Re: [osg-users] In need of osgOcean resources, they are missing from Google Code

2018-01-18 Thread Kim Bale
Hi Paul,

I wrote the library, I recently had a similar request so I added those
files to git and a contributor was kind enough to update the cmake files to
point to them. If you have any problems drop me an email at
kcb...@googlemail.com and I’ll do my best to assist.

The only resource that I think I don’t have is boat.3ds

Cheers,

Kim

On Thu, 18 Jan 2018 at 19:54, Paul Leopard  wrote:

> Hi,
>
> I'm looking for the model/texture resources that are used by the osgocean
> demo. This includes the model boat.3ds and its associated textures. The
> github repo has a link to them and that link is invalid (
> http://osgocean.googlecode.com/files/osgOcean-Resources-1.0.rar)
>
> Perhaps someone has this resource archive and would be so kind as to share
> it with me? Maybe someone has a valid link to this resource archive online?
>
> Thank you!
> Paul
>
> 
> things are more like they are now than they have ever been before
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72777#72777
>
>
>
>
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[osg-users] [ANN] osgOcean has moved to GitHub.

2015-03-17 Thread Kim Bale
Dear all,

Just a quick note to let you know that I've migrated osgOcean from Google
Code to GitHub.

It can now be found at:
https://github.com/kbale/osgocean

The Google Code repo will remain online until it's closed, but it won't be
maintained.

Granted there haven't been many changes to it over the past few years, but
I thought it would be a shame not to let it die off when google code closes
as I'm sure it'll be useful to somebody.

Hope you're all well.

Kim.
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Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.

2013-11-15 Thread Kim Bale
Thanks I'll check out the effect and merge it.

Kim.


On 15 November 2013 00:33, Tisham Dhar tisham.d...@aerometrex.com.auwrote:

 Hi,

 I have successfully implemented a changing reflection intensity by adding
 1) Multiplier to env_map
 2) Creating a uniform corresponding to the multiplier in the shader
 3) Setting this uniform via stateset and creating a corresponding variable
 in FFTOceanSurface.

 SVN diff to release tag attached.

 Cheers,

 whatnick.

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 Attachments:
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Re: [osg-users] [osgOcean] Compilation under linux

2013-11-15 Thread Kim Bale
Hi Guido,

I'm afraid I haven't compiled osgOcean under linux before as I only develop
on a windows box, perhaps some of the more linux-savvy OSG users can be of
assistance. I'm pretty sure it's been used under linux before.

Sorry I can't be of more help.

Kim.


On 1 November 2013 19:52, Guido Militello gmili...@gmail.com wrote:

 Hi,

 new to this forum and osgocean, I'd just downloaded and tried to compile
 to see how  this works. But I had some building problems:

 These are the files I'd downloaded dependencies:

 fftw-3.3.3.tar.gz
 OpenSceneGraph-3.0.1
 osgOcean-Source-1.0.1.rar
 osgOcean-Resources-1.0.1.rar

 everything decompressed and it's now look like this:

 ls -l /media/DiscoD/linux/MyApp1

 drwxr-xr-x 1 gmilitel users4096 30.10.2007 10:46 fftss-3.0/
 drwxr-xr-x 1 gmilitel users4096 01.08.2011 18:40 osg/
 drwxr-xr-x 1 gmilitel users4096 01.11.2013 12:55 osgOcean/

 cd osgOcean
 mkdir build
 ccmake ..


 
   Page 1 of 1
   CMAKE_BUILD_TYPE Release
   CMAKE_INSTALL_PREFIX /media/DiscoD/linux/MyApp1/osgOcean
   FFTSS_INCLUDE_DIRFFTSS_INCLUDE_DIR-NOTFOUND
   FFTSS_LIBRARYFFTSS_LIBRARY-NOTFOUND
   FFTW3-3_INCLUDE_DIR
  /media/DiscoD/linux/MyApp1/fftw-3.3.3/include
   FFTW3-3_LIBRARY
  /media/DiscoD/linux/MyApp1/fftw-3.3.3/lib/libfftw3.so
   OPENTHREADS_INCLUDE_DIR
  /media/DiscoD/linux/MyApp1/osg/include/OpenThreads
   OPENTHREADS_LIBRARY
  /media/DiscoD/linux/MyApp1/osg/lib64/libOpenThreads.so
   OPENTHREADS_LIBRARY_DEBUG
  /media/DiscoD/linux/MyApp1/osg/lib64/libOpenThreads.so
   OSGDB_INCLUDE_DIR
  /media/DiscoD/linux/MyApp1/osg/include/osgDB
   OSGDB_LIBRARY
  /media/DiscoD/linux/MyApp1/osg/lib64/libosgDB.so
   OSGDB_LIBRARY_DEBUG
  /media/DiscoD/linux/MyApp1/osg/lib64/libosgDB.so
   OSGGA_INCLUDE_DIR
  /media/DiscoD/linux/MyApp1/osg/include/osgGA
   OSGGA_LIBRARY
  /media/DiscoD/linux/MyApp1/osg/lib64/libosgGA.so
   OSGGA_LIBRARY_DEBUG
  /media/DiscoD/linux/MyApp1/osg/lib64/libosgGA.so
   OSGTEXT_INCLUDE_DIR
  /media/DiscoD/linux/MyApp1/osg/include/osgText
   OSGTEXT_LIBRARY
  /media/DiscoD/linux/MyApp1/osg/lib64/libosgText.so
   OSGTEXT_LIBRARY_DEBUG
  /media/DiscoD/linux/MyApp1/osg/lib64/libosgText.so
   OSGUTIL_INCLUDE_DIR
  /media/DiscoD/linux/MyApp1/osg/include/osgUtil
   OSGUTIL_LIBRARY
  /media/DiscoD/linux/MyApp1/osg/lib64/libosgUtil.so
   OSGUTIL_LIBRARY_DEBUG
  /media/DiscoD/linux/MyApp1/osg/lib64/libosgUtil.so
   OSGVIEWER_INCLUDE_DIR
  /media/DiscoD/linux/MyApp1/osg/include/osgViewer
   OSGVIEWER_LIBRARY
  /media/DiscoD/linux/MyApp1/osg/lib64/libosgViewer.so
   OSGVIEWER_LIBRARY_DEBUG
  /media/DiscoD/linux/MyApp1/osg/lib64/libosgViewer.so
   OSG_INCLUDE_DIR  /media/DiscoD/linux/MyApp1/osg/include
   OSG_LIBRARY
  /media/DiscoD/linux/MyApp1/osg/lib64/libosg.so
   OSG_LIBRARY_DEBUG
  /media/DiscoD/linux/MyApp1/osg/lib64/libosg.so
   USE_FFTSSOFF
   USE_FFTW3ON
   USE_FFTW3F   OFF
 
 
  CMAKE_BUILD_TYPE: Choose the type of build, options are:
 None(CMAKE_CXX_FLAGS or CMAKE_C_FLAGS used) Debug Release RelWithDebInfo
 MinSizeRel.
  Press [enter] to edit option
CMake Version
 2.8.12
  Press [c] to configure
  Press [h] for help   Press [q] to quit without generating
  Press [t] to toggle advanced mode (Currently Off)
 


 $ make


 
  [gmilitel-@gmilitel-lnx build]$ make
  [  5%] Building CXX object
 src/osgOcean/CMakeFiles/osgOcean.dir/Cylinder.cpp.o
  [ 11%] Building CXX object
 src/osgOcean/CMakeFiles/osgOcean.dir/DistortionSurface.cpp.o
  In file included from
 /media/DiscoD/linux/MyApp1/osg/include/osgDB/Output:20:0,
   from
 /media/DiscoD/linux/MyApp1/osg/include/osgDB/DotOsgWrapper:21,
   from
 /media/DiscoD/linux/MyApp1/osg/include/osgDB/Registry:26,
   from ../../../src/osgOcean/DistortionSurface.cpp:20:
  /media/DiscoD/linux/MyApp1/osg/include/osgDB/fstream:31:42: error:
 invalid use of incomplete type ‘std::fstream {aka class
 std::basic_fstreamchar}’
   class OSGDB_EXPORT fstream : public std::fstream
^
  In file included from /usr/include/c++/4.8.2/ios:38:0,
   from /usr/include/c++/4.8.2/ostream:38,
   from
 /media/DiscoD/linux/MyApp1/osg/include/osg/Notify:20,
   from
 /media/DiscoD/linux/MyApp1/osg/include/osg/Object:20,
   from /media/DiscoD/linux/MyApp1/osg/include/osg/Node:18,
   from
 /media/DiscoD/linux/MyApp1/osg/include/osg/Geode:17,
   from ../../../include/osgOcean/DistortionSurface:20,
   from ../../../src/osgOcean/DistortionSurface.cpp:19:
  /usr/include/c++/4.8.2/iosfwd:117:11: error: declaration of
 ‘std::fstream {aka class std::basic_fstreamchar}’
   class basic_fstream;
   

Re: [osg-users] [osgOcean] Regulate the Ocean Reflection intensity.

2013-09-27 Thread Kim Bale
Hi Dario,

I would take a look inside the surface fragment shader and then tone down
the mix function that blends the reflection texture with the surface. It
should be pretty simple.

Regards,

Kim.


On 27 September 2013 17:37, Dario Minieri para...@cheapnet.it wrote:

 Hi,

 I'm looking to modify the amount of reflections intensity inside ocean.
 I'm using last trunk rev 258.

 I'm stuck into this piece of code inside OceanScene:


 Code:
 _reflectionMatrix = osg::Matrixf(  1,  0,  0,  0,
0,  1,  0,  0,
0,  0, -1,  0,
0,  0,  2 *
 _oceanScene-getOceanSurfaceHeight(),  1 );

 osg::ref_ptrosg::Texture2D reflectionTexture =
 _oceanScene-createTexture2D( _oceanScene-_reflectionTexSize, GL_RGBA );

 // clip everything below water line
 _reflectionCamera = _oceanScene-renderToTexturePass(
 reflectionTexture.get() );
 _reflectionCamera-setClearColor( osg::Vec4( 0.0, 0.0, 0.0, 0.0 )
 );
 _reflectionCamera-setComputeNearFarMode(
 osg::Camera::DO_NOT_COMPUTE_NEAR_FAR );
 _reflectionCamera-setCullMask( _oceanScene-_reflectionSceneMask
 );
 _reflectionCamera-setCullCallback( new
 CameraCullCallback(_oceanScene.get()) );
 _reflectionCamera-getOrCreateStateSet()-setMode(
 GL_CLIP_PLANE0+0, osg::StateAttribute::ON );
 _reflectionCamera-getOrCreateStateSet()-setMode( GL_CULL_FACE,
 osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE );

 _surfaceStateSet-setTextureAttributeAndModes(
 _oceanScene-_reflectionUnit, reflectionTexture.get(),
 osg::StateAttribute::ON );



 I think that I should operate on texture properties, maybe the shader but
 right now I'm not able to see a significative change on intensity
 reflection effect...Someone can suggest to me a way?

 Thank you!

 Cheers,
 Dario[/code]

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Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Kim Bale
Hi Mohammed,

I can answer your first question. osgRiver was never integrated into the
trunk because I felt that the way it had been combined in its current state
needed some work and sadly I simply haven't had time to work on it. I
haven't gone over the code for a long time but I seem to remember thinking
that it might be more appropriate for osgRiver to exist as a separate
nodekit rather than amalgamated into osgOcean since although they share a
lot of effects and are both water based, the problems they are trying to
solve are quite different.

Kim.


On 27 September 2013 18:14, Mohammed Djeralfia osgfo...@tevs.eu wrote:

 Hi,

 I have just tested osgRiver(from alphapixel.com) and the river is not
 displyed correctly, the water is on the right corner of the river.3DS but
 only 1 segment of 9 is displayed (-15 to 0).
 I had tried to change the code of osgRiver in
 RiverGraph::MergeRiverFromPoints(vectorRiverControlPoint points) at :
 RiverControlPoint next2 = curvePoint (changed to :(points[i-1] * 0.4 +
 points[i] * 0.6)) ; and now I have 3 segments from 9 that are displayed, I
 had done some other  modifications but it did not resolve the problem.

 So my questions are:
 1) Why the osgRiver does  not be integrated in the osgOcean trunk?
 2) Has someone have another version of the RiverGraph.cpp to make
 differance ?

 Any other suggestions would be welcome.


 Thank you!

 Cheers,
 Mohammed

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Re: [osg-users] [osgOcean] Some questions about osgRiver ???

2013-09-27 Thread Kim Bale
Traitor ;)

K.


On 27 September 2013 20:00, Trajce Nikolov NICK 
trajce.nikolov.n...@gmail.com wrote:

 3  -for the sea I use osgOcean,

 Nothing against osgOcean. I have used it as well in a project, but
 switched over to Triton (check it out, same coming from sundog-soft as
 SilverLining )

 Nick


 On Fri, Sep 27, 2013 at 8:56 PM, Chris Hanson xe...@alphapixel.comwrote:

 4-for the sky I am trying with Silverlight(the demo),


   I think you mean Silver Lining.

   Good luck and you're welcome!

 --
 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
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Re: [osg-users] osgOcean Project : How does shader work?

2013-09-04 Thread Kim Bale
More information here.

http://forum.openscenegraph.org/viewtopic.php?t=12328

I don't really have much more information on the ocean shader itself, some
papers are referenced within the fragment code and the rest is fairly
standard stuff.

K.


On 4 September 2013 09:50, Christian Buchner christian.buch...@gmail.comwrote:

 Relevant links to be found here

 http://lmgtfy.com/?q=fft+ocean+simulation



 2013/9/4 WillScott scott200...@hotmail.com

   Hi everybody,
  Recently , I have read the open source code provided by osgOcean
 project. And FFTOceanSurface class is really hard to understand ,
 especially in the shader technique in osgOcean.  I want to konw if anyone
 has the algorithms materials-mainly about mathmatic theory- concerning this
 techinque?

 Sincerely yours,

 ZhangMi,
Schools of
 Remote Sensing and Information Engineering,  Wuhan University, Hubei, China

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Re: [osg-users] Some Algorithms about OSGOcean

2013-06-19 Thread Kim Bale
Hi ZhangMi,

You can find the majority of the ocean rendering algorithms used in the
following paper:

http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf

It's pretty much a straight implementation of that work. The shaders are
fairly run of the mill effects.

Cheers,

Kim.


On 19 June 2013 05:37, WillScott scott200...@hotmail.com wrote:

 Dear Kim,
  I have read some part of  the OSGOcean source code. But I don't
 know the key algorithms involved in the program.
  Can you  send me some materials or the websets about the
 algorithm? I may need to know more about it.
  I am looking forward to your replay.


 Sincerely yours,
 ZhangMi.
 Schools of remote
 sense and engineering , Wuhan University , Hubei ,China.

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Re: [osg-users] [osgOcean] setLightColor and dynamic sun problems.

2013-06-13 Thread Kim Bale
Hi Dario,

I'm not sure I understand what you mean by a 'latch', could you describe the 
symptoms a little more? I can't remember if the light variable is a uniform or 
a #define and I'm not in front of a pc to check. 

Regards

Kim.

Sent from my iPhone

On 13 Jun 2013, at 17:04, Dario Minieri para...@cheapnet.it wrote:

 Hi,
 
 I'm implementing a simple sun walk into skydome, calculating the light color 
 during day. I'm using osgocean. To setup the ocean scene accordingly with the 
 light color variation, I have to set the light color in osgocean itself via 
 setLightColor. This works but setLightColor dirty the shader anytime and I 
 see a latch into the scene when this happens. 
 
 You can suggest to me a workaround to avoid the latch? Obviously I don't sets 
 the ocean light color any microsecond, I update the light any 5 secs.
 
 Thank you!
 
 Cheers,
 Dario
 
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Re: [osg-users] [osgOcean] setLightColor and dynamic sun problems.

2013-06-13 Thread Kim Bale
Hey Dario,

Ah Ok i understand. I'll check over the code tomorrow, it does sound like it 
might need some minor changes to accommodate your needs.

Regards,

Kim.

Sent from my iPhone

On 13 Jun 2013, at 22:45, Dario Minieri para...@cheapnet.it wrote:

 Hi kcbale
 
 The light is a uniform and it is used to compute the wave top/bottom color. 
 Because the setLightColor set a statSetDirty, ocean is instructed tu reload 
 all stuffs. This cause a freeze at any time this reload is called. I'm 
 planning to setup directly the uniform without dirty the stateSet...I'm try 
 some ideas tomorrow...
 
 
 kcbale wrote:
 Hi Dario,
 
 I'm not sure I understand what you mean by a 'latch', could you describe the 
 symptoms a little more? I can't remember if the light variable is a uniform 
 or a #define and I'm not in front of a pc to check. 
 
 Regards
 
 Kim.
 
 Sent from my iPhone
 
 On 13 Jun 2013, at 17:04, Dario Minieri  wrote:
 
 
 Hi,
 
 I'm implementing a simple sun walk into skydome, calculating the light 
 color during day. I'm using osgocean. To setup the ocean scene accordingly 
 with the light color variation, I have to set the light color in osgocean 
 itself via setLightColor. This works but setLightColor dirty the shader 
 anytime and I see a latch into the scene when this happens. 
 
 You can suggest to me a workaround to avoid the latch? Obviously I don't 
 sets the ocean light color any microsecond, I update the light any 5 secs.
 
 Thank you!
 
 Cheers,
 Dario
 
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 http://forum.openscenegraph.org/viewtopic.php?p=54595#54595
 
 
 
 
 
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Re: [osg-users] Some Question About OSGOcean

2013-06-10 Thread Kim Bale
Hi there,

Thanks for you interest in osgOcean, I'm glad that you like it. I'm afraid
there isn't any formal documentation for the project but I have tried to
document as many functions and classes as possible within the code so have
a root around in there. Unfortunately due my other commitments the project
has laid dormant for a while now. I keep meaning to update it but finding
the time is difficult, however I always welcome contributions.

If you have any specific questions, ideas or contributions, please don't
hesitate to contact me on this email address.

Regards,

Kim.


On 10 June 2013 12:40, WillScott scott200...@hotmail.com wrote:

 Dear Kim,
  I am a postgraduate student in schools of remote sensing and
 engineering , WuHan University , China . I am greatly intersted in the open
 scene graph project , especially in the OSGOcean. It is genuinely
 attractive and charming.
 However , I have some questions about the OSGOcean Example.  First
 of all , Is there any documents that specify the details about the project?
 Such as the relationship between all kinds of classes , or about the
 parameters in each function memeber of the class? In addition ,how
 could I get to konw the latest news of the project beside the information
 offered by the OSG origination websets?Finally , to be frank , I want
 to be a memeber of the OSGOcean project though I don't have a comprehensive
 understanding of the details in the project. How can I been a memeber of
 your project?
I am looking forward to your promopt reply.

 Sincerely Yours ,
   
  Zhang
 Mi
   
  Schools
 of remote sensing and engineering ,

 WuHan University , China.




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Re: [osg-users] osgOcean and delta3d collision detection

2012-09-01 Thread Kim Bale
Hi,

I've not had any experience with Delta3D and osgOcean. However, I know that
is has been used a fair bit with Delta3D since the wrapper was developed.
Have you tried the Delta3D forum? They may be more forthcoming.

Regards,

Kim.

On 1 September 2012 16:11, 杨洋 yangshi...@gmail.com wrote:

 Hi,
 Does anybody use osgOcean in delta3d program?I used osgOcean to create an
 ocean in my delta3d program,but there's a big problem--when I setting
 collision mesh to the dtCore:Object that is just a “plane” loaded from
  .osg file;
 then I drop a physics_crate (with all the appropriate sets) but it goes
 through,Has anyone seen something similar? Appreciate your help!

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Re: [osg-users] [osgOcean] simple osgOcean code crushed

2012-09-01 Thread Kim Bale
Hi Ruigang,

It's quite hard to diagnose the issues you're having from the description.
However, if you are programming with Visual Studio or in windows you will
need to have the appropriate version of the DLL (Debug/Release) to match
the build type that the program was built with. I.e. Debug program build
with the debug osgocean dll. This is also the same for 64/32 bit builds,
you can't mix them.

FFTSS is a static lib so you shouldn't need to copy a DLL.

I haven't tried to compile osgocean and it's dependencies as 64bit though.
I'm not sure if fftss supports 64bit archs.

Sorry I can't be of more help.

K.


On 31 August 2012 18:31, Ruigang Yang ruigangy...@hotmail.com wrote:

 Hi, Kim,
 thank you for the quick reply. I suspect the DLL mismatch issue.
 So I copied the ocean example progrma with the dll together. it runs fine.
 then I copied that dll to my current project. Then I will have that crush
 issue.
 I even tried to rename that dll to make sure that the program is indeed
 using the dll I put in there.  that is also positive: my program
 immediately complained about missing dlls.

 So what else can I check? do I need to put the fftss dll somewhere?
 I only compiled a 64bit release version of the dll too. Do I need to
 compile a debug version since I am running debug mode?




 Thank you!

 Cheers,
 Ruigang

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Re: [osg-users] [osgOcean] simple osgOcean code crushed

2012-08-31 Thread Kim Bale
Hi  Ruigang,

Are you sure you haven't got a DLL mismatch? It can often cause strange
behaviour such as this.

I haven't experienced this problem at all with osgOcean.

Regards,

Kim.

On 31 August 2012 15:15, Ruigang Yang ruigangy...@hotmail.com wrote:

 Hi,

 I have received some existing code that uses osgOcean.
 it has the following code segment:

 Code:
 osg::ref_ptrosgOcean::FFTOceanSurface oceanSurface = new
 osgOcean::FFTOceanSurface(64, 256, 64, osg::Vec2f(1.1f,1.1f), 12.0f,
 1000.0f, 0.8f, 1e-8, true, 2.5, 10.f, 256 );
 oceanSurface-setWaveTopColor(osg::Vec3f( 0.6, 0.7, 0.7));

 osg::ref_ptrosgOcean::OceanScene oceanScene = new
 osgOcean::OceanScene(oceanSurface.get());
 osg::ref_ptrosg::Node scenetest = osgDB::readNodeFile(cessna.osg);
 oceanScene-addChild(scenetest);


 It will crush in the call addChild() with the error: unhandled
 exception at 0x in ...exe: 0xc05: access violationg reading
 location 0xf. Bascially, I can't add any child node to
 oceneScene.

 Is there something missed in my code?

 I am able to compile and run the osgsample program. But it was unable to
 find some of the ive files.

 I am new to OSG. any help is greatly appreciated.


 Thank you!

 Cheers,
 Ruigang

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[osg-users] osgWidget Missing Resources

2012-07-24 Thread Kim Bale
Dear All,

Does anybody have any idea where the missing resources for the osgWidget
examples are?

I use the latest OpenSceneGraph-Data from the svn but they're not in there.

I'm referring specifically to osgwidgetmessagebox.cpp and

std::string buttonTheme = osgWidget/theme-8-shadow.png;
std::string borderTheme = osgWidget/theme-8.png;

I think there are others that are missing but I haven't done a thorough
search.

Cheers,

Kim.
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Re: [osg-users] Self Shadowing Errors

2012-06-07 Thread Kim Bale
Hi Wojtek,

Thanks for that, setting the polygon winding to CW and the cull face to
front seemed to do the trick, no technique overriding required.

Cheers,

Kim.

On 7 June 2012 01:13, Wojciech Lewandowski w.p.lewandow...@gmail.comwrote:

 Hi, Kim,

 Lispsm in default mode renders back facing polygons (in light space) to
 avoid self shadowing of front surfaces. In your case it looks like you
 would rather want to use front facing polygons to cast shadows instead.
 Normally its not neccessary because back facing normals would cause the
 backporch to be dark anyway so that shadows would indistiguishable from
 ambient colors. However in your case it looks like all building polys use
 the same normal (probably z up - facing light) so backfacing polys are
 incorrectly lit and then shadows cast only by light space backfaces look
 weird.

 So my suggestion is to change model normals to correct ones or change cull
 face for shadow map generation (that may require overriding technique
 though).

 Cheers,
 Wojtek

 2012/6/6 Kim Bale kcb...@googlemail.com

 Dear all,

 I have a fairly simply model which I have applied a LISP shadow to and
 I'm having problems getting the correct self shadowing.

 Rather than the area under shadow being darkened it appears that the
 shadow from the geometry in front of it is being projected onto it (see
 pic).

 I'm sure I've seen this issue before but I can't remember what causes it.
 Has anyone else dealt with this issue?

 Regards,

 Kim.

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Re: [osg-users] Ambient Issues

2012-06-07 Thread Kim Bale
Hi Jordan,

Have you tried running your model through osgconv to convert it to an .osg
file?

You should then be able to look at the structure of the model in a text
editor and rule out any issues with it.

osgwnames from osgWorks is also a great diagnostic tool for models.

Hope that helps.

Kim.

On 7 June 2012 04:34, Jordan Sparks supersparkpl...@gmail.com wrote:

 Hi,

 I work in a research lab that uses a CAVE. We were recently given a large
 3D model made in Google SketchUp to work with by a client. Unfortunately,
 we keep having issues when running it in the CAVE on OSG. The model seems
 to have it's ambient light amped up as it keeps glowing white and yet
 sometimes, if the camera is far enough, this light will fade (leading me to
 believe this might be a light attached to the camera. I'm not sure what it
 is, but the effect seems similar to when you ramp up the ambient light
 attribute of a model. I know not everyone works with CAVEs but does anyone
 think they know what the issue is?
 ...

 Thank you!

 Cheers,
 Jordan

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[osg-users] 139.com Spam

2012-06-07 Thread Kim Bale
Is anyone else getting these Chinese emails quoting the subject of a post
made to osg-users?

I've had a few now and I have no idea where they're coming from.

K.
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Re: [osg-users] [osgOcean] Masked FFTOceanSurface

2012-05-31 Thread Kim Bale
Hi Oliver,

Any chance you could send me the modified files so I can run it and get a
feel for it?

Cheers,

Kim.

On 30 May 2012 13:32, Oliver Neumann z0...@yahoo.com wrote:

 Hi,

 I added a user-definable mask functionallity to FFTOceanSurface. The mask
 applies a height offset to the ocean tiles which allows the usage of the
 FFTOceanSurface as rivers and lakes on different altitudes in the same
 scene without having it protrude the ground (I plan to combine this with
 osgEarth).

 Its currently more of a dirty hack, but still its quite usable.

 In the FFTOceanSurface Header I added 2 variables and changed the ctor:

 Code:

 osg::Image *_surfMask;
 float _sufMaskMaxDist;

 public:
 FFTOceanSurface(unsigned int FFTGridSize = 64,
  unsigned int resolution = 256,
  unsigned int numTiles = 17,
  const osg::Vec2f windDirection = osg::Vec2f(1.1f, 1.1f),
  float windSpeed = 12.f,
  float depth = 1000.f,
  float reflectionDamping = 0.35f,
  float waveScale = 1e-8f,
  bool isChoppy = true,
  float choppyFactor = -2.5f,
  float animLoopTime = 10.f,
  unsigned int numFrames = 256,
  osg::Image *_surfMask=NULL,
  float _sufMaskMaxDist=100.0f
 );




 In FFTOceanSurface.cpp I added this to the computeSea method:

 Before the frame loop:

 Code:

 int imgDim = 0;
 int imgBytesPerLine = 0;
 int imgBytePerPixel = 0;

 if(_surfMask)
 {
  imgDim =__min(_surfMask-s(),_surfMask-t());
  imgBytePerPixel =
 _surfMask-computeNumComponents(_surfMask-getPixelFormat());
  imgBytesPerLine = _surfMask-s()*imgBytePerPixel;
 }




 Within the frame loop before calling OceanTile() for level 0:


 Code:

 int sizeHeights = heights-size();
 int dimHeights = (int)floor(sqrt((float)sizeHeights)+0.5f);

 if(_surfMask  imgDim0  dimHeights0) // Apply surface mask
 {
  //Handle scaling difference between
  if(dimHeights = imgDim)
  {
int imgScaling = dimHeights/imgDim;
int scaledImgDim = imgDim*imgScaling;
for(int y= 0; y  dimHeights;y++)
{
  int yRow = dimHeights*y;
  unsigned char* pImgOsgLine = ((unsigned char*)_surfMask-data())+
 imgBytesPerLine * (y/imgScaling);
  for(int x = 0; x  dimHeights;x++)
  {
if((x  scaledImgDim) (y  scaledImgDim))
{
  float alpha =(float)*((unsigned
 char*)(pImgOsgLine+(x/imgScaling)*imgBytePerPixel))/255.0f;
  float oldVal = heights-at(yRow+x);
  heights-at(yRow+x) = alpha*oldVal - _sufMaskMaxDist*(1.0f-alpha);
}
else
{
  heights-at(yRow+x) = -_sufMaskMaxDist;
}
  }
}
  }
  else
  {
int imgScaling_d1 = imgDim/dimHeights;
int scaledImgDim = imgDim/imgScaling_d1;
for(int y= 0; y  dimHeights;y++)
{
  int yRow = dimHeights*y;
  unsigned char* pImgOsgLine = ((unsigned char*)_surfMask-data()) +
 imgBytesPerLine * y*imgScaling_d1;
  for(int x = 0; x  dimHeights;x++)
  {
if((x  scaledImgDim) (y  scaledImgDim) )
{
  float alpha =(float)*((unsigned
 char*)(pImgOsgLine+x*imgScaling_d1*imgBytePerPixel))/255.0f;
  float oldVal = heights-at(yRow+x);
  heights-at(yRow+x) = alpha*oldVal - _sufMaskMaxDist*(1.0f-alpha);
}
else
{
  heights-at(yRow+x) = -_sufMaskMaxDist;
}
  }
}
  }
 }




 Greetings,
 Oliver

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Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?

2012-05-25 Thread Kim Bale
Hi Brad,

I've tried to document the FFTSimulation as well as possible if you look at
the source, at least in the trunk you should see an explanation of units
etc and the paper it was based on.

http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/FFTSimulation.cpp


Here is the most up to date version of the paper, well worth a read if
you're interested in understanding it fully.

http://evasion.imag.fr/Membres/Fabrice.Neyret/NaturalScenes/fluids/water/waves/fluids-nuages/waves/Jonathan/articlesCG/simulating-ocean-water-01.pdf


I should point out that a lot of tweaks were made to make it look
aesthetically pleasing, it's not an ocean simulation more of a statistical
approximation.

Any further questions do get let me know.

Regards,

Kim.

On 24 May 2012 18:12, Brad Colbert bcolb...@rscusa.com wrote:

 Hi Kim,

 I too am looking for resources about some specifics on osgOcean.

 Generally, what is the ratio of wind speed to wave height?  Is there a
 simple function for this?  I want to be able to model certain wave
 heights and, as I understand it, this is driven by wind speed.

 Are the top/bottom wave colors derived by hand or from a publication?  If
 a publication, which?  (Same question for the lighting color)

 I'm trying to gain an understanding of the size of the OceanScene (tiles).
  Looking at the bounding sphere it starts out at roughly 12000x12000 (is
 that meters?)  When setting the parameters for osgOcean::FFTOceanSurface
 (gridsize, resolution, numtiles) to values other than what is in the
 example results in some pretty rough artifacts.  Is there a rule of thumb
 for setting these values?


 Thank you!

 Cheers,
 Brad

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Re: [osg-users] Error while running the Sample program in book

2012-05-25 Thread Kim Bale
Hi Praveena,

If your system can't find osgviewer and osgversion on the command line then
you either have your path setup incorrectly or you don't have the
library/programs installed. It's easily done. Check you OSG_BIN_PATH and
PATH environment variables to make sure they're pointing at the right
directory.

Typing 'set' into the command prompt can help with this on windows.

Hope that helps,

Kim.

On 15 May 2012 14:32, Praveena Sarathchandra pravee...@gmail.com wrote:

 Hi,

 I'm reading OpenSceneGraph 3.0 Beginners Guide. When I tried to run the
 first sample program, I get the following error:

 The program can't start because osg80-osgDBd.dll is missing 


 But I have configured all environment variables correctly as given.
 %OSG_BIN_PATH% is declared and also appended to PATH. I could locate the
 particular file inside /bin directory.

 Here's the code:

 #include osgDB/ReadFile
 #include osgViewer/Viewer
 int main(int argc, char** argv){
 osgViewer::Viewer viewer;
  viewer.setSceneData(osgDB::readNodeFile(cessna.osg));
 return viewer.run();
 }

 PS: I'm also trying to figure out why calling osgviewer and osgversion
 didn't work in CMD. Any idea?

 Thanks

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Re: [osg-users] [osgOcean] When build new project, can not open osgOceanD.lib

2012-04-29 Thread Kim Bale
Hi Han,

In visual studio 2008 I usually add library directories and bin variables
on a per project basis, by right clicking on the project name in the
solution explorer selecting properties and editing the linker settings.

Without going through your visual studio settings it's hard to say where
you've gone wrong, but I would double check the path to the library that
you've specified because this appears to be a simple case of Visual Studio
not being able to find the lib file.

K.

On 26 March 2012 04:58, Han Wang wyh891...@yahoo.com.cn wrote:

 Hi,

 I'm a chinese student. I have complied the osgOcean successfully. I can
 run the oceanExample, and do everything in its applicantion.cpp. But now,
 I meet a problem: If I make a new project, when run the code, it alway
 declare an error:
 LINK : fatal error LNK1181: 无法打开输入文件“..\..\lib\Debug\osgOceanD.lib”,
 (Cannot open the input file:osgOceanD.lib)

 My osgOceanD.lib is located in F:\OSG\osgOcean\build\lib\Debug, and I also
 add this path to TOOLS―Option ―Directories- Library Files. In the
 Windows PATH, I add F:\OSG\osgOcean\build\bin\Debug.

 So, I need to know how to solve this problem.

 Thank you!

 Cheers,
 Han


 Following is the test code:


 #include osgViewer/Viewer
 #include osgDB/ReadFile

 #include osgGA/TrackballManipulator
 #include osgOcean/OceanScene
 #include osgOcean/FFTOceanSurface




 int main()
 {
osg::ref_ptrosgViewer::Viewer viewer =new osgViewer::Viewer;

  
 viewer-setUpViewInWindow(150,150,1024,768,0);//setUpViewInWindow(150,150,1024,768,0);

osg::ref_ptrosgOcean::FFTOceanSurface oceanSurface= new
 osgOcean::FFTOceanSurface(64,256,17,osg::Vec2(1.1f,1.1f),12.0f,1000.0f,0.8f,1e-8,true,2.5,10.f,256);

osg::ref_ptrosgOcean::OceanScene oceanScene=new
 osgOcean::OceanScene(oceanSurface.get());
viewer-addEventHandler(oceanSurface-getEventHandler());
viewer-addEventHandler(oceanSurface-getEventHandler());

osgGA::TrackballManipulator *tb = new osgGA::TrackballManipulator;

  
 tb-setHomePosition(osg::Vec3f(0.0,0.0f,20.0),osg::Vec3f(0.0f,20.0f,20.0f),osg::Vec3f(0,0,1));
viewer-setCameraManipulator(tb);
viewer-setSceneData(oceanSurface);
viewer-run();
return 0;
 }

 This code is ok when copy to applicantion.cpp, but can't be use in new
 any projects.

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Re: [osg-users] Highland fling!

2012-04-28 Thread Kim Bale
Good luck, looks like you've hit top trumps with the weather today as well.

K.

On 28 April 2012 10:15, Jorge Izquierdo Ciges jori...@gmail.com wrote:

 I think i prefer my comfortable chair, good luck.

 2012/4/28 Martin Naylor martinnay...@virginmedia.com

 Aye Robert, Good luck .

 I would collapse on the first hill J

 ** **

 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Robert Osfield
 *Sent:* 28 April 2012 05:18
 *To:* OpenSceneGraph Users
 *Subject:* [osg-users] Highland fling!

 ** **

 Hi all,

 Warning - non techy email!

 I have an early start this morning as I'm off to run in the Highland
 Fling 53mile ultra marathon. 

 Route goes from outskirts of Glasgow then up along the bonnie banks of
 Loch Lomond, and finishing up in highland village of Tantrum. A beautiful
 route which I hope to complete in less than twelve hours, but who knows
 what today has in store for me - I have run this far before!

 One crazy day waits :-)
 Robert.

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Re: [osg-users] Raspberry pi

2012-04-28 Thread Kim Bale
Nobody I know has been able to get hold of one let alone run anything on it
yet!

K.

On 28 April 2012 12:08, Martin Naylor martinnay...@virginmedia.com wrote:

 Hi all,
 No not the type you eat :)

 http://www.raspberrypi.org/

 I was just wondering if anyone has one of these yet and has had a go at
 getting OSG to run on it.
 It quite trim with only 256mb of ram, but I guess it must be similar to
 IPhone etc...
 It will support OpenGL ES 2.0, I do have one on order but they are like
 'hens teeth' at the moment.
 There are variants of Linux available for it already.


 Here is the spec:
 SoC Broadcom BCM2835 (CPU, GPU, DSP, and SDRAM)
 CPU: 700 MHz ARM1176JZF-S core (ARM11 family)
 GPU: Broadcom VideoCore IV, OpenGL ES 2.0, 1080p30 h.264/MPEG-4 AVC
 high-profile decoder
 Memory (SDRAM): 256 Megabytes (MiB)
 Video outputs: Composite RCA, HDMI
 Audio outputs: 3.5 mm jack, HDMI
 Onboard storage: SD, MMC, SDIO card slot
 10/100 Ethernet RJ45 onboard network
 Storage via SD/ MMC/ SDIO card slot.


 Cheers

 Martin

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Re: [osg-users] Building new website, assistance appreciated!

2012-04-20 Thread Kim Bale
I rather like the template. The front page is a bit sparse though, but then
it is only a test so there may be more to come.

I've always thought that a lot of the guidance pages on the old website,
for example the getting started guide could be made a bit friendlier.
They've always appeared to be a bit of a wall of text to
me.  Perhaps separating it into different sections based on operating
system would help?

I would be happy to help out with the website text or layout if needed.

Regards,

Kim.


On 20 April 2012 13:34, Jordi Torres jtorresfa...@gmail.com wrote:

 Hi all,

 Hi had a bit of time to play with some joomla templates (
 http://webkeux.com/osg/), and I decided for JA_purity template. The web
 is in its first stage, but speaking with robert we decided to put this in
 the community knowledge. This way others can chime in and say their opinion
 or whatever they want.

 There is not many information yet, but it's enough to judge the layout and
 colors, etc.  We had to add many information,  for example last svn
 commits, etc.

 I am awating for your opinion, don't be bad :). Thanks!

 Cheers.


 2012/4/17 Chris Hanson xe...@alphapixel.com

 On Tue, Apr 17, 2012 at 10:27 AM, Robert Osfield 
 robert.osfi...@gmail.com wrote:

 Hi All,

 I'm happy to add/change permissions of others, just let me know what
 you'd like to contribute to and what types of rights you think you'll
 need.


 I would like to be able to contribute in the future but as of this month
 I'm sort of swamped with other matters.

 You cans see from my TRAC history that I do try to keep the (old) site up
 to date and correct when and where I discover problems.


 --
 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 • Telemetry • Cryptography • Digital Audio •
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 gvSIG 3D blog
 http://gvsig3d.blogspot.com
 Instituto de Automática e Informática Industrial
 http://www.ai2.upv.es

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Re: [osg-users] osgWidget performances

2012-04-16 Thread Kim Bale
Whilst I haven't used osgWidget, I know we had a similar performance issue
with picking when we didn't use an appropriate node mask for picking so
that only the pickable objects in the scene are considered.

I wonder if osgWidget has implemented one in it's pick handler.

Regards,

Kim.


On 16 April 2012 16:19, Vincent Bourdier vincent.bourd...@gmail.com wrote:

 Hi all,

 I'm currently trying to find a performance improvement in osgWidget due to
 some lag we have in our application : We use osgWidget to manage some
 things at runtime, but we realized that performances were dropping in big
 scenes.
 Using profiler  co, I found that the osgWidget::WindowManager::**pickAtXY
 function is very expensive in time...

 Here is my question : this method is called on every event, specially on
 mouse move and click, event if the mouse is not over Widgets... Is there
 any reason to make this ? Can this be improved, for example doing it only
 if the mouse is over the widgets, using a simple XY square test...

 Thanks for your answers.

 Regards,
   Vincent.

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Re: [osg-users] [osgOcean] Dose anybody has other learing resources about osgOcean?

2012-04-12 Thread Kim Bale
Hi Han,

I'm the author of the code, if you can be more specific about what you want
to know maybe I can help you.

There isn't any documentation, only the example program to guide your way
I'm afraid.

Regards,

Kim.


On 6 April 2012 08:02, Han Wang wyh891...@yahoo.com.cn wrote:

 Hi,
 I find it difficult to learn the osgOcean by reading the source code only.
 In addition, the document of this code is not very specific.

  So, I need some other guidebook or some similar documents, which can help
 me to understand the  osgOcean quickly(No special detailed).

 Thank you!

 Cheers,
 Han Wang

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Re: [osg-users] I made the libRocket GUI library usable with OSG

2012-03-27 Thread Kim Bale
This looks really interesting, I shall check it out.

Kim.

On 27 March 2012 05:44, Martin Scheffler osgfo...@tevs.eu wrote:

 Hi,

 I can't read that last comment (not approved), but whatever the question:
 I am still improving osgLibRocket, subversion address:

 https://dtentity.googlecode.com/svn/trunk/source/osgLibRocket

 Recent improvements:

 * No longer re-adding osg geometry every frame, instead
 increasing/decreasing reference count on geometry, only removing geometry
 when not referenced during the frame
 * static compiling now possible
 * No longer holding geometries in a std::map for storage, instead using
 libRocket handles to hold geometry
 * Experimental: Use a shader to do screen transformation of libRocket
 geometries. No real performance gain, also scissoring does not work yet.
 Commented out in RenderInterface.cpp
 * Integration with dtEntity system: Use JavaScript in libRocket RML files;
 use libRocket elements as HUDs over osg scene elements to attach text,
 energy bars etc


 Thank you!

 Cheers,
 Martin

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Re: [osg-users] Read dae files with osg.

2012-02-27 Thread Kim Bale
You'll need to make sure that you have a dll called osgdb_dae.dll in your
plugins folder and that your OSG binary can find it.

Generally speaking this problem is caused because you haven't set up the
environment variables correctly so OSG can't find it's plugins on the path.

Hope that helps,

Kim.



On 27 February 2012 01:16, Peterakos hay...@gmail.com wrote:

 Hello.

 First of all thnx for your answer.
 Watchig the list with projects in open scene graph solution, i notice
 there is a Plugins dae project.
 Even after building everything (using the all build project), my
 application is still unable to load dae files.
 I build for both release and debug mode.
 I get the same warning as before.
 My 3rd party binaries are visible and well recognized by CMake.

 Any ideas?
 Thnx.


 On 26 February 2012 17:54, Kim Bale kcb...@googlemail.com wrote:

 You will need to point CMake to the Collada libraries when you build the
 OpenSceneGraph project. I believe there's a copy of them in the prebuilt
 3rd party dependencies that are distributed along side OSG. After that you
 you should get a DAE plugin inside of the OSG projects list. This will
 enable you to load collada files.

 Regards,

 Kim.




 On 26 February 2012 15:47, Peterakos hay...@gmail.com wrote:

 Hello.

 I have to load a .dae model in my scene and i was wondering if there is
 any code example.

 I use the following code
 osg::ref_ptrosg::Node root = osgDB::readNodeFile( bmw.dae );
 but i get a warning: Could not find plugin to read objects from file
 bmw.dae.

 I have built OpenSceneGraph code, but there isn't any project for this
 extension in the solution's plugin project list.

 How can i proceed ?

 Thank you for your time.

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Re: [osg-users] Read dae files with osg.

2012-02-26 Thread Kim Bale
You will need to point CMake to the Collada libraries when you build the
OpenSceneGraph project. I believe there's a copy of them in the prebuilt
3rd party dependencies that are distributed along side OSG. After that you
you should get a DAE plugin inside of the OSG projects list. This will
enable you to load collada files.

Regards,

Kim.




On 26 February 2012 15:47, Peterakos hay...@gmail.com wrote:

 Hello.

 I have to load a .dae model in my scene and i was wondering if there is
 any code example.

 I use the following code
 osg::ref_ptrosg::Node root = osgDB::readNodeFile( bmw.dae );
 but i get a warning: Could not find plugin to read objects from file
 bmw.dae.

 I have built OpenSceneGraph code, but there isn't any project for this
 extension in the solution's plugin project list.

 How can i proceed ?

 Thank you for your time.

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Re: [osg-users] Git Clients

2012-02-19 Thread Kim Bale
Hi,

Thanks for that, Tortoise style too. Perfect!

K.

On 18 February 2012 11:48, Wang Rui wangra...@gmail.com wrote:

 Hi Kim,

 TortoiseGit (http://code.google.com/p/tortoisegit/) is a good choice for
 windows users, and you have to install another Git console before
 installing it, such like msysgit.

 Regards,

 Wang Rui

 2012/2/18 Kim Bale kcb...@googlemail.com

 Hi all,

 Slightly off-topic so I apologise, but with all this talk of moving OSG
 over to GIT I was thinking about having a go with it and see how it all
 works.

 So, can anybody recommend a good git client for windows? I've been using
 Tortoise for subversion for a long time and rather like it, so something
 similar would be good..

 Cheers,

 Kim.

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[osg-users] Git Clients

2012-02-18 Thread Kim Bale
Hi all,

Slightly off-topic so I apologise, but with all this talk of moving OSG
over to GIT I was thinking about having a go with it and see how it all
works.

So, can anybody recommend a good git client for windows? I've been using
Tortoise for subversion for a long time and rather like it, so something
similar would be good..

Cheers,

Kim.
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Re: [osg-users] render function using event handler

2012-02-12 Thread Kim Bale
Hi Rashad,

All setOceanSurfaceHeight does is set the matrix of the transform that
parents the ocean surface so that it translates the surface up or down.

Take a look here:

http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

It also dirties the scene asking for a rebuild on the next update traversal.

Regards,

Kim.

On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.comwrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z = 
  _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z = 
  _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height. now I
 need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or decreased
 water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but dont
 know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


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Re: [osg-users] render function using event handler

2012-02-12 Thread Kim Bale
It depends how accurate you want your calculation to be.

An approximation would be to simply take the volume of the cuboid that
forms between the seabed and the ocean surface.

If you want a more accurate volume calculation then you'd have to take into
account the shape of the waves and the seabed.
I *think* one of the properties of the FFT ocean surface is that the
average height will always be zero so you can treat it like a flat plane in
your volume calculation. You might want to check that though it's been a
while since I've looked at it in detail. If that's the case you only need
to take into account the shape of the sea bed in your calculation. It is
possible, but you'll have to work out the maths for that.

Regards,

Kim.

On 12 February 2012 14:15, Mohammed Rashad mohammedrasha...@gmail.comwrote:

 thanks Kim.

 OK. after translate will it update window automatically
 what I want is partly done with osgOcean

 after increasing height I need to find the area that is under water. Is it
 possible is a big question but I have only one question
 Is it possile? and how


 On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Rashad,

 All setOceanSurfaceHeight does is set the matrix of the transform that
 parents the ocean surface so that it translates the surface up or down.

 Take a look here:


 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

 It also dirties the scene asking for a rebuild on the next update
 traversal.

 Regards,

 Kim.

 On 12 February 2012 14:01, Mohammed Rashad mohammedrasha...@gmail.comwrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z =
   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z =
   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height. now I
 need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or decreased
 water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but
 dont know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


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 Regards,
Rashad


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Re: [osg-users] render function using event handler

2012-02-12 Thread Kim Bale
Width x length x (Height of surface - height of seabed)

K.



On 12 February 2012 15:17, Mohammed Rashad mohammedrasha...@gmail.comwrote:



 On Sun, Feb 12, 2012 at 8:42 PM, Kim Bale kcb...@googlemail.com wrote:

 It depends how accurate you want your calculation to be.

 An approximation would be to simply take the volume of the cuboid that
 forms between the seabed and the ocean surface.

 how to get the cuboid that forms between seabed and oceansurface. Any
 pseudo code or something


 If you want a more accurate volume calculation then you'd have to take
 into account the shape of the waves and the seabed.
 I *think* one of the properties of the FFT ocean surface is that the
 average height will always be zero so you can treat it like a flat plane in
 your volume calculation. You might want to check that though it's been a
 while since I've looked at it in detail. If that's the case you only need
 to take into account the shape of the sea bed in your calculation. It is
 possible, but you'll have to work out the maths for that.

 Regards,

 Kim.


 On 12 February 2012 14:15, Mohammed Rashad mohammedrasha...@gmail.comwrote:

 thanks Kim.

 OK. after translate will it update window automatically
 what I want is partly done with osgOcean

 after increasing height I need to find the area that is under water. Is
 it possible is a big question but I have only one question
 Is it possile? and how


 On Sun, Feb 12, 2012 at 7:42 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Rashad,

 All setOceanSurfaceHeight does is set the matrix of the transform that
 parents the ocean surface so that it translates the surface up or down.

 Take a look here:


 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#224

 It also dirties the scene asking for a rebuild on the next update
 traversal.

 Regards,

 Kim.

 On 12 February 2012 14:01, Mohammed Rashad 
 mohammedrasha...@gmail.comwrote:


 if (ea.getKey() == '+')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z
 =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
 if (ea.getKey() == '-')
 {

 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() -
 1.0);
 osg::notify(osg::NOTICE)  Ocean surface is now at z
 =   _oceanScene-getOceanSurfaceHeight()  std::endl;
 return true;
 }
   }
 If I press + water level is increased and for -  water level is
 decreased
 the above code I had written is just setting ocean surface height. now
 I need to know which function is called after setting height
 using
 _oceanScene-setOceanSurfaceHeight(_oceanScene-getOceanSurfaceHeight() +
 1.0);
 what the osgOCean does to render the ocean with increased or decreased
 water level

 i tried gdb but cant trace what is happening..
 I think some event is triggered after setting OceanSurfaceHeight but
 dont know where or how

 I hope the developers of osgOcean are viewing this mail and they will
 answer my question.

 Any pointers are greatly appreciated.

 Thanks in advance

 --
 Regards,
Rashad


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 Regards,
Rashad


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 Regards,
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Re: [osg-users] Visualize water on dem

2012-02-09 Thread Kim Bale
Hi Mohammed,

There's nothing particularly unique about the islands in osgOcean, they're
a model like any other.

You will need to set the nodemask on any model you include under OceanScene
though to ensure they are included in the various effects.

E.g.
http://code.google.com/p/osgocean/source/browse/trunk/src/oceanExample/Scene.cpp#230

The example application in the osgocean source should give you an idea of
how to combine your own models with osgOcean.

Regards,

Kim.

On 9 February 2012 14:31, Mohammed Rashad mohammedrasha...@gmail.comwrote:

 i can visualize islands on osgocean
 this is exactly what i want
 but cant visualize my own islands
 how to generate islands for fitting in osgOcean
 or how to chnage osgOcean to fit my own dem generated using osgdem which
 is an ive file

 On Thu, Feb 9, 2012 at 5:59 PM, Mohammed Rashad 
 mohammedrasha...@gmail.com wrote:

 fixed the issue by skipping setlocale VTBuilder/App.cpp 80


 On Thu, Feb 9, 2012 at 5:45 PM, Sergey Kurdakov 
 sergey.fo...@gmail.comwrote:

 Hi

 I would suggest, that you compile http://code.google.com/p/vtp/ there
 you will see, how to
 lay roads ( they are similar to rivers, just consist of straight
 segments, and rivers from curved segments),

 if you  use http://qt.nokia.com/products/developer-tools/ you would be
 able to visually set breakpoints
 and see, how roads are laid onto terrain.

 also - the project http://osgearth.org/ has code to combine different
 layers.

 the other one which might be of interest is
 http://www.osgvisual.org/projects/osgvisual/

 so it is only by debugging someones code you would get idea,

 there is also FlightGear simulator which is built using osg  - it also
 has rivers etc. You may ask where rivers are laid in code in FlightGear dev
 list..

 you may also take a look at delta3d http://www.delta3d.org
 though old, this page seems appropriate
 http://www.delta3d.org/article.php?story=20051013142113452

 it is not that easy, still, from my experience  - looking for familiar
 words like road in code it is possible to set breakpoint or watchpoint (
 that the variable changed somewhere ) and then figure out what happens.

 Also I would suggest to search for osg books ( they are available on the
 internet in pdf format ) from that books you would get a strong foundation
 to move forward.

 Best regards
 Sergey


 On Thu, Feb 9, 2012 at 3:27 PM, Mohammed Rashad 
 mohammedrasha...@gmail.com wrote:

 Thanks Sergery. But I am a newbie to this OSG,OpenGL and 3D. But I am
 going to do my phd related to virtual reality which I think will help to
 contribute to OSG and entire community because I am on the open source
 coding part. I do C++ well.

 So If you have some free time with you. can you tell me a detailed step
 for visualizing water over dem.

 The mail you posted before may be a detailed step but not for a
 beginner like me.

 Thanks in advance

 On Thu, Feb 9, 2012 at 4:23 AM, Sergey Kurdakov sergey.fo...@gmail.com
  wrote:

 Hi Rashad,

 in case you did not get reply from osgRiver author - few spare
 thoughts ( do not expect too much, just some ideas),

 I think, that the approach to render rivers over dem is many  step
 task.

 1) st you decide where river would be in 2D
 2) nd compute intersections along  river boundaries ( with some
 interval step ), and compute heigh of
 river ( river would be represented as a set of patches ) if it
 approximates those points ( the rivers could change it's height see code
 and first pdf I sent )

 3) if the error between terrain and river is big you should re
 tesselate the whole thing with new points

 basically you should change you dem so that river was below highest
 points along the 2D path ( when seen from above).

 how to re tesselate?

 I think, that it is possible  to use http://gts.sourceforge.net/though 
 tessellating square grid is trivial, then
 you can move internal points to height which are better suite your
 needs.
 then you can join your more tesselated patches with whole dem as
 described in
 http://hal.inria.fr/docs/00/41/62/21/PDF/eusipco09_3_1.pdf

 if still it gives too much error you might then develop a custom
 terrain using
   http://tetgen.berlios.de/ (
 http://tetgen.berlios.de/features.html#F3 )

 so that you place a lot of pixels on your terrain ( you might heigh
 test for heights between dem grid )
 and also put desired height for river, then run tetgen over it to get
 new mesh, with this mesh placing river would be just rendering river
 patches  after mesh is rendered.


 you might try to search for some code which performs similar
 operations ( maybe http://geodynamics.org/ ?)


 also take a look at http://code.google.com/p/vtp/ it is virtual
 terrain project, based on OpenSceneGraph,
 it should have some utilities to work with DEM.

 also see
 http://www.ruraltech.org/pubs/theses/mouton/mouton_ms_thesis.pdf
 http://www.geocarto.com.hk/cgi-bin/pages1/mar06/3_Maathuis.pdf



 Best regards
 Sergey


 On Tue, Feb 7, 2012 at 5:56 PM, 

Re: [osg-users] Best usage of function: return ref_ptr or standard ptr?

2012-01-30 Thread Kim Bale
Hi Juan,

Returning a reference counted pointer is in general the safest thing to do
as it ensures that the object will get deleted when it goes out of scope.

A quick search of the osg-users will reveal a number of threads on the
subject alternatively try the link below:

http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html

K.



On 30 January 2012 21:45, Juan Herrera juan...@gmail.com wrote:

 Hi,

 I have a function which I want to return a group, with two alternatives:


 Code:

 osg::ref_ptr osg::Group  returnGroup()
 {
 osg::ref_ptr  osg::Group  group = new osg::Group;
 ...
 return group;
 }





 Code:

 osg::Group * returnGroup()
 {
 osg::Group * group = new osg::Group;
 ...
 return group;
 }




 Which usage is better if garbage collection is desired?

 Thank you!

 Cheers,
 Juan

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Re: [osg-users] [osgOcean] how to set path to other resources folder?

2012-01-20 Thread Kim Bale
Hi Bart,

osgOcean uses the osgDB registry to find paths for resources.

You can add additional path to that with the following code:

osgDB::Registry::instance()-getDataFilePathList().push_back(
resources/boat);

There is an example of this in application.cpp

http://code.google.com/p/osgocean/source/browse/trunk/src/oceanExample/application.cpp#303

Cheers,

Kim.

On 20 January 2012 01:35, bart gallet bartgal...@hotmail.com wrote:

 Howdy folks,

 Is there a way to tell osgOcean to look elsewhere for its resources
 folder?

 My applications are looking for the resources folder directly in the
 directory of its executable, but I have many different applications, and I
 would like to share just the one resources folder among them.

 I am using Windows 7 and Microsoft Visual Studio 2008.

 Any suggestions?

 Thank you!

 Cheers,
 bart

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Re: [osg-users] [osgOcean] SkyDome with a repeating Texture2D

2011-12-05 Thread Kim Bale
Hi Bawenang,
*
*
I don't see a problem with that, the skydome class was only really created
to dress up the example code.

Regards,

Kim.



On 1 December 2011 11:46, Bawenang Rukmoko ben...@cs.its.ac.id wrote:

 Hi,

 First of all, I would like to ask a permission to use and modify the
 SkyDome used in the oceanExample and make it into a separate library. I
 know that it is not really a part of osgOcean library, but I reckon that
 the devs should be the same. So I asked the question here.

 Like the title above, I wanted to change the SkyDome and make it to use a
 repeating Texture2D instead of the TextureCubeMap. I need the SkyDome to
 display the starfield repeatedly, while also making the texture stretching
 be as natural as possible (ie. not overstretched like the current SkyDome).
 It still didn't work because it showed the color array of the SphereSegment
 geometry. The SphereSegment class is the same as the one in oceanExample.
 However, I've reworked the SkyDome class. This is my SkyDome class.




 Thank you!

 Cheers,
 Bawenang


 Code:

 SkyDome.h

class OSGATMOSPHERE_EXPORT SkyDome : public SphereSegment
{
public:
/**
 * Sky Dome Parameters struct
 *
 */
struct SkyDomeParams
{
float   radius;
unsigned intlongSteps;
unsigned intlatSteps;
std::string starfieldTexName;

///Ctor
SkyDomeParams()
 //: radius(1)
: radius(1900)
, longSteps(4)
, latSteps(4)
, starfieldTexName()
{

}

///Ctor with params
SkyDomeParams(float r, unsigned int longitudeStep, unsigned
 int latitudeStep, const std::string texName)
 //: radius(1)
: radius(r)
, longSteps(longitudeStep)
, latSteps(latitudeStep)
, starfieldTexName(texName)
{

}

///Copy Ctor
SkyDomeParams(const SkyDomeParams copy)
{
this-radius = copy.radius;
this-longSteps = copy.longSteps;
this-latSteps = copy.latSteps;
this-starfieldTexName = copy.starfieldTexName;
}

///Assignment Op
SkyDomeParams operator = (const SkyDomeParams copy)
{
this-radius = copy.radius;
this-longSteps = copy.longSteps;
this-latSteps = copy.latSteps;
this-starfieldTexName = copy.starfieldTexName;

return *this;
}

///Dtor
~SkyDomeParams()
{
}

};

SkyDome( void );
SkyDome( const SkyDome copy, const osg::CopyOp
 copyop=osg::CopyOp::SHALLOW_COPY );
SkyDome( float radius, unsigned int longSteps, unsigned int
 latSteps, const std::string starfieldTexName );
SkyDome( const SkyDomeParams skyDomeParams );

protected:
~SkyDome(void);

public:
void setupStateSet( );
void create( float radius, unsigned int latSteps, unsigned
 int longSteps, const std::string starfieldTexName );
void create( const SkyDomeParams skyDomeParams );

//++ BAWE-2028: SKYDOME
/**
 *
 */
inline void setStarField( const std::string
 starfieldTexName )
{
if (!mStarfieldTexture.valid())
{
mStarfieldTexture = new osg::Texture2D;
_setTextureParams( );
}
_createTexture( starfieldTexName );
}

void showPolyLine(bool isShowLine);
//-- BAWE-2028: SKYDOME

private:
osg::ref_ptrosg::Program _createShader(void);
void _setTextureParams( );
void _createTexture( const std::string starfieldTexName );
void _createFromParams();

SkyDomeParams   mSkyDomeParams;
boolmIsShowPolyLine;
osg::ref_ptrosg::Texture2DmStarfieldTexture;

};





 Code:

 SkyDome.cpp

 SkyDome::SkyDome( void )
: mIsShowPolyLine (false)
, mSkyDomeParams ()
 {

 }

 SkyDome::SkyDome( const SkyDome copy, const osg::CopyOp copyop ):
SphereSegment( copy, copyop )
 {

 }

 SkyDome::SkyDome( float radius, unsigned int longSteps, unsigned int
 latSteps, const std::string starfieldTexName )
: mIsShowPolyLine 

Re: [osg-users] starting with stencil buffer to achieve ray tracing

2011-11-30 Thread Kim Bale
Hi Andrey,

Just a thought, but wouldn't this only work for orthographic projections?

I believe the traditional ray tracing approach to this problem is to use an
octree.

Kim.


On 30 November 2011 17:53, Andrey Ibe xry...@gmail.com wrote:

 hello good people!

 i need a bit of advice ragarding some more advanced rendering techniques.
 advanced for me, anyway.

 i am trying to build a simple ray tracing application on top of the basic
 osgviewer program.

 to start off, i am trying to look at the loaded model and decide where
 to cast rays, e.g. i don't want to cast any rays where the model would be
 missed. i was thinking of using the stencil buffer and the first thing i
 need is to draw say white pixels where the model is and say black pixels
 where the model is not. then display this buffer as the frame buffer, you
 know what i mean. is this possible? i remember doing something similar with
 GLUT long, long time ago. //if i was able to do this kind of evaluation on
 the per-pixel basis, i think, i could add some more advanced features like
 the color of the first hit object (instead of white) and then maybe
 continue with some real ray tracing, as i mention in the following lines.//

 later on, according to where the model would be hit (the white pixels), i
 would cast rays using line intersectors. haven't thought about details here
 yet.

 it would be kind of any of you if you could give me some pointers,
 especially for the first part with the buffers that i am currently dealing
 with - is it even possible? is my concept good? - for my knowledge in this
 area has gotten very poor :( and i am also new to the osg.

 thank you very much in advance.

 Andrey

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Re: [osg-users] Finding whether a geode was culled

2011-11-13 Thread Kim Bale
Hi Christian,

I think there's a bit of confusion here. As Christian said above, the OSG
doesn't know if some faces have been removed through back face culling
because this is a driver feature.

The OSG does however implement frustum culling by default, whereby objects
outside of the view frustum are not rendered. There are ways of telling
whether an object has been culled through this approach, but I can't
remember exactly. It has been discussed on the forums before though.

Hope that clears things up a bit.

Regards,

Kim.

On 13 November 2011 18:04, Christian Noon cjn...@gmail.com wrote:

 Hi Aurelien,

 Gave it a try and still no luck. Just always comes back as false.

 Thanks though!
 --

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Re: [osg-users] Stereo and Render to Texture effects

2011-11-11 Thread Kim Bale
Hi Farshid,

I just did a quick test and you appear to be right.

SceneView.cpp ~line 1099

Changing the following:

_renderStageLeft-drawPreRenderStages(_renderInfo,previous);
_renderStageRight-drawPreRenderStages(_renderInfo,previous);

_renderStageLeft-draw(_renderInfo,previous);
_renderStageRight-draw(_renderInfo,previous);

To:

_renderStageLeft-drawPreRenderStages(_renderInfo,previous);
_renderStageLeft-draw(_renderInfo,previous);
_
_renderStageRight-drawPreRenderStages(_renderInfo,previous);
_renderStageRight-draw(_renderInfo,previous);

Resolves the issue, allowing me to use the same FBO for both eyes.

Robert, if you're reading this, shouldn't this be the correct behaviour for
quad buffered stereo or is it designed this way to be consistent with the
other stereo modes?

I haven't yet looked at the implications for other stereo modes.

Cheers,

Kim.

On 10 November 2011 16:43, Kim Bale kcb...@googlemail.com wrote:

 Hi Farshid,

 Thanks for your reply. Fortunately I'm working with quad buffered stereo
 so I'll have a dig around in the SceneView code and see if your idea works.

 Cheers,

 K.

 On 10 November 2011 16:14, Farshid Lashkari fla...@gmail.com wrote:

 Hi Kim,

 On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale kcb...@googlemail.com wrote:

 Is there a way of reusing the FBOs so that I don't need to duplicate
 them all for each eye?

 I couldn't seem to find a way of doing that without the previous data
 being overwritten.


 Which stereo mode are you using?

 I run into this problem a lot as well. I believe the reason the previous
 data gets overwritten is that osgUtil::SceneView explicitly calls
 RenderStage::drawPreRenderStages() on both eyes, before drawing the main
 render stage. You might be able to fix this by commenting out these calls
 and letting RenderStage::draw() take care of the prerender stages,
 depending on which stereo mode you are using.

 I believe these explicit calls are necessary for the anaglyphic and
 interlace stereo modes, because you wouldn't want the color/stencil mask
 affecting the prerender stages. However, for the split and quad buffer
 stereo modes, I don't believe these calls are necessary and it should be
 safe to comment those lines out.

 With a slight modification to SceneView::draw() it should be possible to
 get this working with anaglyphics/interlace modes as well. This is
 something that's been on my todo list for a while. Now might be a good time
 to try and tackle the issue :)

 Cheers,
 Farshid

 Regards,

 Kim.

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[osg-users] Stereo and Render to Texture effects

2011-11-10 Thread Kim Bale
Dear all,

A while back I had to write a dual depth peeling routine to deal with some
particularly troublesome transparency issues.

The effect worked well. However, in order to render this in stereo I had to
create separate frame buffer objects for each eye and then use node masks
control which were used for the left and right eyes.

The problem, which is particularly evident with dual depth peeling, is that
this uses an awful lot of video memory to store all the render targets.

Is there a way of reusing the FBOs so that I don't need to duplicate them
all for each eye?

I couldn't seem to find a way of doing that without the previous data being
overwritten.

Regards,

Kim.
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Re: [osg-users] Stereo and Render to Texture effects

2011-11-10 Thread Kim Bale
Hi Farshid,

Thanks for your reply. Fortunately I'm working with quad buffered stereo so
I'll have a dig around in the SceneView code and see if your idea works.

Cheers,

K.

On 10 November 2011 16:14, Farshid Lashkari fla...@gmail.com wrote:

 Hi Kim,

 On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale kcb...@googlemail.com wrote:

 Is there a way of reusing the FBOs so that I don't need to duplicate them
 all for each eye?

 I couldn't seem to find a way of doing that without the previous data
 being overwritten.


 Which stereo mode are you using?

 I run into this problem a lot as well. I believe the reason the previous
 data gets overwritten is that osgUtil::SceneView explicitly calls
 RenderStage::drawPreRenderStages() on both eyes, before drawing the main
 render stage. You might be able to fix this by commenting out these calls
 and letting RenderStage::draw() take care of the prerender stages,
 depending on which stereo mode you are using.

 I believe these explicit calls are necessary for the anaglyphic and
 interlace stereo modes, because you wouldn't want the color/stencil mask
 affecting the prerender stages. However, for the split and quad buffer
 stereo modes, I don't believe these calls are necessary and it should be
 safe to comment those lines out.

 With a slight modification to SceneView::draw() it should be possible to
 get this working with anaglyphics/interlace modes as well. This is
 something that's been on my todo list for a while. Now might be a good time
 to try and tackle the issue :)

 Cheers,
 Farshid

 Regards,

 Kim.

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Re: [osg-users] [osgOcean] osgOcean time control

2011-11-08 Thread Kim Bale
I would work with the version in the trunk.. 1.0.1 is rather dated. I
really do need to do a review and do a new release..

K.

On 8 November 2011 16:06, bart gallet bartgal...@hotmail.com wrote:

 Hi J-S

 thanks for the information.

 Looking at the link you provided me, the code I have downloaded from
 http://code.google.com/p/osgocean/downloads/list is different (and has
 issues like nested protected classes which MSVC is complaining about).

 I have osgOcean 1.0.1, released on 03/11/09 - is there a later version
 available somewhere else?

 Cheers

 Bart

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Re: [osg-users] [osgOcean] rendering off screen ocean scenes

2011-11-07 Thread Kim Bale
Hi Bart,

This is a fairly specialised use case for osgOcean and wasn't really
considered in the initial design. osgOcean uses a custom cull traversal
within ocean scene which controls all of the prerender and postrender
passes. I fear that it may be this cull traversal that is messing up your
pbuffer context.

Take a look at the code in OceanScene in particular the cull traversal,
maybe you'll be able to figure out a solution from that.

Regards,

K.

On 6 November 2011 01:16, bart gallet bartgal...@hotmail.com wrote:

 Howdy all

 I am using OSG for generating synthetic environments for AI agents. The
 one I am working on in particular flies over water, so using osgOcean seems
 to be the right choice here.

 I have two views: one that chases the vehicle and one that is taken from
 the vehicle's payload (pan-tilt-zoom camera).

 I have a third context, a pbuffer, that is assigned to a camera slaved
 with the pan-tilt-zoom camera, so that I can easily ship the pixelbuffer to
 CPU space where the AI processes the images (according to what the
 pan-tilt-zoom camera sees).

 I have an issue though: for some reason the ocean scenery is not rendered
 in the pbuffer but I do see it in my chase view and in my pan-tilt-zoom
 view (to which my off screen camera is slaved). I just get the default
 blueish-purpleish background (my pixel data is 33f33f33f33f33f) in the
 saved images.

 However, if instead of the ocean scene I use a terrain loaded from a
 terrapage database, I am actually able to render the scene in my pbuffer.

 Does anybody know of an issue with rendering osgOcean off-screen?

 Also, I had to force my pan-tilt-zoom viewer to single threaded, because
 otherwise it didn't work (Windows Error #170: [Screen #0]
 GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current
 OpenGL rendering context. Reason: The requested resource is in use.).

 My system: Intel Core i7 CPU Q820, 8GB, Windows 7 (service pack1) NVIDIA
 Quadro FX 1800M and using latest release version of OSG.



 Thank you!

 Cheers,
 bart

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Re: [osg-users] [osgOcean] rendering off screen ocean scenes

2011-11-07 Thread Kim Bale
Hi Bart,

The problematic ones are

The cross hatch glare on the ocean surface
Depth of field and lens distortion
God rays
.. I think that's it.

All of which use pre and post render passes.

Regards,

Kim.

On 7 November 2011 18:30, bart gallet bartgal...@hotmail.com wrote:

 Hi K

 Thanks for the tip. I'll look into it.

 I noticed that when I disable all shader based features, I am able to
 render it off screen (more or less). It looks like most of the special
 effects that depends on shaders are for underwater scenes which I am not
 using anyways.


 Cheers

 Bart

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Re: [osg-users] ANN: osgBullet v2.0 RC available

2011-10-13 Thread Kim Bale
Great news I'll check it out.

K.

On 13 October 2011 04:48, Paul Martz pma...@skew-matrix.com wrote:

 Hi all -- I'm pleased to announce that osgBullet v2.0 has release
 candidates available. I hope some of you will join in the testing of this,
 the first major refresh of osgBullet since its debut.

 Grab the featured download from osgbullet.googlecode.com, or check out
 from this URL:
  
 https://osgbullet.googlecode.**com/svn/tags/osgBullet_02_00_**00-rc2https://osgbullet.googlecode.com/svn/tags/osgBullet_02_00_00-rc2

 Thanks for any and all feedback.

 osgBullet v2.00.00 Release Notes

 v2.00.00 is not backwards-compatible with osgBullet v1.xx. osgBullet-based
 applications and projects will need to port their code to the new version.
 Changes from v1.01.00 to v2.00.00 include the following:

 * The osgbBullet library has been replaced with two libraries:
 osgbCollision and
 osgbDynamics. Your project will need to link with the new libraries. The
 v2.00.00 contains an analogous change in the namespaces and header file
 directory structure.

  * By linking with osgbCollision, your osgBullet application can use Bullet
 for
  collision detection without a dependency on libBulletDynamics. The new
  collision example program demonstrates this usage.

 * The OSGToCollada class has been replaced by new rigid body creation
 convenience routines. See the osgbDynamics/RigidBody.h header file. Nearly
 all
 of the examples and tests use the new interface.

 A new library, osgbInteraction, has been added to allow user interaction
 with
 the physics simulation. The library contains the following classes:

  * The HandNode class features a fully articulated hand model that can be
  driven by a data glove or keyboard. Support for the P5 data glove is
 provided.

  * The DragHandler allows the user to drag rigid bodies using the mouse.

  * The LaunchHandler allows the user to fire objects into the scene.

  * The SaveRestoreHandler allows the user to capture the physics simulation
 at
  a particular point in time, then restore back to the capture point.

 * New examples demonstrate hinge and slider constraints.

 * The MotionState class now exposes routines to convert between Bullet
 collision
 object and OSG coordinates while correctly accounting for differences due
 to
 center of mass and scaling.

 * A new example, saverestore, demonstrates saving current physics state and
 restoring from file.

 * Many classes are now documented using Doxygen.


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Re: [osg-users] [osgOcean] Above Water Fog artifacts.

2011-10-10 Thread Kim Bale
Hi Bawenang,

At a quick glance, I can see the problem mix problem. Thanks for reporting
it.

With regard to the sky dome, you'll have to add the fogging code into the
skydome shader, it can be found in the resources. The skydome was only
really there for the example program and they've all be chosen to blend
nicely with the fogging colour, obviously this doesn't suit all
applications.

However, one problem with fogging the sky dome is that all of the sky with
be fogged, essentially creating a flat colour since the sky dome (in the
example app) will always be a fixed distance, moving with the camera.

K.



On 7 October 2011 09:08, Bawenang Rukmoko ben...@cs.its.ac.id wrote:

 Hi,

 I've found some artifacts on the above water for scene shader.

 1. When I tried implementing billboard tree with some transparent pixels,
 the transparent parts look not quite transparent. Like shown in the first
 picture.

 I believe it's because of these lines in the osgOcean_ocean_scene.frag:

 Code:
float fogFactor = computeFogFactor( osgOcean_AboveWaterFogDensity,
 gl_FogFragCoord );
final_color = mix( osgOcean_AboveWaterFogColor, final_color,
 fogFactor );



 And when I added a line in that shader like this:

 Code:
float fogFactor = computeFogFactor( osgOcean_AboveWaterFogDensity,
 gl_FogFragCoord );
final_color = mix( osgOcean_AboveWaterFogColor, final_color,
 fogFactor );
final_color.a = textureColor.a;



 It worked like in the second picture.

 2. I believe the fog is only implemented to the objects but not the sky
 dome (as can be seen in the third picture). How do I make it also work with
 the sky dome? Thanks.



 Thank you!

 Cheers,
 Bawenang

 
 quot;There's no place like 127.0.0.1quot;

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Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-09-28 Thread Kim Bale
Hi Michael,

Nice looking simulator you've got there, it's great to see osgOcean in the
wild.

K.

On 28 September 2011 01:28, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Michael,


  This process would be made much easier if ocean surface only created a new
 stateset if a previous one didn't exist.  Is there a reason for recreating
 it?


 No reason other than laziness. If any attribute that's being stored in the
 stateset gets changed, rather than just changing that attribute (and
 potentially others that depend on it, and so on) and thus scattering the
 code that creates the state set in many different methods, we just dirty the
 state set which causes it to be recreated and repopulated in the next frame.

 You're welcome to do it differently if you want and submit the change. In
 fact it would really be nice if you could merge your technique into
 osgOcean's own code and submit the change. I'm sure many people would
 appreciate such functionality, if you have the time to do it.

 J-S
 --
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Re: [osg-users] [osgOcean] A few question about alpha and osgOcean's shader

2011-08-03 Thread Kim Bale
Hi Bawenang,

I'm not 100% sure what you're trying to do, but I would say that the error
is due to the floating point comparison, try testing for a small range
rather than an explicit value.

On a side note osgOcean uses a custom cull traversal (
http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#767)
so I'm not sure how that would react to having prerender cameras added as
children of ocean scene - It might work, but I haven't tested it.

Regards,

Kim.


On 3 August 2011 08:50, Bawenang Rukmoko ben...@cs.its.ac.id wrote:

 Hi,

 I'm trying to get this shader to work:


 Code:

 #vertex
 void main( void )
 {
   gl_TexCoord[0] = gl_MultiTexCoord0;
   gl_Position = ftransform();
 }

 #fragment
 #extension GL_ARB_texture_rectangle : enable

 uniform sampler2DRect colorTexture;
 const float alphaValue = 0.05; //The alpha value that indicates the part
 that will be visible. else gl_FragColor = vec4(0.0)

 void main( void )
 {
vec4 color = texture2DRect(colorTexture, gl_TexCoord[0].st);

if(color.a == alphaValue)
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}
else
gl_FragColor = vec4(0.0);
 }



 This shader is just the first pass (RTT camera pass) of what I intend to
 do. I am trying to implement a certain kind of shader into the scene. I am
 trying to isolate the part that the shader will work on by getting the alpha
 channel. If alpha channel = 0.05 then it will be rendered to a texture, if
 not then it will just be black. I've got lots of .ive models with the
 textures of 1.0 alpha and 0.05 alpha. However what I'm getting is just a
 blank black screen. I was thinking that maybe one of osgOcean's shader
 screwed up the alpha values or so. Can anybody help me with this please?
 Thanks a lot in advance.

 Thank you!

 Cheers,
 Bawenang

 
 quot;There's no place like 127.0.0.1quot;

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Re: [osg-users] [osgOcean] A few question about alpha and osgOcean's shader

2011-08-03 Thread Kim Bale
There are two culls to ensure that the view dependent effects work with the
composite viewer. In order to get prerender passes to work with multiple
views each view has to have it's own FBOs to render to. The ViewData class
stores this view dependent data so that it doesn't get overwritten.

It's not quite finished yet, the post render effects don't currently work
correctly with multiple views. It's something I've been working on but
haven't finished yet.

I would probably test for an alpha that is = 0.05.

K.

On 3 August 2011 10:23, Bawenang Rukmoko ben...@cs.its.ac.id wrote:

 Thanks for the reply. To put it simply what I wanted to do is similar to
 the glare shader in osgOcean. Whereas glare is decided by the luminance aux
 buffer that has the value of over or equal to osgOcean_GlareThreshold, my
 shader would be decided by the alpha channel of a 3D model's texture that
 equals to 0.05.

 BTW, about the culling traversal, I'm rather confused because there's the
 cull from:
 http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#767and
  then there's
 http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#1008
 .


 kcbale wrote:
  Hi Bawenang,
 
  I'm not 100% sure what you're trying to do, but I would say that the
 error is due to the floating point comparison, try testing for a small range
 rather than an explicit value.
 
 
  On a side note osgOcean uses a custom cull traversal (
 http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#767(
 http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#767))
 so I'm not sure how that would react to having prerender cameras added as
 children of ocean scene - It might work, but I haven't tested it.
 
 
  Regards,
 
 
  Kim.
 
 
 
 
  On 3 August 2011 08:50, Bawenang Rukmoko  () wrote:
 
   Hi,
  
   I'm trying to get this shader to work:
  
  
   Code:
  
   #vertex
   void main( void )
   {
 gl_TexCoord[0] = gl_MultiTexCoord0;
 gl_Position = ftransform();
   }
  
   #fragment
   #extension GL_ARB_texture_rectangle : enable
  
   uniform sampler2DRect colorTexture;
   const float alphaValue = 0.05; //The alpha value that indicates the
 part that will be visible. else gl_FragColor = vec4(0.0)
  
   void main( void )
   {
  vec4 color = texture2DRect(colorTexture, gl_TexCoord[0].st);
  
  if(color.a == alphaValue)
  {
  gl_FragColor = vec4(1.0,0.0,0.0,1.0);
  }
  else
  gl_FragColor = vec4(0.0);
   }
  
  
  
   This shader is just the first pass (RTT camera pass) of what I intend
 to do. I am trying to implement a certain kind of shader into the scene. I
 am trying to isolate the part that the shader will work on by getting the
 alpha channel. If alpha channel = 0.05 then it will be rendered to a
 texture, if not then it will just be black. I've got lots of .ive models
 with the textures of 1.0 alpha and 0.05 alpha. However what I'm getting is
 just a blank black screen. I was thinking that maybe one of osgOcean's
 shader screwed up the alpha values or so. Can anybody help me with this
 please? Thanks a lot in advance.
  
   Thank you!
  
   Cheers,
   Bawenang
  
   
   quot;There's no place like 127.0.0.1quot;
  
   --
   Read this topic online here:
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 http://forum.openscenegraph.org/viewtopic.php?p=41811#41811)
  
  
  
  
  
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Re: [osg-users] Visual Assist X users?

2011-06-29 Thread Kim Bale
Hi Chris,

I've used a number of versions of visual assist, great bit of software, but
they all have this problem. I've just got into the habit of typing '.' then
backspace which puts things right and up the member functions. Since the
utility functions aren't used that often it's not too annoying.

So, not much help really sorry.

K.

On 28 June 2011 19:51, Chris 'Xenon' Hanson xe...@alphapixel.com wrote:

  Any other OSG users on MSVC++ using Visual Assist X?

  I love it, but the automatic -/. correction gets confused about ref_ptr's
 ability to
 dereference the referenced object by - but access its own utility methods
 by .

  Anyone found a way to sort this out?

 --
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
 http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
 Contracting.
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Re: [osg-users] [osgOcean] osgOcean with Silverlining

2011-06-14 Thread Kim Bale
I can't comment about Silverlining as I've not used it, but I suspect that
if you wanted to use osgOcean's fullscreen effects such as glare, dof and
god-rays etc. you will have some conflicts with osgPPU as those effects
would not be managed by the osgPPU pipeline.

Regards,

Kim.

On 3 June 2011 17:32, Micael Levesque micael_lesves...@hotmail.com wrote:

 Would this work with osgPPU as well?

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Re: [osg-users] 3d Models for free?

2011-06-01 Thread Kim Bale
Hi Dimi,

Sketchup allows you to export them as Collada files and then you can either
read them with the DAE plugin or convert them using osgConv.

Kim.

On 1 June 2011 11:19, dimi christop dimi_chris...@yahoo.com wrote:

 Hi thanks for the tip,
 how do you convert the sketchup files into osg?

 Dimi



 - Original Message 
 From: J.P. Delport jpdelp...@csir.co.za
 To: osg-users@lists.openscenegraph.org
 Sent: Wed, June 1, 2011 12:52:17 PM
 Subject: Re: [osg-users] 3d Models for free?

 Hi,

 I normally start here:

 http://sketchup.google.com/3dwarehouse/search?q=wind+turbinestyp=mbtnG=Search

 It's weird how if one types free anything into search engines the
 results are close to useless :(

 jp

 On 01/06/11 11:19, Torben Dannhauer wrote:
  Hi,
 
  does anyone know sites where I can get free 3d models?
  I'm searching models of wind turbine (land based and/or offs shore) to
 place
 them in my landscape (based on OpenStreetmap data).
 
  Thank you!
 
  Cheers,
  Torben
 
  --
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  http://forum.openscenegraph.org/viewtopic.php?p=39991#39991
 
 
 
 
 
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Re: [osg-users] OpenGL invalid operation error

2011-06-01 Thread Kim Bale
Hi Paul,

I can try this tomorrow at work as I have a quadro there.

When you say you don't get the error using pure osgOcean code do you mean
the ocean example?

Regards,

Kim.


On 1 June 2011 17:04, Paul Palumbo paul1...@yahoo.com wrote:

 I'm getting the following warning:
 Warning: detected OpenGL error 'invalid operation' at end of
 Geometry::drawImplementation().

 How do I narrow down what the problem is?

 I have OSG_GL_ERROR_CHECKING set to ONCE_PER_ATTRIBUTE.

 I only started seeing this warning when I switch from 260.19.21 of the
 NVIDIA driver to 270.41.06 (I have an FX 5800).

 I get this message when I'm using OSG 2.9.9 and OSG 2.9.12.

 I'm running with a version of the osgOcean code and my ocean doesn't seem
 to be displayed when I get this error.  I get this with the VBO and non-VBO
 implementation. I also don't get this warning when I run the pure osgOcean
 code and I'm not having much success trying to isolate the problem. The
 problem seems to be associated with the ocean polygons.

 Any advice on how to debug this would be appreciated. I've been pulling my
 hair out for a week trying to figure this out. Anybody else having trouble
 with 270.41.06?

 Paul P.

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Re: [osg-users] Looking at OSGExp and maya2osg (3dsmax and Maya export plugins)

2011-05-06 Thread Kim Bale
Just jumping into this thread, I admit that I haven't read it all the way
through, so hopefully this is relevant.

What I have done to support things like specular maps and bump maps in
models exported from Maya is to modify the dae loader found to support the
extra tags that are added to the Collada file from OpenCollada exporter

The OpenCollada exporter will add a bump tag to the dae file and also
export a spec map to the specular material. Obviously this doesn't export
shaders etc, so there still a bit of manual setup but it's a start.

If you'd like the source changes I'm happy to let you have them.

K.

On 6 May 2011 15:11, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.comwrote:

 Hi Farshid,


  OK. The different ways you mention above, are they all currently
 supported by OSGExp? Meaning, the material name is exported? The
 object properties field is exported as descriptions you say? (I
 haven't gone through the code to OSGExp yet)


 Yes, all the methods I described are supported by the existing exporter.


 Question then, where do I go in Max to set these kinds of tags? Can you
 give me an example of what your artist would do to say that a given
 object (or a given material) has a normal map?


 Have you perhaps not seen this question? I would like to take the same
 approach as you as much as possible...

 Thanks,


 J-S
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Re: [osg-users] osgOcean in CompositeViewer with multiple views

2011-04-17 Thread Kim Bale
Hi J-S,

Firstly thanks for the recent set of commits, much appreciated.

Now onto your problem. I had a feeling that that there would be problems
when using osgOcean with multiple views, largely because of the LOD system
that it employs relying on the main camera. I've had a play with your
composite viewer code and what I don't understand is why the reflection pass
renders correctly in both views but not the refraction pass, they both use
the same view matrix and despite the multiple render targets their
implementations are the same.

I wonder if it could be to do with the way that I get the current camera:

osg::Camera* currentCamera =
cv-getCurrentRenderBin()-getStage()-getCamera();

I understood this to take the view matrix from the root (main) camera but
I'm unsure how it behaves with multiples views. But again since the
reflection pass appears to work the same in both views  I don't understand
why this should differ for the refraction pass.

My only experience with a multiview camera setup and FBOs is when I wrote an
order independent transparency effect for a stereo work wall. In that case I
discovered that I had to duplicate all FBOs for each eye otherwise it would
simply take the last view that was rendered, that effect was simply
rendering to a fullscreen quad though. When I was thinking about how to get
osgOcean to work in stereo I came to the conclusion that I would need to
implement a similar solution.

Ultimately I think the ViewData approach you suggested is sound, it sounds
like the solution mentioned above and I'm pretty sure it's needed to get the
post processing effects to work as well. But I would be keen to dig a bit
deeper to figure out why reflections work but refractions don't as this
sounds like a bug somewhere.

In the mean time I'll knock up a little test application to test the
behaviour of FBOs and multiple views.

Let me know your thoughts.

K.


On 15 April 2011 13:48, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
 wrote:

 Hi all,


  I'll be thankful for any comments / suggestions.


 One full day and no suggestions, so I'll assume that my idea of using an
 approach similar to the ViewDependentShadow techniques (with ViewData) is in
 the right vein, and I think I'll start working on that.

 I'd still appreciate any input on these issues.


 J-S
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Re: [osg-users] [osgOcean] Culling and intersects with ocean and model...

2011-03-23 Thread Kim Bale
Just to add a little:

This covers a lot of the basics too, great set of tutorials that
I recommend to everyone.

http://www.ozone3d.net/tutorials/

http://www.ozone3d.net/tutorials/Regards,

Kim.


On 23 March 2011 01:37, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
 wrote:

 Hi Tim,


  I appreciate the comments. Up to this point I do not yet know what a
 shader does for a living... except that I presumed it shaded surfaces
 somehow.

 So... that will be my first step... I wouldn't have known that they were
 involved in cutting (culling) unwanted sections of objects, except that I
 also presume that while navigating over the vertices of an object, one could
 force their wishes upon that object while traversing a plane within it.


 You'll undoubtedly come across more accurate and complete descriptions, but
 to get you started, here is my way of explaining it.

 Shaders are essentially small programs that get run by the GPU once per
 (different types of items the GPU processes). So for starters there are
 vertex shaders (executed once per vertex) and fragment shaders (executed
 once per fragment).

 BTW, that last one is called pixel shader in D3D land, but in OpenGL we
 call it by the more accurate name fragment shader. A fragment is a pixel
 that has passed the z buffer test, and so is sure to be written to the
 framebuffer.

 There are other types now (geometry and tessellation shaders) but the most
 used are vertex and fragment shaders. GPUs started as a big, unprogrammable
 stack of state variables that controlled a fixed pipeline. Now more and more
 stages of the GPU's pipeline are becoming programmable, and the means to
 program them is to write shaders.


  Is a shader the right place to do this kind of job?
 Are there other places/techniques?


 Shaders were the easiest place I could think of. I could have derived from
 osgOcean's geometry class (MipmapGeometry I think) and modified the actual
 geometry in OSG each frame to cut the shape of the boat's hull in the ocean
 surface, or just flatten the waves' geometry in the area occupied by the
 hull. That actually might be the best way of getting the exact shape of the
 hull, because when doing things on the GPU you're a bit limited in what you
 can do, but on the CPU the only limit would be the amount of time you're
 willing to spend per frame to do the cutting.


  And... I'm sure you or others might suggest the ultimate shading
 tutorial...
 Ahh... I see there is an osgShaders example... perhaps I will find clues
 to misusing them there.


 Jason already sent you the link to lighthouse3d, I also used that one when
 I was learning. It will show you the basics of writing lighting and
 texturing shaders, but from there you have to use your imagination to see
 what else you can do with them.

 For instance, when you get to the Statements and Functions page (
 http://www.lighthouse3d.com/opengl/glsl/index.php?statements) , you'll see
 a quick description of the discard keyword. This is what I used in my
 ocean surface fragment shader to cut the ocean surface. Essentially, what I
 had was four uniform vec3 variables defining the corners of the rectangle I
 wanted to cut, and I did a simple point-in-rectangle test to see if the
 current fragment was inside that rectangle (making sure to use world space
 coordinates for both the rectangle corners and the fragment's position), and
 if it was I discarded it.

 Hope this helps,


 J-S
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Re: [osg-users] Collision Detection and getting intersection point between two object

2011-03-17 Thread Kim Bale

 1.Can OsgBullet integrate with my current application ?


I don't know about the specifics of your application but I for one am using
osgBullet in it's current form to compute collisions in several of my
programs.

2.Does OsgBullet give me list of intersection point where two object node
 meet ?


Yes.

Regards,

Kim.


On 17 March 2011 06:36, manish Choudhary osgfo...@tevs.eu wrote:

 Hi,

 I really want to use Bullet library but before proceeding forward I have
 some question so that I don't  face problem in future :-

 1.Can OsgBullet integrate with my current application ?
 2.Does OsgBullet give me list of intersection point where two object node
 meet ?

 I need Intersection point for generating  texture coordinate of composite
 model(by joining two basic model), then Parameterization of Triangulated
 Surface Meshes(Composite model) and then  texture mapping .

 I have never use bullet engine so please help me .

 ...

 Thank you!

 Cheers,
 manish

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Re: [osg-users] Collision Detection and getting intersection point between two object

2011-03-16 Thread Kim Bale
Try osgBullet: http://code.google.com/p/osgbullet/

I'm using it for collisions.

Regards,

Kim.

http://code.google.com/p/osgbullet/
2011/3/16 Sergey Polischuk pol...@yandex.ru

 Hi,

 Osg dont have this features, you should use another libraries for this
 (like physics simulation libraries).

 Cheers,
 Sergey.

 16.03.2011, 13:36, manish Choudhary osgfo...@tevs.eu:
  Hi,
  I'm working on problem in which user develop composite  shape like
 building , hut , table etc. by arranging basic shape like
 cylinder,cube,hemisphere etc.
  using picking operation.
  Right now basic shape overlap each other , which is not required in my
 application . Therefore I need collision technique to avoid these overlap .
 
  I also need corresponding set of intersection point where two object
 intersect during collision.
 
  So here are my questions :
  1. How to perform collision in OSG ? any tutorial
  2. How to get Intersection point where two object meet ?
 
  Can somebody please help me regarding this
  ...
 
  Thank you!
 
  Cheers,
  manish
 
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Re: [osg-users] [osgOcean] OceanExample - MakeTransform - Much different results with different boat model

2011-03-04 Thread Kim Bale

 Or you could make a small function that would find the bounding box of the
 model


There's an app for that :)

http://code.google.com/p/osgworks/

*osgwbvv:* A bounding volume visualizer to display bounding spheres and
boxes.

K.

On 4 March 2011 02:49, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.comwrote:

 Hi Tim,


  I still would like to know  the whys and wherefors and how comes
 surrounding this effect do different models have built in heights with
 respect to 0,0,0?


 It all depends on how the model was built in the modeling program...
 Clearly if one model's local origin (its own (0,0,0)) is 10 meters below the
 bottom of the hull, then when just naively placing it in the scene at the
 world origin, it will look like it's floating in the air...

 If you can't load the boat model in a modeling program, you can easily make
 a model that is just a plane at Z=0. Then load that along with your boat
 model, and see if the boat model floats high above that plane.

 There are a few solutions you could adopt to make sure this doesn't happen.
 You could make sure your models are built with a local origin that makes
 sense. For a boat it could be the center in XY, and Z at the normal
 waterline. For a car it might be in the center in XY, and Z at the bottom of
 the wheels.

 Or you could make a small function that would find the bounding box of the
 model (try the osg::ComputeBoundsVisitor) and then from that tries to find a
 correct position to move the local origin to, using a MatrixTransform to
 decorate your model's subgraph and setting that matrix to translate the
 local origin. For example if your boat was 10m higher than you wanted, the
 MatrixTransform would have a translation by (0,0,-10). Then you just pass
 that node as the new root of the model, and from then on the model will be
 placed correctly. This offset could also be stored in a config file, or you
 can save out the transform I just mentioned and use that instead of your
 previous model with a bad local origin.

 So, it's all about how your data was created. Hope this helps,

 J-S
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[osg-users] GDebugger Free Licence

2011-03-04 Thread Kim Bale
Hi all,

I recently noticed that gDebugger is now giving out free licences.

http://www.gremedy.com/

It's a great tool so I thought I'd share the new for those that missed the
release.

Regards,

Kim.
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Re: [osg-users] material definition lost

2011-03-01 Thread Kim Bale
Hi Mahendra,

This look like you haven't taken into account the glare rendering in your
shader.

If you want the glare pass to ignore your model you need to set the value in
the glare buffer to zero

See:
http://code.google.com/p/osgocean/source/browse/trunk/resources/shaders/terrain.frag#119


(From the trunk version which uses MRT).

Regards,

Kim.



On 1 March 2011 09:14, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 I have attached the screenshot ( http://tinypic.com/r/wwnqmp/7 ) of the
 image, can you please tell me why am i getting these water like highlights
 on the model, my shaders for the model just set a red color.

 Regards,



 Hi Kim,

 I have attached the screenshot of the image, can you please tell me why am
 i getting these water like highlights on the model, my shaders for the model
 just set a red color.

 Regards,


 On Wed, Feb 23, 2011 at 10:11 AM, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Hi Kim,
 Sorry, i'm not at work, i can only send you on tuesday next week :( ,
 thanks for your support.


 On Wed, Feb 23, 2011 at 10:06 AM, Kim Bale kcb...@googlemail.comwrote:

 Can you send a screenshot, it might shed some light on the matter.

 Kim.


 On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 i wrote a really simple shader, which does nothing but assign red color
 to the model, but i see water like reflections on the model, thats why i'm
 confused :( , however, if i run the program with --disableShaders 
 argument,
 then i loose all the nice effects and also the specular highlights on the
 model.


 Regards,


 On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 Regardless of whether there are any other shaders at work, if you
 attached a shader to your model it should override any other shaders 
 bound
 before it.

 I don't really know what else to suggest, there are too many unknown
 variables for me to diagnose the problem. I don't know what shader you 
 used,
 or what material properties your model has etc.

 Regards,

 Kim.


 On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my model,
 and disabled useDefaultShader flag, but still i see specular hightlight 
 on
 the model, exactly like in the water, still some shader working 
 somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.comwrote:

 If you are disabling the default shader then the lighting effects
 you see will be the result of the fixed function shading. You should 
 look at
 the specular properties of the light and the material and check that 
 they
 are not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any effect 
 here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the
 shaders, but somehow the stateset of my model is being changed (i 
 guess), Is
 there way to overcome this problem without disabling the shaders 
 and loosing
 all those nice effects, basically my material ONLY has some color 
 properties
 and nothing more!, btw, im using the osgOcean example file to load 
 my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.com
  wrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By
 default osgocean will apply a default shader to all children that 
 are added
 to ocean scene. Certain effects like the glare and depth of field 
 shaders
 and fogging rely on a shader implementation to ensure that the 
 relevant
 render targets are filled.

 The default shader provided by osgocean is very basic as I
 cannot anticipate everyone's shader needs. Thus if you want the 
 default
 shader to take into account particular material properties you can 
 either
 override the defuault shader or attach shader directly to the node 
 you wish
 to render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the
 ocean, this model has some material properties (its basically a 
 .ive file),
 when i load the model with osgViewer, its fine, i see all the 
 colors etc.
 but when i render it placing it inside the ocean, i loose the 
 features

Re: [osg-users] [osgOcean] White bar present in underwater scenes using unmodified osgocean 1.0.1 and osg 2.9.11

2011-03-01 Thread Kim Bale
Hi Tim,

Could you send a screenshot, as it's hard to picture the issue from the
description.

Cheers,

Kim.

On 25 February 2011 23:26, tim paige tpa...@interfacedisplays.com wrote:

 Hi,

 When moving underwater at long last... found that upon using the '-' key to
 move underwater... a white bar (which seems to accumulate from the
 shimmering surface when first going to the sub-surface) appears in the
 middle of the screen. I am using Win 7 and have compiled with MS vs 2010 and
 osg 2.9.11 source. What would cause such an anomaly? It ruins what would be
 a very nice scene...

 Thank you!

 Cheers,
 tim

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=37154#37154





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Re: [osg-users] [osgOcean] Shader again.

2011-03-01 Thread Kim Bale
Hi Bawenang,

You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR.

I'm not familiar with Delta3D but last time I heard about the osgOcean actor
that was generated for it, it was using osgOcean 1.0. The version in the
trunk now contains quite a few changes.

The glare RTT camera simply takes the view and projection matrices from the
main camera, so it shouldn't be behave any differently from your main
camera. The glare is then rendered as a post render in a full screen quad.

You can see an example of how to include additional elements into the scene
in the OceanExample exe, take a look at the terrain and examine the shader
that is attached to it. The shader shows you how to deal with the glare
passes. Note: the version in the trunk is best for this.

Regards,

Kim.


On 28 February 2011 06:25, Bawenang Rukmoko ben...@cs.its.ac.id wrote:

 No reply yet? I guess I've got to do this the hard way, researching them
 myself. :(

 Thanks anyway guys.

 Thank you!

 Cheers,
 Bawenang

 
 quot;There's no place like 127.0.0.1quot;

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=37165#37165





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Re: [osg-users] [osgOcean] Shader again.

2011-03-01 Thread Kim Bale
You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR.

*shouldn't

K.

On 28 February 2011 06:25, Bawenang Rukmoko ben...@cs.its.ac.id wrote:

 No reply yet? I guess I've got to do this the hard way, researching them
 myself. :(

 Thanks anyway guys.

 Thank you!

 Cheers,
 Bawenang

 
 quot;There's no place like 127.0.0.1quot;

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=37165#37165





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Re: [osg-users] material definition lost

2011-02-23 Thread Kim Bale
Can you send a screenshot, it might shed some light on the matter.

Kim.

On 22 February 2011 16:33, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 i wrote a really simple shader, which does nothing but assign red color to
 the model, but i see water like reflections on the model, thats why i'm
 confused :( , however, if i run the program with --disableShaders argument,
 then i loose all the nice effects and also the specular highlights on the
 model.


 Regards,


 On Tue, Feb 22, 2011 at 5:27 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 Regardless of whether there are any other shaders at work, if you attached
 a shader to your model it should override any other shaders bound before it.

 I don't really know what else to suggest, there are too many unknown
 variables for me to diagnose the problem. I don't know what shader you used,
 or what material properties your model has etc.

 Regards,

 Kim.


 On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my model, and
 disabled useDefaultShader flag, but still i see specular hightlight on the
 model, exactly like in the water, still some shader working somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.comwrote:

 If you are disabling the default shader then the lighting effects you
 see will be the result of the fixed function shading. You should look at 
 the
 specular properties of the light and the material and check that they are
 not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any effect 
 here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.com wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the shaders,
 but somehow the stateset of my model is being changed (i guess), Is 
 there
 way to overcome this problem without disabling the shaders and loosing 
 all
 those nice effects, basically my material ONLY has some color 
 properties and
 nothing more!, btw, im using the osgOcean example file to load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By
 default osgocean will apply a default shader to all children that are 
 added
 to ocean scene. Certain effects like the glare and depth of field 
 shaders
 and fogging rely on a shader implementation to ensure that the relevant
 render targets are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default 
 shader to
 take into account particular material properties you can either 
 override the
 defuault shader or attach shader directly to the node you wish to 
 render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the ocean,
 this model has some material properties (its basically a .ive file), 
 when i
 load the model with osgViewer, its fine, i see all the colors etc. 
 but when
 i render it placing it inside the ocean, i loose the features of the 
 model.
 I read somewhere in the forum to try disabling the shaders and 
 recompile
 osgOcean (though i felt it had nothing to do with the shaders, just 
 gave a
 try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

 --
 http://www.mahendragr.com

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Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
Hi Mahendra,

osgOcean uses shaders for most of it's rendering techniques. By default
osgocean will apply a default shader to all children that are added to ocean
scene. Certain effects like the glare and depth of field shaders and fogging
rely on a shader implementation to ensure that the relevant render targets
are filled.

The default shader provided by osgocean is very basic as I cannot
anticipate everyone's shader needs. Thus if you want the default shader to
take into account particular material properties you can either override the
defuault shader or attach shader directly to the node you wish to render.

Alternatively you may choose to disable the default shader, (
http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
however
you will lose the DOF, glare and fogging effects if no other shader
implementation is provided.

Regards,

Kim.



On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the ocean, this
 model has some material properties (its basically a .ive file), when i load
 the model with osgViewer, its fine, i see all the colors etc. but when i
 render it placing it inside the ocean, i loose the features of the model.  I
 read somewhere in the forum to try disabling the shaders and recompile
 osgOcean (though i felt it had nothing to do with the shaders, just gave a
 try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

 --
 http://www.mahendragr.com

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


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Re: [osg-users] Window re-size in osgOcean

2011-02-22 Thread Kim Bale
Hi Mahendra,

You need to provide your own resize handler but within it you can call
setScreenDims to resize the framebuffers.

See:
http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#255

K.


On 21 February 2011 14:55, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi,

 Is there a way to make the osgOcean handle the resize events for the
 window?, i tried adding an event handler in the example file, but it only
 resizes the window or makes it full screen but the ocean scene remains the
 same size, where can i find the resize or wiindow handler for osgOcean?.

 Thanks,
 Regards

 --
 http://www.mahendragr.com

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Re: [osg-users] [osgOcean] Shader again.

2011-02-22 Thread Kim Bale
Hi Bawenang,

To my knowledge all the shaders work correctly.

Can you be more specific?

Regards,

Kim.


On 22 February 2011 13:04, Bawenang Rukmoko ben...@cs.its.ac.id wrote:

 Hi,

 I seem to stumbled a lot on osgOcean's shaders. I've got lots of graphics
 artefacts because of them. Can you point me to the ones that are actually
 working on them? I may need to disturb them a bit with my questions. Thanks.
 Oh yea BTW I've successfully made my own bloom shader. Here's the
 screenshot. :D




 Thank you!

 Cheers,
 Bawenang

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=36945#36945




 Attachments:
 http://forum.openscenegraph.org//files/glow2_129.jpg
 http://forum.openscenegraph.org//files/glow_139.jpg


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Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
No you can't use the glare and dof effects without using a shader, you will
have to write your own shader to account for your material properties. You
can use the default shader as the base and then include your own shading
into that.

btw, im using the osgOcean example file to load my model (does it
matter?).

No the behaviour will be the same.

K.


On 22 February 2011 13:09, Mahendra G.R mahen...@mahendragr.com wrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the shaders, but
 somehow the stateset of my model is being changed (i guess), Is there way to
 overcome this problem without disabling the shaders and loosing all those
 nice effects, basically my material ONLY has some color properties and
 nothing more!, btw, im using the osgOcean example file to load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By default
 osgocean will apply a default shader to all children that are added to ocean
 scene. Certain effects like the glare and depth of field shaders and fogging
 rely on a shader implementation to ensure that the relevant render targets
 are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default shader to
 take into account particular material properties you can either override the
 defuault shader or attach shader directly to the node you wish to render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the ocean, this
 model has some material properties (its basically a .ive file), when i load
 the model with osgViewer, its fine, i see all the colors etc. but when i
 render it placing it inside the ocean, i loose the features of the model.  I
 read somewhere in the forum to try disabling the shaders and recompile
 osgOcean (though i felt it had nothing to do with the shaders, just gave a
 try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

 --
 http://www.mahendragr.com

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



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




 --
 http://www.mahendragr.com

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Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
If you are disabling the default shader then the lighting effects you see
will be the result of the fixed function shading. You should look at the
specular properties of the light and the material and check that they are
not too high.

K.

On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very specular,
 though i see some color, does light source has any effect here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R mahen...@mahendragr.comwrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the shaders, but
 somehow the stateset of my model is being changed (i guess), Is there way to
 overcome this problem without disabling the shaders and loosing all those
 nice effects, basically my material ONLY has some color properties and
 nothing more!, btw, im using the osgOcean example file to load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.com wrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By default
 osgocean will apply a default shader to all children that are added to ocean
 scene. Certain effects like the glare and depth of field shaders and fogging
 rely on a shader implementation to ensure that the relevant render targets
 are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default shader to
 take into account particular material properties you can either override the
 defuault shader or attach shader directly to the node you wish to render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the ocean, this
 model has some material properties (its basically a .ive file), when i load
 the model with osgViewer, its fine, i see all the colors etc. but when i
 render it placing it inside the ocean, i loose the features of the model.  
 I
 read somewhere in the forum to try disabling the shaders and recompile
 osgOcean (though i felt it had nothing to do with the shaders, just gave a
 try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

 --
 http://www.mahendragr.com

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org

 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



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 --
 http://www.mahendragr.com




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Re: [osg-users] material definition lost

2011-02-22 Thread Kim Bale
Hi Mahendra,

Regardless of whether there are any other shaders at work, if you attached a
shader to your model it should override any other shaders bound before it.

I don't really know what else to suggest, there are too many unknown
variables for me to diagnose the problem. I don't know what shader you used,
or what material properties your model has etc.

Regards,

Kim.


On 22 February 2011 15:54, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 still no result :( , i wrote two shaders and attached it to my model, and
 disabled useDefaultShader flag, but still i see specular hightlight on the
 model, exactly like in the water, still some shader working somewhere??

 Regards,


 On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R mahen...@mahendragr.comwrote:

 Yes, i will do that, thanks for your support

 Regards,


 On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.com wrote:

 If you are disabling the default shader then the lighting effects you see
 will be the result of the fixed function shading. You should look at the
 specular properties of the light and the material and check that they are
 not too high.

 K.

 On 22 February 2011 13:29, Mahendra G.R mahen...@mahendragr.com wrote:

 Hi Kim,

 I disabled the default scene shader and now the model looks very
 specular, though i see some color, does light source has any effect here?,


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R 
 mahen...@mahendragr.comwrote:

 Hello Kim,

 Thanks for the reply, i dont think its the problem with the shaders,
 but somehow the stateset of my model is being changed (i guess), Is there
 way to overcome this problem without disabling the shaders and loosing all
 those nice effects, basically my material ONLY has some color properties 
 and
 nothing more!, btw, im using the osgOcean example file to load my model
 (does it matter?).


 Thanks,
 Regards


 On Tue, Feb 22, 2011 at 1:55 PM, Kim Bale kcb...@googlemail.comwrote:

 Hi Mahendra,

 osgOcean uses shaders for most of it's rendering techniques. By
 default osgocean will apply a default shader to all children that are 
 added
 to ocean scene. Certain effects like the glare and depth of field shaders
 and fogging rely on a shader implementation to ensure that the relevant
 render targets are filled.

 The default shader provided by osgocean is very basic as I cannot
 anticipate everyone's shader needs. Thus if you want the default shader 
 to
 take into account particular material properties you can either override 
 the
 defuault shader or attach shader directly to the node you wish to render.

 Alternatively you may choose to disable the default shader, (
 http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#599)
  however
 you will lose the DOF, glare and fogging effects if no other shader
 implementation is provided.

 Regards,

 Kim.



 On 22 February 2011 10:28, Mahendra G.R mahen...@mahendragr.comwrote:

 Hi all,

 I'm using osgOcean and placing a model in the middle of the ocean,
 this model has some material properties (its basically a .ive file), 
 when i
 load the model with osgViewer, its fine, i see all the colors etc. but 
 when
 i render it placing it inside the ocean, i loose the features of the 
 model.
 I read somewhere in the forum to try disabling the shaders and recompile
 osgOcean (though i felt it had nothing to do with the shaders, just 
 gave a
 try), did anyone else try loading models in osgOcean ??

 Regards,
 Mahendra

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Re: [osg-users] osgOcean showing up black screen

2011-02-18 Thread Kim Bale
Hi Markus,

osgOcean uses a variety of cull masks within ocean scene to control what is
allowed through various different camera passes.

See line 95 OceanScene.cpp (
http://code.google.com/p/osgocean/source/browse/trunk/src/osgOcean/OceanScene.cpp#95)

,_reflectionSceneMask( 0x1 )  // 1
,_refractionSceneMask( 0x2 )  // 2
,_normalSceneMask( 0x4 )  // 4
,_surfaceMask( 0x8 )  // 8
,_siltMask   ( 0x10 ) // 16
,_heightmapMask  ( 0x20 ) // 32

With some bitwise ands and ors you should be able to get these masks to play
nicely with your own cull masks. Although these variables have accessors
they lack mutators at the moment, adding some setters in is pretty trivial
and might be a useful addition to the library.

Let me know if you have any more questions.

Kim.



On 18 February 2011 20:51, Markus Lacay markus.la...@gmail.com wrote:

 Hi,

 I am using osgocean in my scene and also using a cullmask on the camera.
 When I set the cullmask on the camera I get a black screen and can't see the
 scene at all. I've tried setting the nodemask of the osgocean node to the
 nodemask but this doesn't change anything.

 the ocean node renders fine when i don't have a cullmask set on the camera.

 Any idea why this is? I would very much like to use nodemasks for things
 like culling out certain nodes so I would appreciate the help.

 Thank you!

 Cheers,
 Markus

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Re: [osg-users] osgmovie and stereo

2011-01-12 Thread Kim Bale
Hi Robert,

I've wondered about this for a while - why does osgstereoimage map all the
images to a curved plane?

Have I missed something obvious about stereo images?

Cheers.

Kim.



On 11 January 2011 17:14, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Vijay,

 You can play videos in stereo just fine, see the osgstereoimage for an
 example that use side by side images for the left and right images,
 and then uses cull masks to rendered alternate subgraphs that pick out
 the appropriate portion of the image for left and right eyes.  Video's
 are just images that are updated by a background thread so all this
 code will work just fine.

 Present3D also has support for doing stereo image and videos.

 Robert.

 On Tue, Jan 11, 2011 at 4:52 PM, Vijay Kalivarapu vijayki...@gmail.com
 wrote:
  Hi,
 
  I have two live video streams that are set apart for left and right eye.
 Does anyone know if osgmovie can play them in active/passive stereo?
 
  If not, what is the best way to play two video streams in stereo?
 
  Thank you!
 
  Cheers,
  Vijay
 
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Re: [osg-users] [ANN] MS Kinect - official drivers available

2011-01-10 Thread Kim Bale
Ha that's excellent.

Love it.

K.


On 10 January 2011 10:16, Serge Lages serge.la...@gmail.com wrote:

 Hi,

 Here are our last experiments with Kinect :

 http://vimeo.com/18500457

 Thanks to osgBullet for the physics !

 Cheers,

 On Sun, Dec 26, 2010 at 7:13 PM, Christian Richardt 
 christian.richa...@gmail.com wrote:

 Current Kinect drivers (libfreenect, SensorKinect) already expose the
 640x480 depth map and the NITE skeleton tracker probably already uses
 this.

 The news about increased resolution is solely related to the data as
 used by Xbox games which are currently limited to 320x240 resolution,
 as far as I know.

 Christian.

 On Thu, Dec 23, 2010 at 6:12 PM, Christian Buchner
 christian.buch...@gmail.com wrote:
  Definitely nice!  But to be really useful, the skeletton should
  include head position and possibly rotation and the angles of hand and
  feet. Then the motion could be realistically mapped onto a 3D avatar.
 
  I heard news that the resolution of Kinect might be increased to
  640x480 by firmware update (some additional compression on the USB
  link). Then this might be feasible.
 
  Christian
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Re: [osg-users] Postrendering Effects only with RTT?

2010-12-03 Thread Kim Bale
You can also look at the osgOcean source. All of those effects have been
implemented within OceanScene.cpp

Kim.


On 3 December 2010 09:01, Torben Dannhauer tor...@dannhauer.info wrote:

 Hi,

 osgPPU provides rendering effects you are searching for.



 Cheers,
 Torben

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Re: [osg-users] Blur effect on a dynamic scene

2010-12-03 Thread Kim Bale
Hi Sajjadul,

Blur effects are usually created as a post process effect whereby the scene
is first rendered to a texture and then shaders are used blur the image. The
result is then rendered to the screen as a full screen quad with the blurred
texture map applied.

You could do this on a key press by using either a switch or nodemask to
swap between the normally rendered scene and the textured fullscreen quad.

You may also want to look at osgPPU as it's designed for these sort of post
processing effects.

K.


On 3 December 2010 14:48, Sajjadul Islam dosto.wa...@gmail.com wrote:

 Hello forum,

 I want to blur a dynamic scene with key press event. In that case i have to
 create a call back.

 Do i have to create subclass of the osg::Camera::DrawCallback ?

 And Do i have to set that subclassed call back class to the camera's final
 draw call back or post draw callback?

 These concepts are still blurry. It would be really nice to provide some
 references on these concepts.

 Thank you!

 Cheers,
 Sajjadul

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Re: [osg-users] [ANN] osgPango Bevel Effect

2010-11-27 Thread Kim Bale
Hi Jeremy,

I thought it was about time I gave osgPango a go, so I checked out osgCairo
and pango from your googlecode repos.

However, I'm having a small issue with compiling osgCairo - which I believe
is a dependency of osgPango.

The build fails on Util.cpp, it says it can't find the identifier
cairock_create_embossed_surface in Util.cpp line 62.

I'm building against the the cairo 1.10 source found here:
http://www.gtk.org/download-windows.html on win32.

Any hints?

Cheers,

Kim.


On 27 November 2010 15:53, Jeremy Moles jer...@emperorlinux.com wrote:

 Hey guys, as a result of some very welcome and appreciated private
 funding on osgPango, it now has the ability to create rasterized (into
 the texture atlas) font bevel effects.

 http://jeremymoles.com/bevel2d.png
 http://jeremymoles.com/bevel3d.png

 Features coming along great! Next stop is to squash the dependency
 nightmare on windows by compiling everything statically using a custom
 CMake build for EVERYTHING. Wish me luck...

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Re: [osg-users] [ANN] osgPango Bevel Effect

2010-11-27 Thread Kim Bale
Hello again,

Yep that fixed osgCairo.

However, those changes have broken osgPango. :)

You changed the interface for createEmbossedSurface in osgCairo, however you
forgot to update the reference to it in osgPango.

osgCairo::Util::CreateEmbossedSurface is called in Emboss.cpp line 34. It's
missing the height, ambient, diffuse parameters that you just added in
osgCairo. I'd add them myself and send it in but I'm unsure as to their
purpose.

Cheers.

Kim.

On 27 November 2010 20:29, Jeremy Moles jer...@emperorlinux.com wrote:

 On Sat, 2010-11-27 at 19:04 +, Kim Bale wrote:
  Hi Jeremy,
 
 
  I thought it was about time I gave osgPango a go, so I checked out
  osgCairo and pango from your googlecode repos.
 
 
  However, I'm having a small issue with compiling osgCairo - which I
  believe is a dependency of osgPango.
 
 
  The build fails on Util.cpp, it says it can't find the identifier
  cairock_create_embossed_surface in Util.cpp line 62.

 Whoops! Fixed. :)

  I'm building against the the cairo 1.10 source found
  here: http://www.gtk.org/download-windows.html on win32.

 I also use the gtk development bundle (for now) on Windows. This should
 be fine.

  Any hints?
 
 
  Cheers,
 
 
  Kim.
 
 
 
  On 27 November 2010 15:53, Jeremy Moles jer...@emperorlinux.com
  wrote:
  Hey guys, as a result of some very welcome and appreciated
  private
  funding on osgPango, it now has the ability to create
  rasterized (into
  the texture atlas) font bevel effects.
 
  http://jeremymoles.com/bevel2d.png
  http://jeremymoles.com/bevel3d.png
 
  Features coming along great! Next stop is to squash the
  dependency
  nightmare on windows by compiling everything statically using
  a custom
  CMake build for EVERYTHING. Wish me luck...
 
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Re: [osg-users] [ANN] osgPango Bevel Effect

2010-11-27 Thread Kim Bale
Haha don't worry, I have no doubt it works :)

Anyway, there's no hurry I'm just tinkering away with a glass of wine.

I'll come back to this tomorrow.

Regards,

K.


On 27 November 2010 21:39, Jeremy Moles jer...@emperorlinux.com wrote:

 On Sat, 2010-11-27 at 21:33 +, Kim Bale wrote:
  Hello again,
 
 
  Yep that fixed osgCairo.
 
 
  However, those changes have broken osgPango. :)
 
 
  You changed the interface for createEmbossedSurface in osgCairo,
  however you forgot to update the reference to it in osgPango.
 
 
  osgCairo::Util::CreateEmbossedSurface is called in Emboss.cpp line 34.
  It's missing the height, ambient, diffuse parameters that you just
  added in osgCairo. I'd add them myself and send it in but I'm unsure
  as to their purpose.

 BAH! :) I have all this fixed at home on my machine with the NVidia
 hardware, but I'm cold-committing these changes from WORK on my Intel.
 As soon as I get home I'll work this all out and get back to you...

 The documentation for emboss can be found in cairocks.h (it's an
 svn:external in osgCairo in the ext/ directory), but it is somewhat
 wanting. :) I have to get this all updated for my client anyways, so
 just hang in there for a bit and I'll have it all sync'd up.

 IT DOES WORK, though; we got screenshots to prove it.

  Cheers.
 
 
  Kim.
 
  On 27 November 2010 20:29, Jeremy Moles jer...@emperorlinux.com
  wrote:
  On Sat, 2010-11-27 at 19:04 +, Kim Bale wrote:
   Hi Jeremy,
  
  
   I thought it was about time I gave osgPango a go, so I
  checked out
   osgCairo and pango from your googlecode repos.
  
  
   However, I'm having a small issue with compiling osgCairo -
  which I
   believe is a dependency of osgPango.
  
  
   The build fails on Util.cpp, it says it can't find the
  identifier
   cairock_create_embossed_surface in Util.cpp line 62.
 
 
  Whoops! Fixed. :)
 
   I'm building against the the cairo 1.10 source found
   here: http://www.gtk.org/download-windows.html on win32.
 
 
  I also use the gtk development bundle (for now) on Windows.
  This should
  be fine.
 
 
   Any hints?
  
  
   Cheers,
  
  
   Kim.
  
  
  
   On 27 November 2010 15:53, Jeremy Moles
  jer...@emperorlinux.com
   wrote:
   Hey guys, as a result of some very welcome and
  appreciated
   private
   funding on osgPango, it now has the ability to
  create
   rasterized (into
   the texture atlas) font bevel effects.
  
   http://jeremymoles.com/bevel2d.png
   http://jeremymoles.com/bevel3d.png
  
   Features coming along great! Next stop is to squash
  the
   dependency
   nightmare on windows by compiling everything
  statically using
   a custom
   CMake build for EVERYTHING. Wish me luck...
  
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Re: [osg-users] osgocean agressive memory leaks

2010-11-23 Thread Kim Bale
Hi Daniel,

If you could try and start a new thread for separate problems I would
appreciate it. It makes it easier for other people to locate and solve
similar issues.

I'm not sure what Silverlining is, or how you're adding it to the scene. If
you could provide more information I might be able to help.

Regards,

Kim.


On 23 November 2010 16:20, Daniel Correia doncorr...@yahoo.com.br wrote:

 Hi Nick,

 I am new to OSG and I'm trying to use OsgOcean with Silverlining. I am
 using the osgocean example and removed the skydome, and now I'm trying to
 add the code of silverlining example to to my new project. The project
 builds and run, but no sky is visible.
 I think it has something to do with the right time to render the sky, but
 I'm a little lost in what to do next.
 Can you help me?

 Thanks!

 Daniel

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Re: [osg-users] [osgOcean] increase ocean view range

2010-11-15 Thread Kim Bale
If you modify the third parameter of FFTOceanSurface which is called numTiles 
you will be able to increase the number of tiles that make up the ocean surface 
and thus the range. Increasing the number of tiles will have a direct effect on 
performance. You may wish to try the new vbo technique in the trunk to reduce 
update times. 

Regards, 

Kim

Sent from my iPhone

On 15 Nov 2010, at 16:16, Shen Qing fl...@yahoo.cn wrote:

 are you worked it out? 
 amigoface wrote:
 yes from the osgapp example
 
 
 Code:
 _oceanSurface = new osgOcean::FFTOceanSurface( 64, 256, 17, 
 windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy, 
 choppyFactor, 10.f, 256 );  
 
 
 
 
 i tried before to increase some of these value but i got a very strange and 
 horrible effect since i don't know each parameter value correspondence
 
 for example i tried this before
 
 
 Code:
 _oceanSurface = new osgOcean::FFTOceanSurface( 128, 512, 33, 
 windDirection, windSpeed, depth, reflectionDamping, waveScale, isChoppy, 
 choppyFactor, 10.f, 256 );  
 
 
 
 
 i can't put screens now beacause i don't have my dev machine
 
 
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Re: [osg-users] Render to AVI

2010-10-19 Thread Kim Bale
Hi Robert,

If it's just for a demo video, try Fraps. (http://fraps.com/) I've used it
to capture OSG demo videos before and it works nicely for that. Otherwise
look at the osgscreencapture demo.

Kim.


On 19 October 2010 14:10, Robert Gosztyla robert.goszt...@gmail.com wrote:

 Hi,

 I'm looking for some plugin (or other feature), which renders osg scene to
 avi file (i need to prepare some kind of avi demo). Is there any mechanism
 in osg to do that? Or i have to use some screen graber, render to texture
  or similar tool?

 Thank you!

 Cheers,
 Robert

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Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Kim Bale
Hi Martin,

Yeah this is my fault, I shouldn't have committed the file delete its part
of an update that will be coming today.

I'll fix this at lunchtime.

K.

On 14 October 2010 10:55, Martin Naylor martinnay...@virginmedia.comwrote:

 Hi JS,

 I am receiving the following error in trying cmake.
 CMake Error in src/osgOcean/CMakeLists.txt:
  Cannot find source file osgOcean_gaussian1.vert.  Tried extensions .c .C
  .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx
 Gaussion2.vert is also missing from the svn?

 Regards

 Martin.


 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Jean-Sébastien Guay
 Sent: 12 October 2010 15:33
 To: OpenSceneGraph Users
 Cc: Kim C Bale
 Subject: [osg-users] osgOcean call for testing and future

 Secondly, I have recently reintegrated some changes I'd made locally
 over a few months into osgOcean trunk, and was considering making a
 release soon in order to keep the project moving forward. If anyone is
 using osgOcean 1.0.1 and would like to help me out a bit, could you just
 download the SVN trunk and test it out in your apps? The URL is:

 http://osgocean.googlecode.com/svn/trunk/


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Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Kim Bale
Hi J-S,

You seem keen on working on things all by yourself, are you sure I can't
 help, at least on documentation?


Haha yes of course you can help with the documentation. I only jumped in the
first two since I'd already started them.

I haven't really given the documentation much thought yet, but if you can
identify some good cases to document go for it.

It might also be a good idea to cast your eye over the new scripting stuff I
just committed, you may think of a better way of doing it.

Regards,

Kim.


On 14 October 2010 03:07, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Kim,

 You seem keen on working on things all by yourself, are you sure I can't
 help, at least on documentation? In that past two days I went from thinking
 I was going to take over the project entire (at least for the next release
 or two) to you coming back and doing everything yourself! It's kind of a
 dramatic change of direction for me, and I would have thought you would
 welcome the help and delegate a bit of the 3 item list I made in my previous
 message :-)

 That said, it's good to see activity on the project :-)

 J-S



 On 10/13/2010 5:04 PM, Kim Bale wrote:

 Hi J-S,

I think the python route would be the best actually, most developers
will already have a python installation, and I would expect they
would only need to run the script if they change shaders, otherwise
the C++ files would stay the same. I was thinking of doing something
like that myself. Up to you if you'd rather tackle it.


 I've just implemented this and will commit tomorrow once I've gone
 through it to make sure I haven't missed anything.

1. Give the VBO technique more testing with a focus on eliminating
artifacts. If the technique is a step forward in performance but it
has some significant artifacts then it will be less likely to be
used in production applications - the performance gains will likely
be overlooked.


 I concur, I'll merge it in over the weekend and see what can be done.

2. Clean up the shader code duplication with an automatic generation
scheme. Again python would be my choice.


3. Expand on the usage documentation on the wiki, and perhaps
include some documentation in the release tarball/zip as well.


 Well 2 is done and 3 shouldn't take too long, I'll chip away at it in
 the evenings.

On a separate subject, we promised to have a look at Quintijn
Hendrickx's osgRiver code to see if it would make sense for
inclusion into osgOcean.


 Absolutely, I feel rather bad about this actually. It's a fairly
 substantial chunk of code and requires a fair amount of thought design
 wise. I kind of think it might be possible for to exist as
 a separate library, but with so many shared shader effects it seems
 silly to duplicate the code. Will definitely address this after this
 release.


 K.



 On 13 October 2010 01:21, Jean-Sébastien Guay
 jean-sebastien.g...@cm-labs.com
 mailto:jean-sebastien.g...@cm-labs.com wrote:

Hi Kim,

Great to know everything is all right. I understand one can get
burnt out on a particular project after a while, you didn't go into
specifics and I totally understand that it may be a delicate subject
but I'm glad to see you back at it once again! :-)


So to your changes. The change to the way the shaders are
integrated is
a good approach in fact, the shader integration has troubled me
for a
while. My goal with inlining the shader code was to keep the
library as
compact as possible. However, it soon became a maintenance
nightmare -
people were submitting shader fixes and only editing either the
inline
code or the external files and keeping track of which version was
correct was becoming very difficult.


I agree 100%.


I've already done some work to address this. So what I will do is
augment your approach with a pre build script which will read the
external shader files and generate headers which contain the
shader code
that are then included in the build. This should go some way to
preventing any discrepancies between inline shaders and external
shaders. I have already written batch scripts to do this in
windows, and
I think I made some progress in writing a similar bash script
for linux
too but I'm not sure whether I finished it. I'll have to have a dig
around. Thinking about this, more recently I've starting using
python as
my scripting language of choice - I'd be keen to use python to
do this
but I'm not sure how people would feel about the additional build
dependencies.. do you have any thoughts on this? Simply put it
 would
make my life a bit easier since I'm windows based and testing bash
scripts is a bit of a pain.


I think the python route would

Re: [osg-users] osgOcean call for testing and future

2010-10-14 Thread Kim Bale
Download the resources rar from here:
http://code.google.com/p/osgocean/downloads/list

K.
http://code.google.com/p/osgocean/downloads/detail?name=osgOcean-Resources-1.0.1.rarcan=2q=#makechanges


On 14 October 2010 13:03, Martin Naylor martinnay...@virginmedia.comwrote:

  HI Kim,

 Yeah that done the trick, another quick question, where do I get
 islands.ive from?



 Cheers



 Martin.





 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Kim Bale
 *Sent:* 14 October 2010 12:49

 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] osgOcean call for testing and future



 This should be fixed now.



 Note: the new CMake build uses a Python 2.7 script as a prebuild routine.



 Regards,



 Kim.

 On 14 October 2010 11:17, Martin Naylor martinnay...@virginmedia.com
 wrote:

 Cheers Kim, I will give it another go later



 Martin.





 *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
 osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Kim Bale
 *Sent:* 14 October 2010 11:07
 *To:* OpenSceneGraph Users
 *Subject:* Re: [osg-users] osgOcean call for testing and future



 Hi Martin,



 Yeah this is my fault, I shouldn't have committed the file delete its part
 of an update that will be coming today.



 I'll fix this at lunchtime.



 K.

 On 14 October 2010 10:55, Martin Naylor martinnay...@virginmedia.com
 wrote:

 Hi JS,

 I am receiving the following error in trying cmake.
 CMake Error in src/osgOcean/CMakeLists.txt:
  Cannot find source file osgOcean_gaussian1.vert.  Tried extensions .c .C
  .c++ .cc .cpp .cxx .m .M .mm .h .hh .h++ .hm .hpp .hxx .in .txx
 Gaussion2.vert is also missing from the svn?

 Regards

 Martin.



 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Jean-Sébastien Guay
 Sent: 12 October 2010 15:33
 To: OpenSceneGraph Users
 Cc: Kim C Bale
 Subject: [osg-users] osgOcean call for testing and future

 Secondly, I have recently reintegrated some changes I'd made locally
 over a few months into osgOcean trunk, and was considering making a
 release soon in order to keep the project moving forward. If anyone is
 using osgOcean 1.0.1 and would like to help me out a bit, could you just
 download the SVN trunk and test it out in your apps? The URL is:

 http://osgocean.googlecode.com/svn/trunk/


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Re: [osg-users] osgOcean call for testing and future

2010-10-13 Thread Kim Bale
Hi J-S,

I think the python route would be the best actually, most developers will
 already have a python installation, and I would expect they would only need
 to run the script if they change shaders, otherwise the C++ files would stay
 the same. I was thinking of doing something like that myself. Up to you if
 you'd rather tackle it.


I've just implemented this and will commit tomorrow once I've gone through
it to make sure I haven't missed anything.

1. Give the VBO technique more testing with a focus on eliminating
 artifacts. If the technique is a step forward in performance but it has some
 significant artifacts then it will be less likely to be used in production
 applications - the performance gains will likely be overlooked.


I concur, I'll merge it in over the weekend and see what can be done.

2. Clean up the shader code duplication with an automatic generation scheme.
 Again python would be my choice.


 3. Expand on the usage documentation on the wiki, and perhaps include some
 documentation in the release tarball/zip as well.


Well 2 is done and 3 shouldn't take too long, I'll chip away at it in the
evenings.

On a separate subject, we promised to have a look at Quintijn Hendrickx's
 osgRiver code to see if it would make sense for inclusion into osgOcean.


Absolutely, I feel rather bad about this actually. It's a fairly substantial
chunk of code and requires a fair amount of thought design wise. I kind of
think it might be possible for to exist as a separate library, but with so
many shared shader effects it seems silly to duplicate the code. Will
definitely address this after this release.


K.




On 13 October 2010 01:21, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi Kim,

 Great to know everything is all right. I understand one can get burnt out
 on a particular project after a while, you didn't go into specifics and I
 totally understand that it may be a delicate subject but I'm glad to see you
 back at it once again! :-)


  So to your changes. The change to the way the shaders are integrated is
 a good approach in fact, the shader integration has troubled me for a
 while. My goal with inlining the shader code was to keep the library as
 compact as possible. However, it soon became a maintenance nightmare -
 people were submitting shader fixes and only editing either the inline
 code or the external files and keeping track of which version was
 correct was becoming very difficult.


 I agree 100%.


  I've already done some work to address this. So what I will do is
 augment your approach with a pre build script which will read the
 external shader files and generate headers which contain the shader code
 that are then included in the build. This should go some way to
 preventing any discrepancies between inline shaders and external
 shaders. I have already written batch scripts to do this in windows, and
 I think I made some progress in writing a similar bash script for linux
 too but I'm not sure whether I finished it. I'll have to have a dig
 around. Thinking about this, more recently I've starting using python as
 my scripting language of choice - I'd be keen to use python to do this
 but I'm not sure how people would feel about the additional build
 dependencies.. do you have any thoughts on this? Simply put it would
 make my life a bit easier since I'm windows based and testing bash
 scripts is a bit of a pain.


 I think the python route would be the best actually, most developers will
 already have a python installation, and I would expect they would only need
 to run the script if they change shaders, otherwise the C++ files would stay
 the same. I was thinking of doing something like that myself. Up to you if
 you'd rather tackle it.

 Instead of headers I would suggest one or more .cpp file(s) that would
 define say const char* osgOcean_water_surface_fragment_source = ...; and
 then the FFTOceanSurface.cpp file would refer to that symbol and it would be
 resolved at link time. A header suggests it would be part of some public
 interface, which is not the case here.


  The ocean update callback is also a good approach, although I'll have to
 make sure to document it on the wiki otherwise it'll be missed.


 Good point, I was actually also thinking of doing a documentation pass
 because I think we're missing a kind of high-level document that explains a
 few use cases and what should work (in particular it would be nice to
 explain how to use osgOcean with osgShadow). Once again I can do this in the
 near future, before we do the next release.


  Since my last update I have fixed the VBO ocean technique so I'll commit
 that. I was rather disappointed by the performance gain though I noted a
 10% drop on the draw traversal and a 80% drop in the update but no
 significant change in the frame rate. It also has the side effect of
 creating strange normals on the low resolution tiles. I'm rather dubious
 as to whether I've implemented the VBO update 

Re: [osg-users] osgOcean call for testing and future

2010-10-12 Thread Kim Bale
Hi J-S,

I am here, alive and well and I must apologise for my absence. It's lovely
to know that I'm missed when I'm absent though so thanks for your concern.
:) Firstly I'll explain my inactivity, over the past few months I got burnt
on a couple of osgocean contract jobs and consequently became rather
disenchanted with the whole open source thing and took a bit of a break from
it all. However, I think it's time to get back on it. It's my baby and I
don't want it to become another stale open source project.

So to your changes. The change to the way the shaders are integrated is a
good approach in fact, the shader integration has troubled me for a while.
My goal with inlining the shader code was to keep the library as compact as
possible. However, it soon became a maintenance nightmare - people were
submitting shader fixes and only editing either the inline code or the
external files and keeping track of which version was correct was becoming
very difficult.

I've already done some work to address this. So what I will do is augment
your approach with a pre build script which will read the external shader
files and generate headers which contain the shader code that are then
included in the build. This should go some way to preventing any
discrepancies between inline shaders and external shaders. I have already
written batch scripts to do this in windows, and I think I made some
progress in writing a similar bash script for linux too but I'm not sure
whether I finished it. I'll have to have a dig around. Thinking about this,
more recently I've starting using python as my scripting language of choice
- I'd be keen to use python to do this but I'm not sure how people would
feel about the additional build dependencies.. do you have any thoughts on
this? Simply put it would make my life a bit easier since I'm windows based
and testing bash scripts is a bit of a pain.

The ocean update callback is also a good approach, although I'll have to
make sure to document it on the wiki otherwise it'll be missed. I had
implemented a method aimed at achieving the same thing a few months back but
yours is more extensible so I'm happy to use that.

Since my last update I have fixed the VBO ocean technique so I'll commit
that. I was rather disappointed by the performance gain though I noted a 10%
drop on the draw traversal and a 80% drop in the update but no significant
change in the frame rate. It also has the side effect of creating strange
normals on the low resolution tiles. I'm rather dubious as to whether I've
implemented the VBO update correctly so it would be good to see if
improvements could be made there.

Lastly I have some minor changes to the example application, just some
housework to make it easier to read and test the VBO technique.

I'll make a push to get these committed over the weekend, and will of course
give your recent commits a thorough testing. Given the amount of fixes that
have come in since 1.0.1 I think osgocean is due for another release so I'll
make these changes asap and focus on getting another release out.

Thanks again,

Kim.


On 12 October 2010 16:42, Jean-Sébastien Guay 
jean-sebastien.g...@cm-labs.com wrote:

 Hi all,

 Just a quick update:


  First of all, would anyone have heard from Kim lately? I have no other
 means to communicate with him than the e-mail address I was using all
 this time, and I'm wondering if something may have happened on a more
 personal level (other than just changing jobs/interests which surely may
 happen). So if anyone has a way to reach Kim, just to let us know
 everything's all right, I'd appreciate it.


 Nick sent me his phone number and I just spoke to Kim, seems I didn't have
 to be concerned. He'll probably send us a message soon, but I wonder if some
 erroneous e-mail filtering might be involved...

 Sorry for sounding alarmed, seems all is OK.

 Now that that's out of the way, if anyone is interested in testing osgOcean
 trunk, we'll probably want to make a release in the near future.


 Thanks,

 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/

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Re: [osg-users] [osgOcean] Using BRDF technique instead of tiling.

2010-06-17 Thread Kim Bale
Hi Torben,

Yes this was posted a little while a go, I've had the demo application on my
desktop for a while now and it's very nice indeed. I've had a look at the
source and shader code and it would be pretty easy to integrate as a new
oceantechnique in osgocean. I've long thought about adding a projected grid
technique into osgocean - it's just finding the time to do it. It's
definitely on my list of things to do.

Kim.


On 16 June 2010 18:21, Torben Dannhauer z...@saguaro-fight-club.de wrote:

 Hi,
 has anyone read this paper and thought about integration in osgOcean?


 http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.publi_arti...@125fe8a8322_1ac3379/article.pdf

 The demo-application looks great, maybe it could be used for osgOcean to
 avoid ocean tiling but preserve the ability to zoom out up to global views
 from space.



 Cheers,
 Torben

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 http://forum.openscenegraph.org/viewtopic.php?p=29032#29032





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[osg-users] QT and Horizontal Split Stereo

2010-06-17 Thread Kim Bale
Hello all,

I have a bit of a tricky problem which I hope some of you can assist with.

I've recently moved our stereo graphics development over to QT and found
this to work very well when we're using our quad buffered active stereo
screens. However, I hit a rather perplexing snag when I was asked to get the
same applications working with a passive stereo setup that uses a horizontal
split stereo over two projectors.

The problem is that in order for it to display correctly with horizontal
split I would need to duplicate the QT interface on both screens and then
obviously have the OSG widget display the left and right eye on their
respective screens. This sounds like a bit of a mess to me and would require
big changes in our QT framework.

My thinking is that dual-projector passive stereo setups that use a
horizontal or vertical split format are fairly common so someone must have
got them working with a windowing interface before. So, if anybody has any
pointers on a smart way to proceed I would be very grateful to hear them
because at the moment I'm rather stuck :)

Cheers,

Kim.
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[osg-users] [jobs] 3D Research Programmer - Glasgow School of Art

2010-06-17 Thread Kim Bale
Hi folks,

We're currently looking for a 3D Research Programmer to join us in the
Digital Design Studio at the Glasgow School of Art. I know a lot of
you are working in research institutions so hopefully this job advert
will be of interest to some of you.

What's not mentioned in the advert is that we have recently moved all
of our graphics development over to OpenSceneGraph so any experience
with OSG is a big plus for prospective candidates.

I'll post this on the jobs section on the osg wiki once I've got my
'edit' privileges sent to me.

Regards,

Kim.

--

Details:

Working in The Digital Design Studio (DDS), the largest research
centre at the Glasgow School of Art, you will be expected to win
research funding but also be actively engaged in commercial and
research activities associated with Realtime simulation within a range
of sectors.

Educated to at least higher degree level (or equivalent), you will be
research active and will have extensive experience in computer
programming with particular relevance in advanced visualization,
virtual reality applications or virtual environments. An emphasis on
interaction and experience of handling large datasets capable of
real-time viewing is desirable.

Closing date for submission of completed applications is: 2nd July 2010

More info here:
http://www.jobs.ac.uk/job/ABF195/realtime-3d-research-programmer/
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Re: [osg-users] [osgOcean] OSGOcean reflection is not mirrored

2010-05-24 Thread Kim Bale
Hi Chris,

How old is this post?!

The height of the reflection clip plane is set in OceanScene.cpp
around line 412.

osg::ClipPlane* reflClipPlane = new osg::ClipPlane();
reflClipPlane-setClipPlaneNum(0);
reflClipPlane-setClipPlane( 0.0, 0.0, 1.0, -getOceanSurfaceHeight() );
_reflectionClipNode = new osg::ClipNode;

It should be pretty easy to add a mutator to offset it, if you do send
it in and I'll merge it.

Also have you tried the version in the trunk? I fixed a strange
reflection issue a while back where it seemed that you were seeing the
interior but in fact it was due me forgetting to disable back face
culling on the reflection pass.

Details here: 
http://code.google.com/p/osgocean/issues/detail?id=19can=1q=reflection

K.


On 24 May 2010 18:34, Chris Innanen f...@nonsanity.com wrote:

 Kim Bale wrote:
  Yes I believe you're seeing the underside of your terrain in the water
  there, a result of the clip plane being set too low.


 I think this is exactly what I'm seeing at the moment. I'm using osgEarth to 
 create the terrain, and if the camera is over the water at a height less than 
 the depth of the water at that point, it all looks fine. If the camera's 
 height above the water is greater than the depth, then I see the underside of 
 the terrain, including the seams.

 It's a strange and disconcerting effect when flying over the water. :) But 
 it's something I need to get rid of.

 Clip plane being set too low... I thought at first I knew what that meant I 
 had to do to fix this, but I appear to be wrong. Any other hints?

  ~ Chris Innanen
  ~ Nonsanity

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Re: [osg-users] [osgOcean] OSGOcean reflection is not mirrored

2010-05-24 Thread Kim Bale
Hi Chris,

Not at all I've been using 2.8.2 for ages with osgOcean and it's been
working fine here :)

I think you're getting mixed up with the VBO branch which has problems
getting along with 2.9.7

K.


On 24 May 2010 21:10, Chris Innanen f...@nonsanity.com wrote:
 I'm stuck with the last stable release of OSG, v2.8.2, and if I recall 
 correctly, the most recent osgOcean requires something later, yes? Maybe I 
 can mix and match a bit...

 But yes, it IS a reflection of the back face of the terrain.

  ~ Chris Innanen
  ~ Nonsanity

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Re: [osg-users] [osgOcean] OSGOcean reflection is not mirrored

2010-05-24 Thread Kim Bale
Hi Chris,

When you get a sec, could you post a screen shot so I see exactly
what's going on?

Cheers,

K.


On 24 May 2010 21:56, Chris Innanen f...@nonsanity.com wrote:
 Maybe I was thinking of the latest osgEarth then...

 Anyway, I made that change to add the override to the cull face setting, but 
 I still see the reflection of the underside of my landscape once I'm higher 
 than the water is deep.

 If we weren't in the process of locking down code for a demo, I'd upgrade to 
 the latest osgOcean. For now, I'll just move the land out of the ocean's 
 branch so it isn't included in the reflections. I'll come back to this 
 problem later.

 Thanks for the help, Kim. :)

  ~ Chris Innanen
  ~ Nonsanity



 Kim Bale wrote:
 Hi Chris,

 Not at all I've been using 2.8.2 for ages with osgOcean and it's been
 working fine here :)

 I think you're getting mixed up with the VBO branch which has problems
 getting along with 2.9.7

 K.



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Re: [osg-users] Create a simple river

2010-05-10 Thread Kim Bale
Hi Ruben,

I just noticed this thread. I don't suppose your student is interested
in contributing his code to the osgOcean project?

Rivers have been asked for a number of times in the past and his
approach would be a nice addition.

Regards,

Kim.


On 10 May 2010 08:13, Smelik, R.M. (Ruben) ruben.sme...@tno.nl wrote:
 Dear Daniele,

 I don't think Bruneton's research, although very impressive, is the
 simplest way to render a river :-)

 The simplest way I see is to create the OSG geometry for this river with
 some code. You would have to segment your curve/spline into small quad
 sections, use a tiling texture and let the u-coords go from 0 to
 width_of_river / texture_scale in the lateral direction and the v-coords
 along the curve itself from 0 to total_length_of_river / texture_scale.
 As the texture is tiling, you can scroll it along the river in a
 fragment shader, where you add time-dependant amount to the v-coord
 before the texture lookup. You can use osg_SimulationTime for this.

 If you're using Bezier curves, you might want to look at this
 http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf, a student of mine
 did work on rendering Bezier-curve based river networks, as an extension
 of osgOcean.

 Kind regards,

 Ruben Smelik

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mhondoz
 Sent: woensdag 5 mei 2010 13:08
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Create a simple river

 Hi,

 You may find something on creating rivers here:
 http://www-evasion.imag.fr/Membres/Eric.Bruneton/

 /Mhondoz

 On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas arj...@gmail.com
 wrote:

 Hi,

 I have to make a river. What's the simplest way?
 I think try to import animated textures with ImageSequence class but
 is it possible to map texture on a curve surface?

 thanks
 daniele

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Re: [osg-users] Create a simple river

2010-05-10 Thread Kim Bale
Hi Ruben,

Ah Quintijn yes of course, I thought I recognised the name at the top
of the poster.

 We'll start to work on this submission, it could take us some
 time to test it with the newest osgOcean revision, etc.

That would be great. With all the tools available for terrain
rendering in osg I think being able to add attractive rivers into the
mix would be a real boon.

Cheers,

Kim.



On 10 May 2010 09:06, Smelik, R.M. (Ruben) ruben.sme...@tno.nl wrote:
 Hi Kim,

 Sure, we were not yet sure whether there would be enough interest for
 this, but of course we would be happy to submit it. The student's name
 is Quintijn, he already submitted some smaller contributions to osgOcean
 before. We'll start to work on this submission, it could take us some
 time to test it with the newest osgOcean revision, etc.

 Kind regards,

 Ruben

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim
 Bale
 Sent: maandag 10 mei 2010 9:53
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] Create a simple river

 Hi Ruben,

 I just noticed this thread. I don't suppose your student is interested
 in contributing his code to the osgOcean project?

 Rivers have been asked for a number of times in the past and his
 approach would be a nice addition.

 Regards,

 Kim.


 On 10 May 2010 08:13, Smelik, R.M. (Ruben) ruben.sme...@tno.nl wrote:
 Dear Daniele,

 I don't think Bruneton's research, although very impressive, is the
 simplest way to render a river :-)

 The simplest way I see is to create the OSG geometry for this river
 with some code. You would have to segment your curve/spline into small

 quad sections, use a tiling texture and let the u-coords go from 0 to
 width_of_river / texture_scale in the lateral direction and the
 v-coords along the curve itself from 0 to total_length_of_river /
 texture_scale.
 As the texture is tiling, you can scroll it along the river in a
 fragment shader, where you add time-dependant amount to the v-coord
 before the texture lookup. You can use osg_SimulationTime for this.

 If you're using Bezier curves, you might want to look at this
 http://graphics.tudelft.nl/~ruben/PosterI3D2010.pdf, a student of mine

 did work on rendering Bezier-curve based river networks, as an
 extension of osgOcean.

 Kind regards,

 Ruben Smelik

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
 Mhondoz
 Sent: woensdag 5 mei 2010 13:08
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Create a simple river

 Hi,

 You may find something on creating rivers here:
 http://www-evasion.imag.fr/Membres/Eric.Bruneton/

 /Mhondoz

 On Wed, 05 May 2010 12:31:47 +0200, daniele argiolas
 arj...@gmail.com
 wrote:

 Hi,

 I have to make a river. What's the simplest way?
 I think try to import animated textures with ImageSequence class but
 is it possible to map texture on a curve surface?

 thanks
 daniele

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=27560#27560





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Re: [osg-users] [osgOcean] osgOcean linux bug disappeared with VBO

2010-04-26 Thread Kim Bale
Sorry, what I mean is are you using the --vbo flag or not? Or does it work
fine with both?

Cheers.

Kim.

2010/4/26 Roman Grigoriev grigor...@gosniias.ru

 I simply compile vbo branch from /branches/osgOcean-VBO and oceanexample
 works fine.

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim Bale
 Sent: Saturday, April 24, 2010 2:16 AM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] [osgOcean] osgOcean linux bug disappeared with VBO

 Hi Roman,

 Do you mean the non VBO surface in the VBO branch works? or the VBO
 version in the branch?

 Kim


 On 23 April 2010 12:49, Roman Grigoriev grigor...@gosniias.ru wrote:
  Hi,
  on fedora 12 x86 with latest nvidia with fftw3f I see perfect surface
 with
 experimental VBO branch,  but in this bug is still present when I try to
 compile from svn/trunk directory.
 
  Thank you!
 
  Cheers,
  Roman
 
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  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=27206#27206
 
 
 
 
 
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