Re: [osg-users] Problem with default lighting

2008-11-19 Thread Eduard Trulls
Ach, I've had a couple hectic days and forgot to answer until now. Thank 
you (and Robert both), that was it and I overlooked it. I've managed to 
replicate this behaviour converting from sketchup to osg file formats 
through obj and collada, so I guess the problem might be on either end. 
I'll try to narrow it down when I have the time for it.


Thanks again,
E.

Ulrich Hertlein wrote:

Hi Eduard,

if you look at Geodes Mesh6 Model and Mesh7 Model you'll notice 
that they don't have any normals whatsoever.  I'd suspect they're just 
picking up normals from one of the previous nodes.


/ulrich
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Re: [osg-users] Implementing OcclusionQueryNode?

2008-06-13 Thread Eduard Trulls

El 13/06/2008, a las 15:15, Todd J. Furlong escribió:

So, where have I gone wrong?  Do I need to inset OcclusionQueryNodes  
manually lower in my scenegraph?


That is correct. See the osgocclusionquery example.

Regards,
E.
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Re: [osg-users] OcclusionQueryNode woes

2008-06-11 Thread Eduard Trulls
But you were right, I *do* want occlusion information, so that means 
J-S's suggestion does not work for me (didn't even have the time to look 
at it, and hence the mix-up -- sorry). It's OQN or a similar 
pixel-counting strategy, then.


Paul: I sent you the .osg file yesterday, with a couple notes, although 
I'm not sure you'll manage to reproduce it on your end.


Thanks all,
Eduard

Paul Martz wrote:

Eduard -- I thought you wanted more than just inside/outside the view
volume, I thought you wanted occlusion information (object is hidden behind
something in the scene).

J-S's suggestion will just tell you whether something is in or out of the
view volume, but won't tell you whether or not something is hidden. The way
to implement J-S's suggestion (if you want to use it) would be to add a cull
callback to the root node of your subgraph, and in that callback, call the
osgUtil::CullVisitor::isCulled() method. You pass in the bounding volume and
get a true/false return.

It would be nice if this mechanism also considered culling due to
OcclusionQueryNodes, but it does not at this time.

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

  

-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf 
Of Eduard Trulls

Sent: Tuesday, June 10, 2008 11:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OcclusionQueryNode woes

Hi,

I think that's still a bit beyond my osg/gl skills, and more 
so given my time frame; hence the convenience of using 
library code. (If this feature is already built in, I 
couldn't find it, please point!) I'll have a look at it if 
this doesn't pan out, anyway.


Thanks,
E.

Jean-Sébastien Guay wrote:


Hello Edward,

  

You can query the test pass/failure results on a per-camera basis.
  

(...)
  
Yes, the query works. I was talking about recovering the 

pass/failure 


without acting accordingly (disabling the node if invisible),

If all you want is to be able to determine if a node is visible or 
not, can't you just test its bounding volume against the camera's 
frustum? It's not quite trivial, but pretty easy once you 
  
get the hang 


of it.

Come to think of it, there should probably be a class to do this in 
OSG (perhaps osgUtil?) - can't remember if there really is, but if 
not, it would make a useful addition for a number of people I would 
think.


J-S
  

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Re: [osg-users] OcclusionQueryNode woes

2008-06-10 Thread Eduard Trulls

Hi Paul,


So I can reproduce the problem by running osgocclusionquery
yourfile.osg? (all that example does is place an OQN above the .osg file
that is loaded.) If so, please post your .osg file so I can take a look at
the problem.
  
I had forgotten osgocclusionquery could read external files. It seems I 
can't reproduce the problem, it runs flawlessly (after lowering 
occlusion and visibility thresholds, of course). Placing the OQNs 
automatically on the same model using the same node visitor on *my* code 
does show the problem. I've tried turning off all I could think of, to 
no avail; I currently have one single model hanging from root with a 
default trackball manipulator, no stateset (under Qt). I'll see what 
else I can come up with tomorrow.



You can query the test pass/failure results on a per-camera basis. Are you
saying that this doesn't work for you for some reason? The osgocclusionquery
example does this, IIRC, to display some statistical information.

However, you are trying to use OQN for something that it wasn't designed
for. You might need to modify OQN or make your own custom node to make it do
what you want.

  
Yes, the query works. I was talking about recovering the pass/failure 
without acting accordingly (disabling the node if invisible), which, 
yes, is probably quite out of scope.


Thanks for your help,
E.
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Re: [osg-users] OcclusionQueryNode woes

2008-06-10 Thread Eduard Trulls

Hi,

I think that's still a bit beyond my osg/gl skills, and more so given my 
time frame; hence the convenience of using library code. (If this 
feature is already built in, I couldn't find it, please point!) I'll 
have a look at it if this doesn't pan out, anyway.


Thanks,
E.

Jean-Sébastien Guay wrote:

Hello Edward,


You can query the test pass/failure results on a per-camera basis.

(...)
Yes, the query works. I was talking about recovering the pass/failure 
without acting accordingly (disabling the node if invisible),


If all you want is to be able to determine if a node is visible or 
not, can't you just test its bounding volume against the camera's 
frustum? It's not quite trivial, but pretty easy once you get the hang 
of it.


Come to think of it, there should probably be a class to do this in 
OSG (perhaps osgUtil?) - can't remember if there really is, but if 
not, it would make a useful addition for a number of people I would 
think.


J-S

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[osg-users] OcclusionQueryNode woes

2008-06-09 Thread Eduard Trulls

Hi all,

I'm having some issues regarding OcclusionQueryNode. I draw an object as 
a set of faces and a set of edges, and I can't seem to get OQN to deal 
with both as a single entity, resulting in an artifact where for a fixed 
camera position the object becomes intermittent (disappears, then 
reappears on the next cycle, and so on). I reckon once either faces or 
edges are occluded the other set has enough room to render itself, but 
in turn occludes the former, or something along those lines; just my 
guess, though. The setup is as simple as an OQN over a node that reads a 
.osg file with two children geodes (said sets).


Note that while finding a solution to this would be great my problem is 
even simpler. All I'm trying to do is use the existing implementation of 
OQN to determine whether an object is visible or not, and then display 
or hide a label attached to it but on a different renderbin (over both 
objects and scene). The object's geometry is very simple and I don't 
really care for occluding it, I'd just like the number of pixels drawn 
(or a binary output like getPassed()). Is it possible to turn occlusion 
off while preserving this behaviour? (A threshold of 0 doesn't seem to 
work.) I've looked through the code a few times but I'm having a hard 
time with it. :(


Thanks in advance,
Eduard
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Re: [osg-users] osg-conv collada

2008-04-15 Thread Eduard Trulls
[EMAIL PROTECTED] wrote:
Also, what are the plans for the plugin now that 2.0's out?

 I plan on submitting a patch to bring OSG up to using DOM 2.0. That 
 should be sometime this month.

 Steve

   
I think I'll wait for that then. Thanks for your reply.
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Re: [osg-users] osg-conv collada

2008-04-14 Thread Eduard Trulls
Hi,

I'm trying to get the collada plugin working and running into this 
problem too. I've tried Johan Nouvel's suggestion (a few messages later) 
to no avail. I'm using osg 2.3.7 and the last pre-2.0 stable release for 
collada, 1.4.1 DOM 3.0. Did anyone find a way around it?

Also, what are the plans for the plugin now that 2.0's out?

Thanks,
Eduard


skunkwerk wrote:
 thanks Jason,
here's the output - it seems that it eventually finds the plugin, 
 but dlopen complains about an undefined symbol in the osgdb_dae.so 
 file - how can I fix this?

 RegisterWindowingSystemInterfaceProxy()
 X11WindowingSystemInterface()
 GraphicsContext::setWindowingSystemInterface() 0x80635200xb7f44bd0
 itr='/usr/lib/'
 FindFileInPath() : trying /usr/lib/osgdb_dae ...
 itr='/usr/local/lib/'
 FindFileInPath() : trying /usr/local/lib/osgdb_dae ...
 DynamicLibrary::getLibraryHandle( osgdb_dae) - dlopen(): ./osgdb_dae: 
 cannot open shared object file: No such file or directory
 DynamicLibrary::failed loading osgdb_dae
 itr='/usr/lib/'
 FindFileInPath() : trying /usr/lib/osgPlugins-2.2.0/osgdb_dae.so ...
 itr='/usr/local/lib/'
 FindFileInPath() : trying /usr/local/lib/osgPlugins-2.2.0/osgdb_dae.so ...
 FindFileInPath() : USING /usr/local/lib/osgPlugins-2.2.0/osgdb_dae.so
 DynamicLibrary::getLibraryHandle( 
 /usr/local/lib/osgPlugins-2.2.0/osgdb_dae.so) - dlopen(): 
 /usr/local/lib/osgPlugins-2.2.0/osgdb_dae.so: undefined symbol: 
 _ZN15daeLIBXMLPluginC1Ev
 DynamicLibrary::failed loading osgPlugins-2.2.0/osgdb_dae.so
 Warning: Could not find plugin to read objects from file 
 /home/imran/3d/3dwarehouse/45/models/45.dae.
 Error no data loaded.
 ~RegisterWindowingSystemInterfaceProxy()
 GraphicsContext::setWindowingSystemInterface() 00xb7f44bd0

 appreciate it

 On Mon, Mar 24, 2008 at 8:28 AM, Jason Daly [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED] wrote:

 skunkwerk wrote:
  thanks Jason, once I ran ccmake . I was able to configure the
  environment variables correctly.
  the plugin seems to have been installed to
  /usr/local/lib/osgPlugins-2.2.0/osgdb_dae.so
  yet I can't get osgconv to find it - i've tried -e dae, -l
 osgdb_dae,
  -l /usr/local/lib/osgPlugins-2.2.0/osgdb_dae.so but none of them
  work.  how do i get osgconv to load the library?

 You might need to set your OSGNOTIFY environment variable to DEBUG and
 see why osgconv isn't finding it.

 --J


 

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[osg-users] TrackballManipulator with pitch, yaw and no roll

2008-04-03 Thread Eduard Trulls
Hi,

I'd like to have a TrackballManipulator with a rotation behaviour 
resembling that of TerrainManipulator with rotation mode ELEVATION_AZIM 
(as opposed to ELEVATION_AZIM_ROLL). It'd be very useful for drawing and 
manipulating buildings and other constructs of that sort. I've been 
trying to replicate that part of TerrainManipulator on 
TrackballManipulator, but I can't quite get it to work (I can't 
translate the clamping procedure done on Terrain to Trackball without 
seeing some weird artifacts, and my understanding of 3D geometry is not 
good enough to start from scratch). Is there an easy way to achieve this?

Thanks in advance,
Eduard
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