler (http://www.vrjuggler.org) comes with an OSG-based
application example if you are just looking to load  navigate
OSG-compatible models on a cluster.

I'd advise against using Chromium based on the bandwidth requirements
which translate into poor performance.  However, if you go with Chromium
on an X-Windows system, you might want to try DMX with a Chromium
back-end to turn your tiled wall into one large desktop.

-Todd

On 5/16/2009 2:47 AM, Jie Liu wrote:
 Hi,

 thank you all, people. Your information are very important.

 I believe we have to re-evaluate our plan.
 I'd like to search for more information about multi-display wall stuff.

 Wish you all a good day~ :-)


 2009/5/15 Robert Osfield robert.osfi...@gmail.com
 mailto:robert.osfi...@gmail.com

 Hi Joe? Jie, could you please sign with your first name so I know
 which one to use when addressing you rather than having to do a best
 guess, thanks,

 On Fri, May 15, 2009 at 10:41 AM, Joe L liujie...@gmail.com
 mailto:liujie...@gmail.com wrote:
   In our plan, the TDW will have around 30 displays.

 OK, you'll definitely need a cluster for this.

   Do you mean that :
   If I would like to use OSG, I will have to additionally do the task
   management, network synchronization, and distributed rendering?

 The OSG doesn't provide this cluster manage functionality, it's
 focused on rendering on a single image system, albeit with
 capabilities of doing multi-thread, multi-screen output.

 The two options you have right now are to go with a distributed GL
 implementation such as Chromium, or a distribution application
 implementation such as facilitated by libs like Equalizer.

 There is a third possible solution would require mods to the core OSG,
 or at least subclasses from it, and is something I've been wondering
 about for a while.  The approach would be to do a distributed render
 graph, where you do a cull traversal (or several cull traversal) on
 the master for the whole view frustum that gives you a list of
 drawables, modelview+projection matrices and state inheritance graph,
 then you broad cast this list to slaves on the cluster.  These then
 traverse this rendering graph and cull out what leaves aren't in their
 local view frustum.  On each slave you'd cache the state and geometry
 and update this only when the master changes their value, to avoid
 having to dispatch all this data on each new frame.

 The distributed render graph proposal above sits between the low level
 distributed GL approach and the high level distributed application
 approach like done with Equalizer.  The distributed GL approach
 requires more network and CPU bandwidth, most doesn't require any
 application modifications to do the cluster, while the distributed
 application approach minimizes network bandwidth but does require you
 to design your application with the cluster in mind.  The later
 approach is more work, but provides better scalability.

 The distributed render graph approach has the potentially of scaling
 reasonable well, while at the same time need little more than a
 cluster specific cluster configuration being used in the viewer, so
 once you have this inbuilt capability it's would be easy to move from
 a single desktop display to a cluster by just changing a viewer
 configuration file.

 Robert.
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 Jie Liu
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 Room 2104, Science Building No.2,
 Peking University, Beijing 100871, China


 

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Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Ahmed Nawar
Dear All,

  I used OpenTissue for some physics simulation application with osg for 
rendering.
Vista.bibalex.org
As i red the PAL will support OpenTissue sooner.



I think the multi threading is a must, it is the future,
because we must use all of our cores specialty in such heave application.
My problem with the physics simulation is that the render time only take much 
time.
So what about OpenTissue calculation. it is not a real time physics engine.

I used an idea such as Sukender one but with out locking any thread.
This because I have one thread(physics) put data in a shared memory and one 
thread (OSG) read this data.
And because it is not necessary to draw all nodes of osg in the same time step 
of physics.
I don't care, draw as much and as fast as you can,this is my case.
And this help me a lot spatially in make the navigation in osg very fast.

But what is the shared memory. It is of course the position of every node.

So what we need to do,i think, is
1- a stander PositionAttitudeTransform like node. it is thread or not thread 
safe.
2- A traversal that read the scene graph in the first step only and fill the 
physics with its suitable form of node conversion.
 Of course with or without our hints.
So we don't want to modifying the OSG code much. and use multi threading.

of course if we can modified the osg nodes to handle the PAL.
it will use much less memory and be more fast for one thread.
But it will be much more difficult to make it multi threading. So overall speed 
will be less.

I can work with you on osgPhysics if you want.
I am in Egypt :)



Thanks,
Ahmed Nawar
Software Engineer,
ICT Department,
Bibliotheca Alexandrina,
P. O. Box 138, Shatby,
Alexandria 21526, Egypt,
Tel: +(203) 483 , Extension: 1463,
Email: ahmed.na...@bibalex.org,
Web Site: www.bibalex.org,



From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz 
[pma...@skew-matrix.com]
Sent: Thursday, January 15, 2009 1:18 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] [osgPhysics] Project osgPhysics started!

 Well, is it possible to run n times PUT, and then one time the
 standard frame (update/cull/draw)? If so, there should be no
 problem.

It's possible to do it that way, but the display frame rate will suffer if
the physics computation gets expensive. In my own work, I am stepping the
physics simulation once, then calling osgViewer::Viewer::frame(), and I'm
already seeing framerate issues when interactions get complex. If you want
to step the physics simulation multiple times, it'll be even more of an
issue. I think putting the physics simulation in a separate thread will make
this less of a problem.



It's also simpler, because it doesn't require osgPhysics to invade
osgViewer, which I personally think is a bad idea. OSG has a lot of
mechanisms that allow you to do physics without modifying the OSG code. I'm
able to do a full Bullet physics simulation in my project, and haven't
modified one line of OSG (just derived a few classes).

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

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Re: [osg-users] [osgPhysics] Project osgPhysics started!

2009-01-15 Thread Ahmed Nawar
Hi Sukender,

What happens if OSG updates the scene while the physics do the same???
In my case i will have some of the nodes with time t and some with t-1.
but this will be fixed in almost the second osg frame ( osg is much more fast 
than physics)
and because osg scene graph is separated from physics nodes. this will not 
Affect the result of physics.
(Else we have to buffer values.)


 So what we need to do,i think, is
 1- a stander PositionAttitudeTransform like node. it is thread or not 
 thread safe.
 2- A traversal that read the scene graph in the first step only and fill the 
 physics with its suitable form of node conversion.
  Of course with or without our hints.

 I'm sorry but I don't understand what you mean.

1- PositionAttitudeTransform like node is your ThreadSafeMatrixTransform.
In it we must make sure that when PUT change the data The DUT will not change 
any value in it while draw.

2- what we want is a conversion from OSG scene node to PAL.
this conversion will be done in the first step only.
we can add a abstract conversion method and all nodes must overwrite it.
(it must handle complex scene and this was not in my case.
my case was PositionAttitudeTransform for each graph boxes and spheres i want 
to simulate there behave)


So I'm wondering if DUT and PUT are mutually exclusive
I think it will be because DUT is much more faster than PUT.

thanks,
Ahmed Nawar

From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender 
[suky0...@free.fr]
Sent: Thursday, January 15, 2009 1:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [osgPhysics] Project osgPhysics started!

Hi Ahmed,

 I think the multi threading is a must [...]

100% agreed :)


 I used an idea such as Sukender one but with out locking any thread.
 This because I have one thread(physics) put data in a shared memory and one 
 thread (OSG) read this data.

Is it like a ThreadSafeMatrixTransform? What happens if OSG updates the scene 
while the physics do the same???


 So what we need to do,i think, is
 1- a stander PositionAttitudeTransform like node. it is thread or not 
 thread safe.
 2- A traversal that read the scene graph in the first step only and fill the 
 physics with its suitable form of node conversion.
  Of course with or without our hints.

I'm sorry but I don't understand what you mean.


 I can work with you on osgPhysics if you want.

Well, that's if *you* want! :) Sice osgPhysics is opened to anyone.
Feel free to discuss with us, or propose code changes. And if you want write 
access to the SVN repository, then you should give us your SF.net UNIX name.

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

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Re: [osg-users] Linux Dev. Env. Poll

2008-11-26 Thread Ahmed Nawar

Hi

   Ubuntu 8.04 Hardy Heron  and  Redhat EL 5
   Eclipse CDT and NetBeans
   qt GUI with qmake for make files

Thanks,
Ahmed Nawar



From: [EMAIL PROTECTED] [EMAIL PROTECTED] On Behalf Of Can T. Oguz [EMAIL 
PROTECTED]
Sent: Wednesday, November 26, 2008 2:36 PM
To: OpenSceneGraph Users
Subject: [osg-users] Linux Dev. Env. Poll

Dear OSG Users,

May I Ask which linux distribution and development environment you chose to 
work on ?

Thank you for your time,

Can
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[osg-users] New database optimizer

2008-08-05 Thread Ahmed Nawar
Dear All,

I read in 2.6 Updates include this
New database optimizer that is able to remove static transforms by duplicating 
shared geometries

And I want to ask what is best for performance.
Duplicate geometries  (or)
Shared geometries and transform them.


Thanks,
Ahmed Nawar
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Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

2008-08-04 Thread Ahmed Nawar
Dear All,

I read in 2.6 Updates include this
New database optimizer that is able to remove static transforms by duplicating 
shared geometries

And I want to ask what is best for performance.
- Duplicate geometries  (or)
- Shared geometries and transform them.

thanks,
Ahmed Nawar


From: [EMAIL PROTECTED] [EMAIL PROTECTED] On Behalf Of Paul Melis [EMAIL 
PROTECTED]
Sent: Monday, August 04, 2008 11:50 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenScenGraph-2.6.0-rc2 tagged

Robert Osfield wrote:
 Hi All,

 I have now tagged the 2.6.0 release candidate 2, you can grab it from
 the downloads page:

   http://www.openscenegraph.org/projects/osg/wiki/Downloads

 Or more directly:

 * Zip file containing source code : OpenSceneGraph-2.6.0-rc2.zip
 * Subversion tag : svn co
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.6.0-rc2
 OpenSceneGraph
 * Subversion 2.6 series branch : svn co
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.6
 OpenSceneGraph

 I have put together an initial draft of the press release (please
 review/comment/amend):

http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.6

I made some really minor tweaks to some sentences and highlighted some
of the tool names with italic.

Paul
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[osg-users] Update Callback

2008-07-06 Thread Ahmed Nawar
Dear All,

Is there any way to remove Update Callback from a node?

Is deep copy of a node get a copy from update UpdateCallback?

Thanks,
Ahmed Nawar
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Re: [osg-users] callback

2008-06-29 Thread Ahmed Nawar
Dear Robert,

  Thanks a lot about your ideas.
   After i added a smart pointer to Drawable the application did not terminate.
   (The group help me to know Drawable is reference count)

   Does update build an iterator for all the scene? or for the current node 
children?

Thanks
Ahmed Nawar



From: [EMAIL PROTECTED] [EMAIL PROTECTED] On Behalf Of Robert Osfield [EMAIL 
PROTECTED]
Sent: Thursday, June 26, 2008 3:16 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] callback

Hi Ahmed,

The reason why you app is terminating is that your addDrawable on the
geode is most likely invalidating the iterator that is help in the
UpdateVisitor::apply()/traversed method as the callback is a nested
call.

If you want to add/remove drawables it's best not to do this via a
callback on the Geode, move this operation to after the update
traversals.

Robert.

On Wed, Jun 25, 2008 at 4:11 PM, Ahmed Nawar [EMAIL PROTECTED] wrote:

 Dear All,

 i attached  a callback to a geode node.

 CallBack operator:

 void GeodeCallBack::operator()( osg::Node* node, osg::NodeVisitor* nv )
 {

osg::Geode* geode =
dynamic_castosg::Geode*( node );

geode-removeDrawables(0,geode-getNumDrawables ());

   // get different drawable.
osg::Drawable *d =  drawableBuilder-getDrawable(dataPoint-shape);

geode-addDrawable( d );

traverse( node, nv );
 }


 1- is it Ok to change the geode's contains in the callback?
 2- some times the  geode-addDrawable( d );   terminate the program. any 
 ideas?

 Thanks,
 Ahmed Nawar
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[osg-users] Error with drawable

2008-06-26 Thread Ahmed Nawar

Dear All,

I think this is a bug:
If you have a pointer to Drawable. if you add it to geode and 
removed it from this geode.
You can not use this geode again.
I think that OSG remove the Drawable vertex from the memory.

I solve this by adding this drawable to another geode and i don't use this new 
geode.
so the Drawable will be under one geode at least in all cases.

Thanks
Ahmed Nawar


From: [EMAIL PROTECTED] [EMAIL PROTECTED] On Behalf Of Ahmed Nawar [EMAIL 
PROTECTED]
Sent: Thursday, June 26, 2008 8:38 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] callback

Sorry for late.

  It is an update callback.

Thanks,
Ahmed Nawar

From: [EMAIL PROTECTED] [EMAIL PROTECTED] On Behalf Of Serge Lages [EMAIL 
PROTECTED]
Sent: Wednesday, June 25, 2008 6:14 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] callback

Hi,

Is it an update callback or a cull calback ?

On Wed, Jun 25, 2008 at 5:11 PM, Ahmed Nawar [EMAIL PROTECTED]mailto:[EMAIL 
PROTECTED] wrote:

Dear All,

i attached  a callback to a geode node.

CallBack operator:

void GeodeCallBack::operator()( osg::Node* node, osg::NodeVisitor* nv )
{

   osg::Geode* geode =
   dynamic_castosg::Geode*( node );

   geode-removeDrawables(0,geode-getNumDrawables ());

  // get different drawable.
   osg::Drawable *d =  drawableBuilder-getDrawable(dataPoint-shape);

   geode-addDrawable( d );

   traverse( node, nv );
}


1- is it Ok to change the geode's contains in the callback?
2- some times the  geode-addDrawable( d );   terminate the program. any 
ideas?

Thanks,
Ahmed Nawar
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http://www.tharsis-software.com
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Re: [osg-users] Error with drawable

2008-06-26 Thread Ahmed Nawar
Dear Paul,

  Drawable is reference-counted?
  This is new to me. Thanks.

  I used osg::Drawable* and not smart pointer.
  Because i think that this will make the drawable stay and not delete if i 
removed it from geode. Thanks for help.

  I need to put my drawables in a vector. How can i keep the smart pointers in 
a vector?

Thanks,
Ahmed Nawar

From: [EMAIL PROTECTED] [EMAIL PROTECTED] On Behalf Of Paul Melis [EMAIL 
PROTECTED]
Sent: Thursday, June 26, 2008 10:50 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Error with drawable

Hi,

Ahmed Nawar wrote:
 I think this is a bug:
 If you have a pointer to Drawable.
A pointer (osg::Drawable*) or a ref_ptr (osg::ref_ptrosg::Drawable)?
As Drawable is reference-counted, you should preferably use the latter
to store pointers to drawables.
 if you add it to geode and removed it from this geode.
 You can not use this geode again.
 I think that OSG remove the Drawable vertex from the memory.

If the geode holds the only reference to the drawable and you then
remove that drawable from the geode, then yes, the drawable is destructed.
But as long as you still have a reference to the drawable somewhere,
using a osg::ref_ptr, it should not be destructed and you can add/remove
it to the geode as much as you want.

Do you do something like this?

osg::Drawable *d = ...  // initial reference count = 0
osg::Geode *g =  // initial reference count = 0

g.addDrawable(d); // drawable reference count now 1
g.removeDrawable(d);   // drawable reference count will be decreased,
reaches zero and the object is therefore destructed

 I solve this by adding this drawable to another geode and i don't use this 
 new geode.
 so the Drawable will be under one geode at least in all cases.

You would be better off to store a reference to the drawable somewhere
in your application without having to use an extra geode. This geode
will need to be referenced somewhere as well, so it doesn't solve the
problem.

And as you care that the drawable can be _re-used_ after it is removed
from the geode it sounds like you want to add the drawable back again at
some later point in time. For that you need to keep a reference to the
drawable anyway...

Paul

 Thanks
 Ahmed Nawar

 
 From: [EMAIL PROTECTED] [EMAIL PROTECTED] On Behalf Of Ahmed Nawar [EMAIL 
 PROTECTED]
 Sent: Thursday, June 26, 2008 8:38 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] callback

 Sorry for late.

   It is an update callback.

 Thanks,
 Ahmed Nawar
 
 From: [EMAIL PROTECTED] [EMAIL PROTECTED] On Behalf Of Serge Lages [EMAIL 
 PROTECTED]
 Sent: Wednesday, June 25, 2008 6:14 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] callback

 Hi,

 Is it an update callback or a cull calback ?

 On Wed, Jun 25, 2008 at 5:11 PM, Ahmed Nawar [EMAIL PROTECTED]mailto:[EMAIL 
 PROTECTED] wrote:

 Dear All,

 i attached  a callback to a geode node.

 CallBack operator:

 void GeodeCallBack::operator()( osg::Node* node, osg::NodeVisitor* nv )
 {

osg::Geode* geode =
dynamic_castosg::Geode*( node );

geode-removeDrawables(0,geode-getNumDrawables ());

   // get different drawable.
osg::Drawable *d =  drawableBuilder-getDrawable(dataPoint-shape);

geode-addDrawable( d );

traverse( node, nv );
 }


 1- is it Ok to change the geode's contains in the callback?
 2- some times the  geode-addDrawable( d );   terminate the program. any 
 ideas?

 Thanks,
 Ahmed Nawar
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[osg-users] callback

2008-06-25 Thread Ahmed Nawar

Dear All,

i attached  a callback to a geode node.

CallBack operator:

void GeodeCallBack::operator()( osg::Node* node, osg::NodeVisitor* nv )
{

osg::Geode* geode =
dynamic_castosg::Geode*( node );

geode-removeDrawables(0,geode-getNumDrawables ());

   // get different drawable.
osg::Drawable *d =  drawableBuilder-getDrawable(dataPoint-shape);

geode-addDrawable( d );

traverse( node, nv );
}


1- is it Ok to change the geode's contains in the callback?
2- some times the  geode-addDrawable( d );   terminate the program. any 
ideas?

Thanks,
Ahmed Nawar
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Re: [osg-users] callback

2008-06-25 Thread Ahmed Nawar
Sorry for late.

  It is an update callback.

Thanks,
Ahmed Nawar

From: [EMAIL PROTECTED] [EMAIL PROTECTED] On Behalf Of Serge Lages [EMAIL 
PROTECTED]
Sent: Wednesday, June 25, 2008 6:14 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] callback

Hi,

Is it an update callback or a cull calback ?

On Wed, Jun 25, 2008 at 5:11 PM, Ahmed Nawar [EMAIL PROTECTED]mailto:[EMAIL 
PROTECTED] wrote:

Dear All,

i attached  a callback to a geode node.

CallBack operator:

void GeodeCallBack::operator()( osg::Node* node, osg::NodeVisitor* nv )
{

   osg::Geode* geode =
   dynamic_castosg::Geode*( node );

   geode-removeDrawables(0,geode-getNumDrawables ());

  // get different drawable.
   osg::Drawable *d =  drawableBuilder-getDrawable(dataPoint-shape);

   geode-addDrawable( d );

   traverse( node, nv );
}


1- is it Ok to change the geode's contains in the callback?
2- some times the  geode-addDrawable( d );   terminate the program. any 
ideas?

Thanks,
Ahmed Nawar
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[osg-users] Inverse the matrix

2008-05-08 Thread Ahmed Nawar

Dear all,

I have (x, y, z, h, p, r) For an object.
I use them as following 
positionAttitudeTransform-setPosition(osg::Vec3(x, y, z));
positionAttitudeTransform-setAttitude(DOSGUtil::euler_to_quat( h,p,r)) ; 

How can i build a second ?positionAttitudeTransform contain the
inverse of the first one so when i but the first under the second the
node will return to origin. 

Thanks,

Ahmed Nawar
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Re: [osg-users] Inverse the matrix

2008-05-08 Thread Ahmed Nawar

Thanks Robert,

  Can you please gives me more steps description how to get the matrix and 
insert it.

  Is there any way instead of matrix inverse?

Thanks,
Ahmed Nawar  

-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Thu 5/8/2008 12:19 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Inverse the matrix
 
On Thu, May 8, 2008 at 6:53 AM, ahmed nawar [EMAIL PROTECTED] wrote:
 Dear all,

  I have (x, y, z, h, p, r) For an object.
  I use them as follwing
  positionAttitudeTransform-setPosition(osg::Vec3(x, y, z));
  positionAttitudeTransform-setAttitude(DOSGUtil::euler_to_quat( h,p,r)) ;

  How can i build a second ?positionAttitudeTransform contain the
  inverse of the first one so when i but the first under the second the
  node will return to origin.

It'd much easier to use a second Transform as a MatrixTransform, then
just get the matrix
from the first PositionAttitudeTransform and invert it.

However, perhaps just fixing the scene graph so that you don't nest
components the way you have,
the fact you are needing to do this screams out to me that your scene
graph is inappropriately
structured, and you should move the nested subgraph out to be a
sibling of the upper PAT.

Robert.
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Re: [osg-users] Inverse the matrix

2008-05-08 Thread Ahmed Nawar
Thanks Robert,

  My problem is more complicate and i only write some thing to describe the 
idea.

  But How can i get the matrix from positionAttitudeTransform?


Thanks alot,

Ahmed Nawar


-Original Message-
From: [EMAIL PROTECTED] on behalf of Robert Osfield
Sent: Thu 5/8/2008 2:06 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Inverse the matrix
 
Hi Ahmed,

I've already given you the best advice I can - fix your scene graph
layout so that the nested subgraph doesn't need an extra transform to
rectify the transform from above.

Robert.

On Thu, May 8, 2008 at 11:44 AM, Ahmed Nawar [EMAIL PROTECTED] wrote:

  Thanks Robert,

   Can you please gives me more steps description how to get the matrix and 
 insert it.

   Is there any way instead of matrix inverse?

  Thanks,
  Ahmed Nawar



  -Original Message-
  From: [EMAIL PROTECTED] on behalf of Robert Osfield
  Sent: Thu 5/8/2008 12:19 PM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] Inverse the matrix

  On Thu, May 8, 2008 at 6:53 AM, ahmed nawar [EMAIL PROTECTED] wrote:
   Dear all,
  
I have (x, y, z, h, p, r) For an object.
I use them as follwing
positionAttitudeTransform-setPosition(osg::Vec3(x, y, z));
positionAttitudeTransform-setAttitude(DOSGUtil::euler_to_quat( h,p,r)) ;
  
How can i build a second ?positionAttitudeTransform contain the
inverse of the first one so when i but the first under the second the
node will return to origin.

  It'd much easier to use a second Transform as a MatrixTransform, then
  just get the matrix
  from the first PositionAttitudeTransform and invert it.

  However, perhaps just fixing the scene graph so that you don't nest
  components the way you have,
  the fact you are needing to do this screams out to me that your scene
  graph is inappropriately
  structured, and you should move the nested subgraph out to be a
  sibling of the upper PAT.

  Robert.


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[osg-users] Inverse the matrix

2008-05-07 Thread ahmed nawar
Dear all,

I have (x, y, z, h, p, r) For an object.
I use them as follwing 
positionAttitudeTransform-setPosition(osg::Vec3(x, y, z));
positionAttitudeTransform-setAttitude(DOSGUtil::euler_to_quat( h,p,r)) ; 

How can i build a second positionAttitudeTransform contain the
inverse of the first one so when i but the first under the second the
node will return to origin. 

Thanks,

Ahmed Nawar
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Re: [osg-users] ANN: OSG training in Paris

2008-03-03 Thread Ahmed Nawar



-Original Message-
From: [EMAIL PROTECTED] on behalf of Paul Martz
Sent: Mon 3/3/2008 6:52 PM
To: 'OpenSceneGraph Users'
Subject: [osg-users] ANN: OSG training in Paris
 
Hi all -- I'm pleased to announce that registration is now open for our next
public OSG training course, to be held in Paris, France, April 25-30, 2008.
 
To register online, please visit:
 http://www.skew-matrix.com/trainingparis.html
http://www.skew-matrix.com/trainingparis.html
 
The full press release/announcement follows.
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
303 859 9466
 
OpenSceneGraph Training, Paris

 Ann Arbor, Michigan, and Louisville, Colorado, March 3, 2008

 

Bob Kuehne of Blue Newt Software and Paul Martz of Skew Matrix Software are
pleased to announce that registration is now open for three OpenSceneGraph
(OSG) training courses in Paris, France, April 25-30, 2008. These three
courses will provide developers with a complete OSG education.

 

This event marks the public premiere of Introduction to OpenSceneGraph, a
1-day quick-start course for developers new to OSG and scene graph
technology. Two additional courses, Intermediate OpenSceneGraph and Terrain
Databases in OpenSceneGraph, are again offered, but for the first time in
Europe. The courses are scheduled sequentially so that attendees may attend
all three courses, if desired. Bob Kuehne and Paul Martz co-instruct all
courses and labs. Instruction and materials are provided in English.



Schedule (April 25-30, 2008)

 

·April 25  Introduction to OpenSceneGraph

·April 28-29  Intermediate OpenSceneGraph

·April 30  Terrain Databases in OpenSceneGraph

 

Courses meet from 9:00 am to 4:30 pm each day. Lunch and wireless internet
access is provided for all attendees.

 

Location

 

All courses are held in Paris, France, 72 rue du Faubourg St. Honoré, Regus
Office Suite. This is in the 8th and a few blocks away from numerous Métro
stations.

 

 http://tinyurl.com/ynur7f http://tinyurl.com/ynur7f

 

Registration

 

To register for the courses and view additional information, please visit:

 

 http://www.skew-matrix.com/trainingparis.html
http://www.skew-matrix.com/trainingparis.html

 

About the Companies

 

Blue Newt Software LLC exists to help customers solve their toughest
graphics problems. Blue Newt has assisted numerous clients achieve more
realism, performance, and insight with their 3D graphics applications. Blue
Newt was founded in 2003 to focus modern software development techniques,
languages, and toolkits on improving 3D graphics applications.

 

Skew Matrix Software LLC provides 3D graphics services such as software
development, developer training, and technical writing and editing. Skew
Matrix Software specializes in 3D graphics software development using OpenGL
and OpenSceneGraph.

 

For more information about Blue Newt Software LLC:
http://www.blue-newt.com/ http://www.blue-newt.com

For more information about Skew Matrix Software LLC:
http://www.skew-matrix.com/ http://www.skew-matrix.com/

 

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[osg-users] what is better

2008-02-08 Thread Ahmed Nawar
Dear All,

What is better for performance (and/or) memory?

1- Share a sphere geometry between more than one node after transform and 
scale. 
   Or build a new sphere with the correct size and place.


Thanks,
Ahmed Nawar 
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[osg-users] Transparent sphere

2008-02-06 Thread Ahmed Nawar

Hi All,

How can I draw a Transparent sphere?

I need to draw a sphere inside a Transparent one. 
Can anyone tell me how to set the material and color of the Transparent one.

Thanks,
Ahmed Nawar


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Re: [osg-users] Clustering

2007-11-10 Thread Ahmed Nawar
Hi,

We work In BA with Diverse. with it you can

Synchronize the Frame (automatically).
Have Share memory.
Run With/without stereo.
And a lot of future.

If you wand only to Synchronize the frame.
All what you need is to add 10-20 lines only to the code.

http://diverse-vr.org/

You Have to install DTK, DGL, DADS.



Thanks,
Ahmed Nawar
Software Developer
International School of Information Science (ISIS)
Bibliotecha Alexandrina
P.O. Box 138, El-Chatby Alexandria 21526, Egypt
Phone:+(203) 483, Ext.:1498
Fax:+(203) 482 0405
www.bibalex.org/isis  




-Original Message-
From: [EMAIL PROTECTED] on behalf of Michael Raab
Sent: Fri 11/9/2007 4:13 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Clustering
 



-Original Message-
From: [EMAIL PROTECTED] on behalf of Michael Raab
Sent: Fri 11/9/2007 4:13 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Clustering
 
Hello,

i've got the following question! 
I want to build a cluster application using osg! This means i've to synchronize 
the rendering process.
My application consists of one master and several slaves, where the slaves are 
simple render nodes and the master is responsible for the synchronisation. My 
Problem is that i've to create a restricted rendering loop for the slaves.
The new loop should look something like this:
- first each slave has to wait until it has the complete sceneupdate, e.g. 
until there's a network message that tells him Start Rendering
- the slave should render the scene into the back buffer 
- if the rendering is finished the slave has to wait until there's a network 
message which tells him to swap back and front buffer!

Is it possible to realize this without changing osg code? If not what do you 
think with part do i have to touch? I think the rendering is done in some kind 
of the View Class...

Thank you for your support,
Michael
-- 
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Browser-Versionen downloaden: http://www.gmx.net/de/go/browser
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