[osg-users] Dependencies links are dead

2016-03-10 Thread Peter Wraae Marino
Hi,

The dependencies "links" are dead for VisualStudio 2013. I tried both the small 
and full and get an invalid  page.

page with links:
http://www.openscenegraph.org/index.php/download-section/dependencies

dead pages:
http://download.osgvisual.org/3rdParty_VS2013_v120_x86_x64_V9_small.7z

http://download.osgvisual.org/3rdParty_VS2013_v120_x86_x64_V9_full.7z

I think the other links are dead too.

anyone?

Thank you!

Cheers,
Peter

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Re: [osg-users] [forum] osgAnimation with bvh and model

2013-08-21 Thread Peter Wraae Marino
Hi,

I got a little further with the bvh problem. I know have a valid bvh file from 
daz3d... it appears that daz3d needs to bake the keys into it's timeline before 
exporting.

I can now successfully load the bvh file with the option solids and see the 
animation working.

So, now I'm stuck on the part that should animate the model. No animation going 
on here. This is my basic procedure:

1. I load the bvh, let's call that nodeBvh
2. I load the model, let's cal lthat nodeModel
3. I location the osgAnimation::Animation in the nodeBvh, let's call that 
nodeAnim
4. I create a new BasicAnimationManager (let's call that bamCallback) and 
register nodeAnim and call buildTargetReferrence
5. I create a group and this group gets a setUpdateCallback with bamCallback
6. I add the model to the group

note the model contains skeleton and riggeometry.

so am I missing a point?

Thank you!

Cheers,
Peter

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Re: [osg-users] [forum] osgAnimation with bvh and model

2013-08-19 Thread Peter Wraae Marino
Hi,

I'm not giving up on this (but I'm sure am tired of failing).

I can see that that the bvh reader actually plays the animation and I can add 
the option solids to the loader... this basically should show the bvh file 
animating which it doesn't:




Code:
osg::Node* createScene()
{
osgDB::ReaderWriter::Options* o = new osgDB::ReaderWriter::Options;
o-setOptionString( solids );

osg::Node* bvh = osgDB::readNodeFile( osgDB::findDataFile( test.bvh 
), o );
return bvh;
}



Something is just not right here... the poor documentation makes this even 
harder to figure out? I'm starting to think that the bvh reader is the problem.

Thank you!

Cheers,
Peter

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Re: [osg-users] [forum] osgAnimation with bvh and model

2013-08-19 Thread Peter Wraae Marino
Hi Sebastian Messerschmidt,

Thanks for your info.

it is correct that the model containing the geometry does not have the 
animation,.. this is as designed.

the bvh file contains the animation but no geometry also as designed.

I don't want geometry and animation in the same files, because I will have 
100's of bvh files that all use one character geometry. What I want is the 
ability to play what I want and blend what I want.

back to the subject at hand... I found out that the bvh file I have does not 
work well with openscenegraph, this file was exported from Daz3D. I exported a 
bvh file from 3dsmax and I got the animation to work (somewhat).

apparently there are many variations of the bvh files and openscenegraph only 
supports a subset of these. How I'm going to fix this is a good question... but 
at least now I know where the problem is.


Thank you!

Cheers,
Peter

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Re: [osg-users] [forum] osgAnimation with bvh and model

2013-08-19 Thread Peter Wraae Marino
Hi Sebastian,

The bvh file should be able to play without having to rename anything. there is 
no name matching in there. if you supply the option solids when loading they 
you will see a stick figure of the bones.

so why the bvh files doesn't animate is what I'm looking into now... 


Thank you!

Cheers,
Peter

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Re: [osg-users] [forum] osgAnimation with bvh and model

2013-08-16 Thread Peter Wraae Marino
Hi,

I'm still having problems with this.. I have saved the group node to a file 
here: http://osghelp.com/wp-content/uploads/2013/08/mymodel.osg

perhaps somebody can see why it doesn't animate.
I'm a little lost here.

Thank you!

Cheers,
Peter

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Re: [osg-users] [forum] osgAnimation with bvh and model

2013-08-16 Thread Peter Wraae Marino
Hi,

still need help:

I have tried to look only at the bvh file now, you can see the data here:
http://osghelp.com/wp-content/uploads/2013/08/testbvh.osg

here is the code that adds a little sphere to each bone, but again when I run 
this no animation. anybody!?!?


Code:
class CAddDummyObject : public osg::NodeVisitor
{
public:
CAddDummyObject() : 
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{}

void apply( osg::Node node )
{
osgAnimation::Bone* bone = 
dynamic_castosgAnimation::Bone*(node);
if ( bone )
{
osg::Sphere* shape = new osg::Sphere( osg::Vec3(0, 0, 
0), 1.0f );
osg::ShapeDrawable* d = new osg::ShapeDrawable( shape );
osg::Geode* geodeSphere = new osg::Geode;
geodeSphere-addDrawable(d);
bone-addChild( geodeSphere );
}
traverse(node);
}

};

osg::Node* createScene()
{
osg::Node* bvh = osgDB::readNodeFile( osgDB::findDataFile( test.bvh ) 
);
bvh-accept( *new CAddDummyObject );

osg::ref_ptrosgAnimation::BasicAnimationManager manager = 
dynamic_castosgAnimation::BasicAnimationManager*(bvh-getUpdateCallback());

osgAnimation::Animation* anim = manager-getAnimationList()[0];
anim-setPlayMode( osgAnimation::Animation::LOOP );
manager-playAnimation( anim );

return bvh;
}




Thank you!

Cheers,
Peter

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[osg-users] [forum] osgAnimation with bvh and model

2013-08-15 Thread Peter Wraae Marino
Hi,

I'm trying to animate a character with data from a bvh

I have tried a lot of different setups.. but none work. The osgAnimation seems 
to have what it needs to get this working, but there isn't enough documentation 
to make sense of it.

This is where I am at now:


Code:

osg::Node* createScene()
{
// convenience variables
osg::Node* bvh = osgDB::readNodeFile( osgDB::findDataFile( test.bvh ) 
);
osg::Node* model = osgDB::readNodeFile( osgDB::findDataFile( test.dae 
) );
osgAnimation::BasicAnimationManager* manager = new 
osgAnimation::BasicAnimationManager;

// get animation from bvh
osgAnimation::AnimationManagerBase* animationManager = 
dynamic_castosgAnimation::AnimationManagerBase*(bvh-getUpdateCallback());
osgAnimation::Animation* anim = animationManager-getAnimationList()[0];
anim-setPlayMode( osgAnimation::Animation::LOOP );

osg::Group* group = new osg::Group;
group-setUpdateCallback( manager );
group-addChild( model );

manager-registerAnimation(anim);
manager-buildTargetReference();
manager-playAnimation( anim );

return group;
}




The BVH contains Skeleton and Bones
The Model contains Skeleton, Bones, RigGeometry

so,.. what I basically do is create my own BasicAnimationManager extract the 
animation from bvh and register it.

I can see the character clearly being render, but with no animation.

Am I missing something?

Thank you!

Cheers,
Peter

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[osg-users] [forum] Android - NDK Compiling fails

2013-07-25 Thread Peter Wraae Marino
Hi,

This has been a long process trying to get android to work with OpenSceneGraph 
and I'm still not there.

Some Info:

Windows 7
OpenSceneGraph 3.2


Where I'm at:

OpenSceneGraph 3.2 compiled/links ok.

Now I'm trying to run ndk-make in the JNI directory for the 
osgAndroidExampleGLES2 and it fails here. 100's of errors that look like this:

C:/Android/android-ndk-r8e/toolchains/arm-linux-androideabi-4.6/prebuilt/windows/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-androideabi/bin/
ld.exe: 
C:\Android\OpenSceneGraph-3.2\osginstall/obj/local/armeabi/libosg.a(Notify.o): 
in function vtable for osg::NotifyStreamBuffer:Notify.cpp(.data.rel.ro._Z
TVN3osg18NotifyStreamBufferE+0x3c): error: undefined reference to 
'std::basic_stringbufchar, std::char_traitschar, std::allocatorchar 
::overflow(int)'
collect2: ld returned 1 exit status

this of course looks like the famous stl problem mentioned on this forum with 
10 different ways to solve it. I tried all 10 ways putting the -lgnustl-static 
in the LOCAL_LDLIBS and/or in the LOCAL_LDFLAGS as mention in different 
forums... no success.

I'm kinda' stumped and do not know how I should proceed to solve this problem.

Thank you!

Cheers,
Peter

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Re: [osg-users] [forum] Android - NDK Compiling fails

2013-07-25 Thread Peter Wraae Marino
sure here it is... but like i mentioned i tried many different combinations 
also the one you described.


Code:
LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE:= osgNativeLib
### Main Install dir
OSG_ANDROID_DIR := C:\Android\OpenSceneGraph-3.2\osginstall
LIBDIR  := $(OSG_ANDROID_DIR)/obj/local/armeabi

ifeq ($(TARGET_ARCH_ABI),armeabi-v7a)
LOCAL_ARM_NEON  := true
LIBDIR  := $(OSG_ANDROID_DIR)/obj/local/armeabi-v7a
endif

### Add all source file names to be included in lib separated by a whitespace

LOCAL_C_INCLUDES:= $(OSG_ANDROID_DIR)/include
LOCAL_CFLAGS:= -Werror -fno-short-enums
LOCAL_CPPFLAGS  := -DOSG_LIBRARY_STATIC 

### which one, I would think the static, but some people in the forum say the 
shared.. makes no sense?... libgnustl_shared lgnustl_static
LOCAL_LDLIBS:= -llog -lGLESv2 -ldl -lz -lgnustl_static
LOCAL_SRC_FILES := osgNativeLib.cpp OsgMainApp.cpp OsgAndroidNotifyHandler.cpp
LOCAL_LDFLAGS   := -L $(LIBDIR) \
-losgdb_dds \
-losgdb_openflight \
-losgdb_tga \
-losgdb_rgb \
-losgdb_osgterrain \
-losgdb_osg \
-losgdb_ive \
-losgdb_deprecated_osgviewer \
-losgdb_deprecated_osgvolume \
-losgdb_deprecated_osgtext \
-losgdb_deprecated_osgterrain \
-losgdb_deprecated_osgsim \
-losgdb_deprecated_osgshadow \
-losgdb_deprecated_osgparticle \
-losgdb_deprecated_osgfx \
-losgdb_deprecated_osganimation \
-losgdb_deprecated_osg \
-losgdb_serializers_osgvolume \
-losgdb_serializers_osgtext \
-losgdb_serializers_osgterrain \
-losgdb_serializers_osgsim \
-losgdb_serializers_osgshadow \
-losgdb_serializers_osgparticle \
-losgdb_serializers_osgmanipulator \
-losgdb_serializers_osgfx \
-losgdb_serializers_osganimation \
-losgdb_serializers_osg \
-losgViewer \
-losgVolume \
-losgTerrain \
-losgText \
-losgShadow \
-losgSim \
-losgParticle \
-losgManipulator \
-losgGA \
-losgFX \
-losgDB \
-losgAnimation \
-losgUtil \
-losg \
-lOpenThreads

include $(BUILD_SHARED_LIBRARY)




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Re: [osg-users] [forum] Android - NDK Compiling fails

2013-07-25 Thread Peter Wraae Marino
Hi Jordi,

that worked!

thanks it only needs to be more generic and perhaps committed to the 
repository.. it seems that everybody gets stuck here.

thanks,
Peter



Jordi Torres wrote:
 Try this:
 
 LOCAL_LDLIBS    := -llog -lGLESv2 -ldl -lz 
 /path-to-your-android-ndk-r8e/sources/cxx-stl/gnu-libstdc++/4.6/libs/armeabi-v7a/libgnustl_static.a
 
 
 I think it should be enough. 
 
 
 
 2013/7/25 Peter Wraae Marino  ()
 
   sure here it is... but like i mentioned i tried many different 
  combinations also the one you described.
  
  
  Code:
  LOCAL_PATH := $(call my-dir)
  
  include $(CLEAR_VARS)
  
  LOCAL_MODULE    := osgNativeLib
  ### Main Install dir
  OSG_ANDROID_DIR := C:AndroidOpenSceneGraph-3.2osginstall
  LIBDIR                  := $(OSG_ANDROID_DIR)/obj/local/armeabi
  
  ifeq ($(TARGET_ARCH_ABI),armeabi-v7a)
          LOCAL_ARM_NEON  := true
          LIBDIR                  := $(OSG_ANDROID_DIR)/obj/local/armeabi-v7a
  endif
  
  ### Add all source file names to be included in lib separated by a 
  whitespace
  
  LOCAL_C_INCLUDES:= $(OSG_ANDROID_DIR)/include
  LOCAL_CFLAGS    := -Werror -fno-short-enums
  LOCAL_CPPFLAGS  := -DOSG_LIBRARY_STATIC
  
  ### which one, I would think the static, but some people in the forum say 
  the shared.. makes no sense?... libgnustl_shared lgnustl_static
  LOCAL_LDLIBS    := -llog -lGLESv2 -ldl -lz -lgnustl_static
  LOCAL_SRC_FILES := osgNativeLib.cpp OsgMainApp.cpp 
  OsgAndroidNotifyHandler.cpp
  LOCAL_LDFLAGS   := -L $(LIBDIR) 
  -losgdb_dds 
  -losgdb_openflight 
  -losgdb_tga 
  -losgdb_rgb 
  -losgdb_osgterrain 
  -losgdb_osg 
  -losgdb_ive 
  -losgdb_deprecated_osgviewer 
  -losgdb_deprecated_osgvolume 
  -losgdb_deprecated_osgtext 
  -losgdb_deprecated_osgterrain 
  -losgdb_deprecated_osgsim 
  -losgdb_deprecated_osgshadow 
  -losgdb_deprecated_osgparticle 
  -losgdb_deprecated_osgfx 
  -losgdb_deprecated_osganimation 
  -losgdb_deprecated_osg 
  -losgdb_serializers_osgvolume 
  -losgdb_serializers_osgtext 
  -losgdb_serializers_osgterrain 
  -losgdb_serializers_osgsim 
  -losgdb_serializers_osgshadow 
  -losgdb_serializers_osgparticle 
  -losgdb_serializers_osgmanipulator 
  -losgdb_serializers_osgfx 
  -losgdb_serializers_osganimation 
  -losgdb_serializers_osg 
  -losgViewer 
  -losgVolume 
  -losgTerrain 
  -losgText 
  -losgShadow 
  -losgSim 
  -losgParticle 
  -losgManipulator 
  -losgGA 
  -losgFX 
  -losgDB 
  -losgAnimation 
  -losgUtil 
  -losg 
  -lOpenThreads
  
  include $(BUILD_SHARED_LIBRARY)
  
  
  
  
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Re: [osg-users] [forum] Android - NDK Compiling fails

2013-07-25 Thread Peter Wraae Marino
Hi Jordi,

a little follow up:

this is what it does when it works:

C:\Android\OpenSceneGraph-3.2\examples\osgAndroidExampleGLES2\jnindk-build
Compile++ thumb : osgNativeLib = osgNativeLib.cpp
Compile++ thumb : osgNativeLib = OsgMainApp.cpp
Compile++ thumb : osgNativeLib = OsgAndroidNotifyHandler.cpp
SharedLibrary  : libosgNativeLib.so
Install: libosgNativeLib.so = libs/armeabi/libosgNativeLib.so
Compile++ thumb : osgNativeLib = osgNativeLib.cpp
Compile++ thumb : osgNativeLib = OsgMainApp.cpp
Compile++ thumb : osgNativeLib = OsgAndroidNotifyHandler.cpp
SharedLibrary  : libosgNativeLib.so
Install: libosgNativeLib.so = libs/armeabi-v7a/libosgNativeLib.so


what I do not understand is why is it creating the dynamic libraries and not 
the static... the documentation says we should be working with the static. Is 
there something wrong or is everything as it should be?

Thank you!

Cheers,
Peter

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Re: [osg-users] [forum] Android with Openscenegraph3.2

2013-07-24 Thread Peter Wraae Marino
Hi Robert,

I just updated openscenegraph3.2 and everything compiles fine for th android:

== Build: 1 succeeded, 0 failed, 2 up-to-date, 2 skipped ==

now on to the ndk and adt part.

thanks for the fix,
Peter




robertosfield wrote:
 On 23 July 2013 16:21, Robert Osfield  () wrote:
 
   Do you know if Android supports the Posix API that the non Win32 path 
  uses?  If so I can checkin the NOT ANDROID and cross my fingers that it'll 
  work.
  
  
 
 Rather than wait I've looked up the various #include that the osc non Win32 
 path uses and these headers all seem to appear in various Android sources so 
 I'm hopefully it'll work.  I've check in the AND NOT ANDROID to svn/trunk and 
 the OSG-3.2 branch.
 
 Could you test out the OSG-3.2 branch and let me know how you get on.
 
 Cheers,
 Robert.
 
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Re: [osg-users] [forum] Android with Openscenegraph3.2

2013-07-24 Thread Peter Wraae Marino
Hi,

a little unsure if I should now create a new topic?

ADT: When creating a new android project with existing files and using the 
osgAndroidExampleGLES2 the first thing that appears in the ADT is:

[2013-07-24 08:40:27 - Unable to launch cygpath. Is Cygwin on the path?] 
java.io.IOException: Cannot run program cygpath: CreateProcess error=2, The 
system cannot find the file specified
[2013-07-24 08:41:36 - osgViewer] Unable to resolve target 'android-8'

the strange part is that I do not have cygwin on my computer and as I 
understand it... it isn't necessary to get an Android project working or am 
I wrong?

Thank you!

Cheers,
Peter

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[osg-users] [forum] Android with Openscenegraph3.2

2013-07-23 Thread Peter Wraae Marino
Hi,

when compiling for android with oopenscenegraph 3.2 i get this error:

C:/Android/OpenSceneGraph-3.2/src/osgPlugins/osc/ip/win32/NetworkingUtils.cpp:32:77:
 fatal error: winsock2.h: No such file or directory


where do I remove or fix this?

Thank you!

Cheers,
Peter

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Re: [osg-users] [forum] Android with Openscenegraph3.2

2013-07-23 Thread Peter Wraae Marino
Hi Robert,

I'm at home now and will first be at work tomorrow to test it.. sorry.

regards,
Peter


robertosfield wrote:
 Hi Peter.
 
 On 23 July 2013 14:52, Peter Wraae Marino  () wrote:
 
   when compiling for android with oopenscenegraph 3.2 i get this error:
  
  C:/Android/OpenSceneGraph-3.2/src/osgPlugins/osc/ip/win32/NetworkingUtils.cpp:32:77:
   fatal error: winsock2.h: No such file or directory
  
  
  where do I remove or fix this?
  
 
 
 Are posix API's available under Android?  If so we should be able to change 
 the osc/CMakeLists.txt to select the non Win32 part.  The part of the 
 osc/CMakeLists.txt of interest is:
 
 if(WIN32)
     SET(TARGET_SRC
     ${TARGET_SRC}
     ip/win32/NetworkingUtils.cpp 
     ip/win32/UdpSocket.cpp
     )
     SET(TARGET_EXTERNAL_LIBRARIES 
 ${TARGET_EXTERNAL_LIBRARIES};Ws2_32.lib;winmm)
 ELSE()
     SET(TARGET_SRC
     ${TARGET_SRC}
     ip/posix/NetworkingUtils.cpp 
     ip/posix/UdpSocket.cpp
     )
 ENDIF()
 
 replacing the IF(WIN32) with:
 
 IF(WIN32 AND NOT ANDROID)
 
 Might be sufficient, could you try this?  If this works I'll check this 
 change into OSG-3.2 branch and svn/trunk.  A quick turnaround on this will 
 allow me to roll this in the next release candidate that I'll be making this 
 afternoon.
 
 Cheers,
 Robert.
 
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Re: [osg-users] particles

2013-04-11 Thread Peter Wraae Marino
Hi,

does anyone know whay the particlesystem.org is dead? has it moved?

Thank you!

Cheers,
Peter

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Re: [osg-users] Explosion Effect removal

2013-04-04 Thread Peter Wraae Marino
Hi,

can see this was posted in 2011... and no reply.

well,... i have the same question? is there a flag we can set or do we really 
need to poll the particle system if it's alive and remove it ourselves?

Thank you!

Cheers,
Peter

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Re: [osg-users] osgParticle restart...

2013-04-04 Thread Peter Wraae Marino
Hi,

I think this is a really good question. Right now I'm just creating new 
instances and I would really like to a have a pool of instances for better 
performance.

I can see this question was asked in 2010... can anyone answer this question?

Thank you!

Cheers,
Peter

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Re: [osg-users] particles

2013-03-29 Thread Peter Wraae Marino
Hi,

apparently nobody has an answer. 

I have tried to follow the links supplied in the code for 
David McAllister's Particle System API at http://www.particlesystems.org, but 
it seems that this site is dead... so documentation for the particle system 
used by osg is almost non existent.

Thank you!

Cheers,
Peter

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Re: [osg-users] particles

2013-03-18 Thread Peter Wraae Marino
Hi hybr,

smoke trails isn't what I want. It extrudes the  particles. 

right now I have create a simple particle system of my own which throws out 
particles like an explosion and I create 5-10 osg particle systems and set the 
placer's for these. This works,.. but is kinda heavy duty way of doing it.

It would be nice if I could connect a particle system to a particle in osg and 
was optimized for it. This would create a more realistic debris explosion. 

Thank you!

Cheers,
Peter

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[osg-users] particles

2013-03-15 Thread Peter Wraae Marino
Hi,


Is there a way to create particles from particles position?

let me explain... I would like to create an explosion with debris. The way I 
would create it is one particle system shooting particles that represent debris 
and another particle system creating smoke as the debris is flying (at the 
position of the first particle systems debris particle).

I know this might sound confusing. If it isn't understood then ask and I'll 
create a longer message.

Thank you!

Cheers,
Peter

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[osg-users] Qt version for osg 3.0.1

2013-03-06 Thread Peter Wraae Marino
Hi,

Where can I find information about which Qt version is working with osg 3.0.1?

Thank you!

Cheers,
Peter

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Re: [osg-users] Qt version for osg 3.0.1

2013-03-06 Thread Peter Wraae Marino

robertson1 wrote:
 Hi,
 
 I've had no problems using Qt4.8 with 3.0.1, (Qt 5 wont work with it though).
 
 Cheers,
 
 jamie


thanks.. I know that that Qt4.8 works... but my question was where can I see 
what version works with what I tried to use Qt5 and run into a bunch of 
problems... I would have like to save a days work if I can just read what 
version works with what.

regards,
Peter

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[osg-users] [build] wrong libraries used in debug version for QT

2013-03-06 Thread Peter Wraae Marino
Hi,

fyi:

The osgviewerQt debug build is using release version of QT, which results in 
failure when you start the application. I change the libraries to debug and all 
looks well.

info:

OS: Windows 7
OSG: 3.0.1


Thank you!

Cheers,
Peter

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[osg-users] [ANN] osgHelp website online

2012-12-19 Thread Peter Wraae Marino
Hello dear OSG-community,

finally got around putting the osgHelp site back online. see it here:
http://osghelp.com/


Best regards,
Peter

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[osg-users] kdTree and sphere intersection

2011-11-16 Thread Peter Wraae Marino
Hi,

I have create a sphereintersector which works fine, but goes through all 
triangles on the geometry.

I would like to use the kdTree to help me to do a sphere - triangle 
intersection tests on as few triangles as possible.

Is this possible? When I look at the kdTree object it looks like it is 
hardcoded to handle only line segments?

anyone have some comments on this?

Thank you!

Cheers,
Peter

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[osg-users] [forum] bug in ShapeDrawable.cpp

2011-11-11 Thread Peter Wraae Marino
Hi,

void PrimitiveShapeVisitor::createCylinderBody(unsigned int numSegments, float 
radius, float height, const osg::Matrix matrix)

has a bug.. it doesn't transform the last two points:

 // do last point by hand to ensure no round off errors.
_functor.vertex(osg::Vec3(r,0.0f,topz));
_functor.vertex(osg::Vec3(r,0.0f,basez));

missing * matrix

osg version 2.8.3

Thank you!

Cheers,
Peter

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[osg-users] Polytope

2011-09-29 Thread Peter Wraae Marino
Hi,

I just started to use the polytope and polytopeintersect and have some  results 
I did not expect.

In the code there are 3 cases that creates an osg::Box which is the cube I want 
to intersect with the plane. The 3 cases have each a different solution, where 
I expect them all to have the same solution which is 4 intersections. There is 
a comment next to each osg::Box being created.. can someone explain to me why I 
don't get 4 intersections in all cases? the only difference in each case is 
that I create the box in a different location.

here is the code:


Code:

#include stdafx.h
#include osg/group
#include osg/geometry
#include osgViewer/Viewer
#include osg/Polytope
#include osg/ShapeDrawable
#include osgUtil/PolytopeIntersector
#include osg/shape
#include iostream

osg::Group* createScene()
{
osg::Group* root = new osg::Group;

// create group for objects we want to collide against
osg::Group* pGroup = new osg::Group;
root-addChild( pGroup );

osg::Geometry* pTest = osg::createTexturedQuadGeometry( 
osg::Vec3(-2.0f,-2.0f,0.0), 
osg::Vec3(4.0f,0.0f,0.0), 
osg::Vec3(0.0f,4.0f,0.0f) );
osg::Geode* pGeodeTest = new osg::Geode;
pGeodeTest-addDrawable( pTest );
pGroup-addChild( pGeodeTest );

// create a cube
osg::Geode* pGeode = new osg::Geode;

//osg::ShapeDrawable* pShape = new osg::ShapeDrawable( new 
osg::Box(osg::Vec3(0.0f,0.0f,0.0f),0.2f) );  // 4 intersections, but 2 of them 
in the same place (not expected)
//osg::ShapeDrawable* pShape = new osg::ShapeDrawable( new 
osg::Box(osg::Vec3(0.2f,0.0f,0.0f),0.2f) );  // only two intersections (not 
expected)
osg::ShapeDrawable* pShape = new osg::ShapeDrawable( new 
osg::Box(osg::Vec3(0.5f,0.0f,0.0f),0.2f) );  // 4 intersections (expected)

pShape-setColor( osg::Vec4( 0,1,0,1 ) );
pGeode-addDrawable( pShape );
root-addChild( pGeode );

osg::Polytope* p = new osg::Polytope;
p-setToBoundingBox( pGeode-getBoundingBox() );

osgUtil::PolytopeIntersector* intersector = new 
osgUtil::PolytopeIntersector( osgUtil::Intersector::MODEL, *p );
osgUtil::IntersectionVisitor* iv = new osgUtil::IntersectionVisitor;
iv-setIntersector( intersector );

pGroup-accept( *iv );

if ( iv-getIntersector()-containsIntersections() )
{
std::cout  COUNT:   
intersector-getIntersections().size()  std::endl;
std::cout  FIRST COUNT:   
intersector-getFirstIntersection().numIntersectionPoints  std::endl;

osgUtil::PolytopeIntersector::Intersection firstIntersection = 
intersector-getFirstIntersection();

for ( unsigned int i=0; 
ifirstIntersection.numIntersectionPoints; i++ )
{
osg::Vec3 pos = firstIntersection.intersectionPoints[i];

std::cout  POS   i  :   pos.x()  ,   
pos.y()  ,   pos.z()  std::endl;
std::cout  max dist   
firstIntersection.maxDistance  std::endl;
std::cout  distance   firstIntersection.distance 
 std::endl;

osg::Geode* pGeode = new osg::Geode;
osg::ShapeDrawable* pTestSphere = new 
osg::ShapeDrawable( new osg::Sphere(pos,0.02f) );
pTestSphere-setColor( osg::Vec4(1,0,0,1) );
pGeode-addDrawable( pTestSphere );
root-addChild( pGeode );
}
}

return root;
}

int _tmain(int argc, _TCHAR* argv[])
{
// construct the viewer
osg::ref_ptrosgViewer::Viewer rViewer = new osgViewer::Viewer;

rViewer-setUpViewInWindow( 32, 32, 800, 600 );

rViewer-setSceneData( createScene() );

return rViewer-run();
}






Thank you!

Cheers,
Peter

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Re: [osg-users] flt file not working

2011-03-25 Thread Peter Wraae Marino
Hej Andreas,

the test.flt comes from TerraVista export :(

regards,
Peter

On Fri, Mar 25, 2011 at 12:28 PM, Andreas Ekstrand 
andreas.ekstr...@remograph.com wrote:

  Hi Peter,

 I think your FLT file is invalid. There doesn't seem to be any push record
 between the header node with its ancillary records and the following group
 node. Where does test.flt come from?

 Regards,
 Andreas Ekstrand



 On 2011-03-25 11:45, Peter Wraae Marino wrote:

 Hej osgUsers,

  I have attached an flt file which will not load with osgviewer.
 I have also tried to convert it to a .osg file and it becomes:
  Group {
   name db
   nodeMask 0x
   cullingActive TRUE
 }

  which is pretty much empty?

  we are using osg version 2.8.3 on windows 7
 the flt file loads fine in a terravista buildt in viewer and polytrans.

  any ideas why it doesn't work with osgviewer?

  regards,
 Peter

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[osg-users] depthbuffer question

2010-09-21 Thread Peter Wraae Marino
Hi osgUsers,

I've been trying to read some values from the DepthBuffer and I don't seem
to get what I would expect. Here is a cut down version of my code (should be
able to run):

class CTestDrawCallback : public osg::Camera::DrawCallback
{
public:
void operator()( const osg::Camera cam ) const
{
osg::Image* pTest = new osg::Image;
pTest-readPixels( 256,256,1,1, GL_DEPTH_COMPONENT, GL_FLOAT );
float f = (*(float*)pTest-data());

osg::notify(osg::ALWAYS) 
f =   f 
std::endl;
}
};

osg::Node* CreateScene()
{
osg::Group* pGroup = new osg::Group;

osg::Geode* pGeode = new osg::Geode();
pGeode-addDrawable( new osg::ShapeDrawable( new
osg::Box(osg::Vec3(0.0f,0.0f,0.0f),2.0f) ) );
pGroup-addChild( pGeode );

return pGroup;
}

int _tmain(int argc, _TCHAR* argv[])
{
osg::ref_ptrosgViewer::Viewer rViewer;

// construct the viewer
rViewer = new osgViewer::Viewer;

// make the viewer create a 512x512 window and position it at 32, 32
rViewer-setUpViewInWindow( 32, 32, 512, 512 );

// set the scene-graph data the viewer will render
rViewer-setSceneData( CreateScene() );

rViewer-getCamera()-setPostDrawCallback( new CTestDrawCallback );

// execute main loop
return rViewer-run();
}


I get a value of 0.0642448 and this is not what I expect.
I would expect that the near and far plane are automatically computed to fit
the box, which should mean the near plane is collinear with front of the
box.. which should result with a value of 0

can someone explain to me what I'm doing wrong?

regards,
Peter Wraae Marino

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Re: [osg-users] depthbuffer question

2010-09-21 Thread Peter Wraae Marino
Hi Ulrich,

on an earlier test of the near and far plane we saw a difference of the far
and near plane values to be the size of the box.. so I assumed that the near
and far is computed to fit the objects in the scene.

or is this wrong?

Peter

On Tue, Sep 21, 2010 at 2:12 PM, Ulrich Hertlein u.hertl...@sandbox.dewrote:

 Hi Peter,

 On 21/09/10 21:52 , Peter Wraae Marino wrote:
  I've been trying to read some values from the DepthBuffer and I don't
 seem to get what I
  would expect. Here is a cut down version of my code (should be able to
 run):
 ...
  I get a value of 0.0642448 and this is not what I expect.
  I would expect that the near and far plane are automatically computed to
 fit the box,
  which should mean the near plane is collinear with front of the box..
 which should result
  with a value of 0
 
  can someone explain to me what I'm doing wrong?

 The auto-computed near/far planes would fit the bounding sphere around the
 box, which is
 larger than the box itself.  Would that fit?  Maybe you're assumptions are
 off?

 Cheers,
 /ulrich

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[osg-users] osgText::Text and screen

2010-07-27 Thread Peter Wraae Marino
Hi osgUsers,

I'm trying to create a gui and would like to have my coordinates system 0, 0
at the upper, left of the screen. To do this I decided to create a matrix
that has an ortho view as follows:

osg::Matrix::ortho2D( 0, viewW, viewH, 0)
where viewH is bottom and top has zero

This works great when drawing my gui stuff.. but when I use osgText::Text as
follows:

m_rText = new osgText::Text;
m_rText-setAxisAlignment( osgText::Text::SCREEN );

the text is at the correct position, but is upside down. I've searched the
osgText if it was possible to set the drawing direction, but couldn't find
anything.

is there a way to solve this?

I would really like to avoid having to use a osg::Matrix::ortho2D( 0, viewW,
0, viewH ), because this would mean that all my gui components would have to
compensate for the viewH and reverse direction.

any suggestions?,

Peter Wraae Marino


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Re: [osg-users] osgText::Text and screen

2010-07-27 Thread Peter Wraae Marino
Hi Robert,

I've removed the AxisAlignment... the text is the same.
the reason for it being upside down is because of my
ortho matrix.. I've set bottom to the pixel height of the view and top to
zero.
this way I get a coordinate system for the gui that is in the upper, left

regards,
Peter

On Tue, Jul 27, 2010 at 11:27 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Peter,

 If you are using an orthographic projection then you will just need to
 align the text to the XY plane, which is the default, there is no need
 to set the AxisAlignment to SCREEN.   It's likely upside down as
 you've inverted the coordinates w.r.t OpenGL.

 Robert.

 On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino
 marino.pe...@gmail.com wrote:
  Hi osgUsers,
  I'm trying to create a gui and would like to have my coordinates system
 0, 0
  at the upper, left of the screen. To do this I decided to create a matrix
  that has an ortho view as follows:
  osg::Matrix::ortho2D( 0, viewW, viewH, 0)
  where viewH is bottom and top has zero
  This works great when drawing my gui stuff.. but when I use osgText::Text
 as
  follows:
  m_rText = new osgText::Text;
  m_rText-setAxisAlignment( osgText::Text::SCREEN );
  the text is at the correct position, but is upside down. I've searched
 the
  osgText if it was possible to set the drawing direction, but couldn't
 find
  anything.
  is there a way to solve this?
  I would really like to avoid having to use a osg::Matrix::ortho2D( 0,
 viewW,
  0, viewH ), because this would mean that all my gui components would have
 to
  compensate for the viewH and reverse direction.
  any suggestions?,
  Peter Wraae Marino
 
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Re: [osg-users] osgText::Text and screen

2010-07-27 Thread Peter Wraae Marino
Hi Robert,

yep..  did that .. .did a -1 scaling on the y-axis... works like a charm
now.

thanks,
Peter

On Tue, Jul 27, 2010 at 1:43 PM, Robert Osfield robert.osfi...@gmail.comwrote:

 Hi Peter,

 Try flipping the view matrix.

 Robert.

 On Tue, Jul 27, 2010 at 11:31 AM, Peter Wraae Marino
 marino.pe...@gmail.com wrote:
  Hi Robert,
  I've removed the AxisAlignment... the text is the same.
  the reason for it being upside down is because of my
  ortho matrix.. I've set bottom to the pixel height of the view and top to
  zero.
  this way I get a coordinate system for the gui that is in the upper, left
  regards,
  Peter
  On Tue, Jul 27, 2010 at 11:27 AM, Robert Osfield 
 robert.osfi...@gmail.com
  wrote:
 
  Hi Peter,
 
  If you are using an orthographic projection then you will just need to
  align the text to the XY plane, which is the default, there is no need
  to set the AxisAlignment to SCREEN.   It's likely upside down as
  you've inverted the coordinates w.r.t OpenGL.
 
  Robert.
 
  On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino
  marino.pe...@gmail.com wrote:
   Hi osgUsers,
   I'm trying to create a gui and would like to have my coordinates
 system
   0, 0
   at the upper, left of the screen. To do this I decided to create a
   matrix
   that has an ortho view as follows:
   osg::Matrix::ortho2D( 0, viewW, viewH, 0)
   where viewH is bottom and top has zero
   This works great when drawing my gui stuff.. but when I use
   osgText::Text as
   follows:
   m_rText = new osgText::Text;
   m_rText-setAxisAlignment( osgText::Text::SCREEN );
   the text is at the correct position, but is upside down. I've searched
   the
   osgText if it was possible to set the drawing direction, but couldn't
   find
   anything.
   is there a way to solve this?
   I would really like to avoid having to use a osg::Matrix::ortho2D( 0,
   viewW,
   0, viewH ), because this would mean that all my gui components would
   have to
   compensate for the viewH and reverse direction.
   any suggestions?,
   Peter Wraae Marino
  
   --
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[osg-users] using camera for intersection

2010-06-22 Thread Peter Wraae Marino
Hi osgUsers,

We have created huge forests using shapefiles to preprocess textures with
positions where trees should be located.
Then we instance all the trees using a shader, this works very well and we
can have over 10 trees without any
framerate drop.

Because all the trees are instanced on the GPU we have no way of using
intersection, because the geometry doesn't
really exist. To solve this problem we decided to use a camera as a form of
intersection. By setting the camera at a
certain location and pointing it in the direction you want to intersect we
render the scene, but instead of rendering an
image of the scene we use a shader to save the positions for everything
rendered, then we do a simple inverse view matrix
on the position in the texture (center position) and we have a collision
hitpoint in world coordinates. This works very well
too, but but but because the camera is in it's own thread
(multithreading) we are always a frame or two out of sync. So
this is not a good solution for realtime :(  we could of course change to
single threaded,,.. by why?

Is there another method of intersecting with instanced geometry in the GPU?

any suggestions,
anyone,
regards,
Peter Wraae Marino

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Re: [osg-users] using camera for intersection

2010-06-22 Thread Peter Wraae Marino
Hi Robert,

I could use the osgUtil::Intersector and create a relationship to the
texture (that contains the positions of the trees) and do some kind of
lookup. This would give me a rough estimation if there is a intersection. If
I want to test between two branches on the same tree then there should be no
intersection with that tree but with whatever is behind it. The camera
method solves this problem.

I have attached an image to clarify how the trees are rendered.. They are
quads with images of the trees and we need to intersect with the tree and
not the quad.

regards,
Peter

On Tue, Jun 22, 2010 at 10:34 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi Peter,

 I would use a custom osgUtil::Intersector/IntersectionVisitor  that
 knows about your custom use of osg::Geometry and do all the work on
 the CPU.  Using the GPU for intersections requires a round trip to the
 GPU which is very expensive which will totally dominate the actual
 cost of the intersection.

 Robert.

 On Tue, Jun 22, 2010 at 8:30 AM, Peter Wraae Marino
 marino.pe...@gmail.com wrote:
  Hi osgUsers,
  We have created huge forests using shapefiles to preprocess textures with
  positions where trees should be located.
  Then we instance all the trees using a shader, this works very well and
 we
  can have over 10 trees without any
  framerate drop.
  Because all the trees are instanced on the GPU we have no way of using
  intersection, because the geometry doesn't
  really exist. To solve this problem we decided to use a camera as a form
 of
  intersection. By setting the camera at a
  certain location and pointing it in the direction you want to intersect
 we
  render the scene, but instead of rendering an
  image of the scene we use a shader to save the positions for everything
  rendered, then we do a simple inverse view matrix
  on the position in the texture (center position) and we have a collision
  hitpoint in world coordinates. This works very well
  too, but but but because the camera is in it's own thread
  (multithreading) we are always a frame or two out of sync. So
  this is not a good solution for realtime :(  we could of course change to
  single threaded,,.. by why?
  Is there another method of intersecting with instanced geometry in the
 GPU?
  any suggestions,
  anyone,
  regards,
  Peter Wraae Marino
 
  --
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  Power Tumbling: http://www.powertumbling.dk
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Re: [osg-users] glow

2010-02-22 Thread Peter Wraae Marino
Hi Nick,

there are many types of glows?
I have created this god ray postfilter effect,
you can see it here: http://www.youtube.com/watch?v=GFwhqxZz6qg

is this what you are looking for?

Peter Wraae Marino


On Thu, Feb 11, 2010 at 9:55 AM, Trajce Nikolov nikolov.tra...@gmail.com
wrote:
 Hi Community,
 has anyone experimented with  glow effect? I have spent some time with
 research and I found only implementation as image post processing that
 requires having your scene rendered into a frame buffer. I dont like this
 way though, so I am looking for some alternative. Please let me know
 Thanks
 -Nick

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Re: [osg-users] glow

2010-02-22 Thread Peter Wraae Marino
Hi Nick,

there are many types of glows?
I have created this god ray postfilter effect,
you can see it here: http://www.youtube.com/watch?v=GFwhqxZz6qg

is this what you are looking for?

Peter Wraae Marino

On Thu, Feb 11, 2010 at 9:55 AM, Trajce Nikolov nikolov.tra...@gmail.comwrote:

 Hi Community,

 has anyone experimented with  glow effect? I have spent some time with
 research and I found only implementation as image post processing that
 requires having your scene rendered into a frame buffer. I dont like this
 way though, so I am looking for some alternative. Please let me know

 Thanks
 -Nick

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Re: [osg-users] osg::TextureCubeMap and HDR

2010-01-12 Thread Peter Wraae Marino
Hi David,

i have a very new graphics card that supports floating point textures.

Peter

On Mon, Jan 11, 2010 at 4:45 PM, David Spilling
david.spill...@gmail.com wrote:
 Dear Peter,

 I think that some (older) graphics cards support floating point 2D textures,
 but not cube maps.

 I'm also aware that even if you do support floating point cube maps, many
 older cards can't do interpolation on them. Can you turn it to GL_NEAREST
 and see if that makes a difference?

 Regards,

 David


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Re: [osg-users] osg::TextureCubeMap and HDR

2010-01-12 Thread Peter Wraae Marino
Hi osgUsers,

followup:

been debugging the texturecubemap because it seems like it was the sinner.
my debugging has brought forth that the texture given must be squared
for cube-maps
.. i did not know that.. the texturecubemap does some rescaling and when it does
this it destroys all hdr values. Apparently the rescalling the
texturecubemap uses
 can't handle textures with floats.

is this correct?

Peter Wraae Marino

On Fri, Jan 8, 2010 at 2:22 PM, Peter Wraae Marino osgh...@gmail.com wrote:
 Hi osgUsers,

 I've been doing some testing on HDR with a backdrop with a .hdr image
 using osg::Texture2D for the backdrop works great.. really nice HDR effects.

 using osg::TextureCubeMap results with textures loosing values over 1.0
 and resulting with a rainbow effect of colors in those areas

 in short:

 this doesn't work:
        osg::TextureCubeMap* texture = new osg::TextureCubeMap;
        osg::Image* pImage = osgDB::readImageFile(vinesunset.hdr);

        texture-setInternalFormat( GL_RGB16F_ARB );
        texture-setResizeNonPowerOfTwoHint(false);

        texture-setImage( 0, pImage );
        texture-setImage( 1, pImage );
        texture-setImage( 2, pImage );
        texture-setImage( 3, pImage );
        texture-setImage( 4, pImage );
        texture-setImage( 5, pImage );

 this works:
        osg::ref_ptrosg::Texture2D texture = new osg::Texture2D(
 osgDB::readImageFile(vinesunset.hdr) );
        texture-setInternalFormat( GL_RGB16F_ARB );
        texture-setResizeNonPowerOfTwoHint(false);

        texture-setImage( pImage );

 can anyone spot what I'm missing?

 --
 Regards,
 Peter Wraae Marino

 www.osghelp.com - OpenSceneGraph support site




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Re: [osg-users] osg::TextureCubeMap and HDR

2010-01-12 Thread Peter Wraae Marino
Hi Robert,

yes.. just completed the test now.. and using squared hdr textures does work.

regards,
Peter Wraae Marino


On Tue, Jan 12, 2010 at 10:06 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
 Hi Peter,

 The scaling is done with glu and it probably doesn't support the all
 new float formats so this may well be the issue.

 Have you been able to correct your texture dimensions and get it working?

 Robert.

 On Tue, Jan 12, 2010 at 8:51 AM, Peter Wraae Marino osgh...@gmail.com wrote:
 Hi osgUsers,

 followup:

 been debugging the texturecubemap because it seems like it was the sinner.
 my debugging has brought forth that the texture given must be squared
 for cube-maps
 .. i did not know that.. the texturecubemap does some rescaling and when it 
 does
 this it destroys all hdr values. Apparently the rescalling the
 texturecubemap uses
  can't handle textures with floats.

 is this correct?

 Peter Wraae Marino

 On Fri, Jan 8, 2010 at 2:22 PM, Peter Wraae Marino osgh...@gmail.com wrote:
 Hi osgUsers,

 I've been doing some testing on HDR with a backdrop with a .hdr image
 using osg::Texture2D for the backdrop works great.. really nice HDR effects.

 using osg::TextureCubeMap results with textures loosing values over 1.0
 and resulting with a rainbow effect of colors in those areas

 in short:

 this doesn't work:
        osg::TextureCubeMap* texture = new osg::TextureCubeMap;
        osg::Image* pImage = osgDB::readImageFile(vinesunset.hdr);

        texture-setInternalFormat( GL_RGB16F_ARB );
        texture-setResizeNonPowerOfTwoHint(false);

        texture-setImage( 0, pImage );
        texture-setImage( 1, pImage );
        texture-setImage( 2, pImage );
        texture-setImage( 3, pImage );
        texture-setImage( 4, pImage );
        texture-setImage( 5, pImage );

 this works:
        osg::ref_ptrosg::Texture2D texture = new osg::Texture2D(
 osgDB::readImageFile(vinesunset.hdr) );
        texture-setInternalFormat( GL_RGB16F_ARB );
        texture-setResizeNonPowerOfTwoHint(false);

        texture-setImage( pImage );

 can anyone spot what I'm missing?

 --
 Regards,
 Peter Wraae Marino

 www.osghelp.com - OpenSceneGraph support site




 --
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 Peter Wraae Marino

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Re: [osg-users] osg::TextureCubeMap and HDR

2010-01-12 Thread Peter Wraae Marino
Hi Robert,

two additions...

1. the hdr values also get destroyed by texturecubemap if you allow
the default texture filter to be used. I had to change this to
osg::Texture::Linear or else texturecubemap creates mipmaps and
rescale the texture and destroys the hdr values.

2. it seems that texture2D has by default not to make mipmaps and
texturecubemap by default makes them??? which makes things a little
confusing.

hope this helps,
Peter Wraae Marino

On Tue, Jan 12, 2010 at 11:07 AM, Peter Wraae Marino osgh...@gmail.com wrote:
 Hi Robert,

 yes.. just completed the test now.. and using squared hdr textures does work.

 regards,
 Peter Wraae Marino


 On Tue, Jan 12, 2010 at 10:06 AM, Robert Osfield
 robert.osfi...@gmail.com wrote:
 Hi Peter,

 The scaling is done with glu and it probably doesn't support the all
 new float formats so this may well be the issue.

 Have you been able to correct your texture dimensions and get it working?

 Robert.

 On Tue, Jan 12, 2010 at 8:51 AM, Peter Wraae Marino osgh...@gmail.com 
 wrote:
 Hi osgUsers,

 followup:

 been debugging the texturecubemap because it seems like it was the sinner.
 my debugging has brought forth that the texture given must be squared
 for cube-maps
 .. i did not know that.. the texturecubemap does some rescaling and when it 
 does
 this it destroys all hdr values. Apparently the rescalling the
 texturecubemap uses
  can't handle textures with floats.

 is this correct?

 Peter Wraae Marino

 On Fri, Jan 8, 2010 at 2:22 PM, Peter Wraae Marino osgh...@gmail.com 
 wrote:
 Hi osgUsers,

 I've been doing some testing on HDR with a backdrop with a .hdr image
 using osg::Texture2D for the backdrop works great.. really nice HDR 
 effects.

 using osg::TextureCubeMap results with textures loosing values over 1.0
 and resulting with a rainbow effect of colors in those areas

 in short:

 this doesn't work:
        osg::TextureCubeMap* texture = new osg::TextureCubeMap;
        osg::Image* pImage = osgDB::readImageFile(vinesunset.hdr);

        texture-setInternalFormat( GL_RGB16F_ARB );
        texture-setResizeNonPowerOfTwoHint(false);

        texture-setImage( 0, pImage );
        texture-setImage( 1, pImage );
        texture-setImage( 2, pImage );
        texture-setImage( 3, pImage );
        texture-setImage( 4, pImage );
        texture-setImage( 5, pImage );

 this works:
        osg::ref_ptrosg::Texture2D texture = new osg::Texture2D(
 osgDB::readImageFile(vinesunset.hdr) );
        texture-setInternalFormat( GL_RGB16F_ARB );
        texture-setResizeNonPowerOfTwoHint(false);

        texture-setImage( pImage );

 can anyone spot what I'm missing?

 --
 Regards,
 Peter Wraae Marino

 www.osghelp.com - OpenSceneGraph support site




 --
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 Peter Wraae Marino

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[osg-users] osg::TextureCubeMap and HDR

2010-01-08 Thread Peter Wraae Marino
Hi osgUsers,

I've been doing some testing on HDR with a backdrop with a .hdr image
using osg::Texture2D for the backdrop works great.. really nice HDR effects.

using osg::TextureCubeMap results with textures loosing values over 1.0
and resulting with a rainbow effect of colors in those areas

in short:

this doesn't work:
osg::TextureCubeMap* texture = new osg::TextureCubeMap;
osg::Image* pImage = osgDB::readImageFile(vinesunset.hdr);

texture-setInternalFormat( GL_RGB16F_ARB );
texture-setResizeNonPowerOfTwoHint(false);

texture-setImage( 0, pImage );
texture-setImage( 1, pImage );
texture-setImage( 2, pImage );
texture-setImage( 3, pImage );
texture-setImage( 4, pImage );
texture-setImage( 5, pImage );

this works:
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D(
osgDB::readImageFile(vinesunset.hdr) );
texture-setInternalFormat( GL_RGB16F_ARB );
texture-setResizeNonPowerOfTwoHint(false);

texture-setImage( pImage );

can anyone spot what I'm missing?

-- 
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[osg-users] Trees, Grass and Shadows

2009-11-23 Thread Peter Wraae Marino
Hi osgUsers,

I have question about rendering shadows on grass billboards. This is
not a question about anything missing or not working in
OpenSceneGraph, but a question how to solve a problem with shadows and
grass.

The problem is the grass are created using a shader that creates
billboard instances, so all grass you see in the video are billboards.
When the shadowmap is applied to the grass billboard I get streaks at
certain camera angles. Does anyone know how to fix this problem so the
grass looks more natural on a grass billboard.

Here is the video:
http://www.youtube.com/watch?v=iuEVJ-2xQO0

regards,
Peter Wraae Marino

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Re: [osg-users] texture to file

2009-08-27 Thread Peter Wraae Marino
Hi osgUsers,

I'm still battling with the luminance texture to file.
The problem is I need to save a texture with 32bit floating point
value for each pixel in the texture
as a file and load it in at a later time. (16bit can also be used if
32bit isn't supported).

I have tried all these combinations:

m_rImage = new osg::Image;
//m_rImage-allocateImage( 1024, 1024, 1, GL_LUMINANCE, GL_BYTE );  
// fails
//m_rImage-allocateImage( 1024, 1024, 8, GL_LUMINANCE, GL_BYTE );  
// fails
//m_rImage-allocateImage( 1024, 1024, 24, GL_LUMINANCE, GL_BYTE ); 
// fails
//m_rImage-allocateImage( 1024, 1024, 16, GL_LUMINANCE, GL_FLOAT );// fails
//m_rImage-allocateImage( 1024, 1024, 32, GL_LUMINANCE, GL_FLOAT );// fails
//m_rImage-allocateImage( 1024, 1024, 24, GL_LUMINANCE, GL_4_BYTES
);  // fails with crash
//m_rImage-allocateImage( 1024, 1024, 24, GL_RGB, GL_BYTE );   
//
works ( image 8bit in each RGB )
//m_rImage-allocateImage( 1024, 1024, 24, GL_RGB, GL_FLOAT );  
//
works ( image 8bit in each RGB ), but all values zero
//m_rImage-allocateImage( 1024, 1024, 24, GL_RGB, GL_4_BYTES );
//
fails with crash
//m_rImage-allocateImage( 1024, 1024, 32, GL_RED, GL_FLOAT );  
//
works, but fails when writing image to file

the only one that gave anykind of result was the GL_RGB, GL_BYTE ...
am I missing something?

anyone?

Peter

On Wed, Aug 26, 2009 at 1:57 PM, Peter Wraae Marinoosgh...@gmail.com wrote:
 Hi Rafa,

 thanks.. i used your suggestion and it works.

 my only problem now is that the RTT i have created generates a
 GL_LUMINANCE image,
 which format do I use?

 I would like to load and use this texture again as luminance texture.

 any suggestions,
 Peter

 On Tue, Aug 25, 2009 at 12:25 PM, Rafa Gaitanrafa.gai...@gmail.com wrote:
 Hi Peter

 You can attach an image to the camera doing the rtt.

 osg::Image *image = new osg::Image;
 image-allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);

 // attach the image so its copied on each frame.
 camera-attach(osg::Camera::COLOR_BUFFER, image);

 Rafa.



 On Tue, Aug 25, 2009 at 12:22 PM, Peter Wraae Marinoosgh...@gmail.com 
 wrote:
 Hi Maxim ,

 I believe the readPixels is reading from the framebuffer and not the
 texture (or am I mistaken??)
 remember a RTT usually means I have 2 or more cameras in my scene...
 where one is used
 to do the RTT... so this can lead to a question how would osg::Image
 know which buffer to read from?

 Peter

 On Tue, Aug 25, 2009 at 12:16 PM, Maxim Gammermaxgam...@gmail.com wrote:
 Hi...

 osg::ref_ptrosg::Image image = new osg::Image;

 image-readPixels. example

 if (osgDB::writeImageFile(*image,_filename))

 {

 std::cout  Saved screen image to `_filename` std::endl;

 }

 2009/8/25 Peter Wraae Marino osgh...@gmail.com

 Hi osgUsers,

 I have a question about texture to file. Currently I have render to
 texture (RTT) and would like to save this texture to a file. Is there
 a straight forward method of doing this?

 anyone?

 --
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 Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
 Ciudad Politécnica de la Innovación
 Universidad Politécnica de Valencia
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Re: [osg-users] texture to file

2009-08-27 Thread Peter Wraae Marino
Hi jp,

If I was to post the entire render setup it would be so big.. but I'll
try and break it up into pseudo form:

-osg::Camera setSourceType GL_FLOAT
-osg::Camera setInternalFormat GL_LUMINANCE32F_ARB
-osg::Camera detaches osg::Camera::COLOR_BUFFER
-osg::Camera attaches osg:::Camera::COLOR_BUFFER with osg::Image
-the RTT uses the above camera to render an image
-use osgDB::writeImageFile using image as input and file test.png

png supports 16bit grayscale

hope this helps,
Peter




On Thu, Aug 27, 2009 at 10:01 AM, J.P. Delportjpdelp...@csir.co.za wrote:
 What format are you trying to write the file to? How are you attaching the
 image to your camera? i.e. where are the luminance values coming from?

 jp

 Peter Wraae Marino wrote:

 Hi osgUsers,

 I'm still battling with the luminance texture to file.
 The problem is I need to save a texture with 32bit floating point
 value for each pixel in the texture
 as a file and load it in at a later time. (16bit can also be used if
 32bit isn't supported).

 I have tried all these combinations:

 m_rImage = new osg::Image;
 //m_rImage-allocateImage( 1024, 1024, 1, GL_LUMINANCE, GL_BYTE );
      // fails
 //m_rImage-allocateImage( 1024, 1024, 8, GL_LUMINANCE, GL_BYTE );
      // fails
 //m_rImage-allocateImage( 1024, 1024, 24, GL_LUMINANCE, GL_BYTE );
       // fails
 //m_rImage-allocateImage( 1024, 1024, 16, GL_LUMINANCE, GL_FLOAT );    //
 fails
 //m_rImage-allocateImage( 1024, 1024, 32, GL_LUMINANCE, GL_FLOAT );    //
 fails
 //m_rImage-allocateImage( 1024, 1024, 24, GL_LUMINANCE, GL_4_BYTES
 );      // fails with crash
 //m_rImage-allocateImage( 1024, 1024, 24, GL_RGB, GL_BYTE );
       //
 works ( image 8bit in each RGB )
 //m_rImage-allocateImage( 1024, 1024, 24, GL_RGB, GL_FLOAT );
      //
 works ( image 8bit in each RGB ), but all values zero
 //m_rImage-allocateImage( 1024, 1024, 24, GL_RGB, GL_4_BYTES );
      //
 fails with crash
 //m_rImage-allocateImage( 1024, 1024, 32, GL_RED, GL_FLOAT );
      //
 works, but fails when writing image to file

 the only one that gave anykind of result was the GL_RGB, GL_BYTE ...
 am I missing something?

 anyone?

 Peter

 On Wed, Aug 26, 2009 at 1:57 PM, Peter Wraae Marinoosgh...@gmail.com
 wrote:

 Hi Rafa,

 thanks.. i used your suggestion and it works.

 my only problem now is that the RTT i have created generates a
 GL_LUMINANCE image,
 which format do I use?

 I would like to load and use this texture again as luminance texture.

 any suggestions,
 Peter

 On Tue, Aug 25, 2009 at 12:25 PM, Rafa Gaitanrafa.gai...@gmail.com
 wrote:

 Hi Peter

 You can attach an image to the camera doing the rtt.

 osg::Image *image = new osg::Image;
 image-allocateImage(tex_width, tex_height, 1, GL_RGBA,
 GL_UNSIGNED_BYTE);

 // attach the image so its copied on each frame.
 camera-attach(osg::Camera::COLOR_BUFFER, image);

 Rafa.



 On Tue, Aug 25, 2009 at 12:22 PM, Peter Wraae Marinoosgh...@gmail.com
 wrote:

 Hi Maxim ,

 I believe the readPixels is reading from the framebuffer and not the
 texture (or am I mistaken??)
 remember a RTT usually means I have 2 or more cameras in my scene...
 where one is used
 to do the RTT... so this can lead to a question how would osg::Image
 know which buffer to read from?

 Peter

 On Tue, Aug 25, 2009 at 12:16 PM, Maxim Gammermaxgam...@gmail.com
 wrote:

 Hi...

 osg::ref_ptrosg::Image image = new osg::Image;

 image-readPixels. example

 if (osgDB::writeImageFile(*image,_filename))

 {

 std::cout  Saved screen image to `_filename` std::endl;

 }

 2009/8/25 Peter Wraae Marino osgh...@gmail.com

 Hi osgUsers,

 I have a question about texture to file. Currently I have render to
 texture (RTT) and would like to save this texture to a file. Is there
 a straight forward method of doing this?

 anyone?

 --
 Regards,
 Peter Wraae Marino

 www.osghelp.com - OpenSceneGraph support site
 ___
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 osg-users@lists.openscenegraph.org

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


 --
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 --
 Regards,
 Peter Wraae Marino

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 ___
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 osg-users@lists.openscenegraph.org

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



 --
 Rafael Gaitán Linares
 Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
 Ciudad Politécnica de la Innovación
 Universidad Politécnica de Valencia
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Re: [osg-users] texture to file

2009-08-26 Thread Peter Wraae Marino
Hi Rafa,

thanks.. i used your suggestion and it works.

my only problem now is that the RTT i have created generates a
GL_LUMINANCE image,
which format do I use?

I would like to load and use this texture again as luminance texture.

any suggestions,
Peter

On Tue, Aug 25, 2009 at 12:25 PM, Rafa Gaitanrafa.gai...@gmail.com wrote:
 Hi Peter

 You can attach an image to the camera doing the rtt.

 osg::Image *image = new osg::Image;
 image-allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);

 // attach the image so its copied on each frame.
 camera-attach(osg::Camera::COLOR_BUFFER, image);

 Rafa.



 On Tue, Aug 25, 2009 at 12:22 PM, Peter Wraae Marinoosgh...@gmail.com wrote:
 Hi Maxim ,

 I believe the readPixels is reading from the framebuffer and not the
 texture (or am I mistaken??)
 remember a RTT usually means I have 2 or more cameras in my scene...
 where one is used
 to do the RTT... so this can lead to a question how would osg::Image
 know which buffer to read from?

 Peter

 On Tue, Aug 25, 2009 at 12:16 PM, Maxim Gammermaxgam...@gmail.com wrote:
 Hi...

 osg::ref_ptrosg::Image image = new osg::Image;

 image-readPixels. example

 if (osgDB::writeImageFile(*image,_filename))

 {

 std::cout  Saved screen image to `_filename` std::endl;

 }

 2009/8/25 Peter Wraae Marino osgh...@gmail.com

 Hi osgUsers,

 I have a question about texture to file. Currently I have render to
 texture (RTT) and would like to save this texture to a file. Is there
 a straight forward method of doing this?

 anyone?

 --
 Regards,
 Peter Wraae Marino

 www.osghelp.com - OpenSceneGraph support site
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 --
 Maxim Gammer


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





 --
 Regards,
 Peter Wraae Marino

 www.osghelp.com - OpenSceneGraph support site
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 --
 Rafael Gaitán Linares
 Instituto de Automática e Informática Industrial  http://www.ai2.upv.es
 Ciudad Politécnica de la Innovación
 Universidad Politécnica de Valencia
 ___
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 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




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[osg-users] texture to file

2009-08-25 Thread Peter Wraae Marino
Hi osgUsers,

I have a question about texture to file. Currently I have render to
texture (RTT) and would like to save this texture to a file. Is there
a straight forward method of doing this?

anyone?

-- 
Regards,
Peter Wraae Marino

www.osghelp.com - OpenSceneGraph support site
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Re: [osg-users] texture to file

2009-08-25 Thread Peter Wraae Marino
Hi Maxim ,

I believe the readPixels is reading from the framebuffer and not the
texture (or am I mistaken??)
remember a RTT usually means I have 2 or more cameras in my scene...
where one is used
to do the RTT... so this can lead to a question how would osg::Image
know which buffer to read from?

Peter

On Tue, Aug 25, 2009 at 12:16 PM, Maxim Gammermaxgam...@gmail.com wrote:
 Hi...

 osg::ref_ptrosg::Image image = new osg::Image;

 image-readPixels. example

 if (osgDB::writeImageFile(*image,_filename))

 {

 std::cout  Saved screen image to `_filename` std::endl;

 }

 2009/8/25 Peter Wraae Marino osgh...@gmail.com

 Hi osgUsers,

 I have a question about texture to file. Currently I have render to
 texture (RTT) and would like to save this texture to a file. Is there
 a straight forward method of doing this?

 anyone?

 --
 Regards,
 Peter Wraae Marino

 www.osghelp.com - OpenSceneGraph support site
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org



 --
 Maxim Gammer


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





-- 
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Peter Wraae Marino

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[osg-users] AttributeBinding clarification needed

2009-04-22 Thread Peter Wraae Marino
Hi Users,

We encountered a bug with some geometry (lets call it geomA) acting weird
(disappearing) and found out that it was
another geometry (lets call it geomB) setColorBinding was effecting geomA.

It turns out that geomA did not use the method setColorBinding at all but of
course geomB did.

So this brought up a question we need answered:

Q: When we looked at the enum values possible we found that there is a
BIND_OFF, is this the default value
if not specified? and does this mean that the geom will use the last binding
value used from the last rendered geom?

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[osg-users] ANN: OsgHelp site now fully open

2009-03-13 Thread Peter Wraae Marino
Hi users,

The www.osghelp.com is now fully open. We have removed any plans on paid 
subscription to the site. 

Please note this site has nothing to do directly with OpenSceneGraphs website. 
The site is create to help people to get started with simple articles about how 
to use OSG. 

The official OpenSceneGraph website already has a lots of great articles and 
our site is just an alternative. Articles at the www.osghelp.com are created in 
their most simple form so we can keep our attention on the subject at hand.

enjoy,
Peter

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Re: [osg-users] ANN: OsgHelp site now fully open

2009-03-13 Thread Peter Wraae Marino

Brian R Hill wrote:
 Peter,
 
 I don't want to come across as being critical, but wouldn't the OSG
 community be better served if your info/effort went into the OSG site?
 
 Brian
 


Hi Brian,

short answer no. 

long answer... 
if it went into the osg site then it should follow the standards defined by the 
osg website and like I already mentioned they have great articles 
already... I'm writting some that are done differently and perhaps can help 
another type of audience using osg.

Just because it's osg related doesn't mean everything should be on the osg 
site. 

two cents,
peter

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[osg-users] updating osg::TexMat relative to camera position

2009-03-04 Thread Peter Wraae Marino
Hi users,

We are having some troubles setting the osg::TexMat relative to the current
camera position.
The problem arises when we have multiple cameras. We have for example a main
camera and
a RTT camera.

We tried to use the setCullCallback expecting that before the object that
uses the texture is drawn
we could modify the osg::TexMat,... but... it appears that following is what
happens (when running
single threaded):

-Camera Main: cull callback
-Camera RTT: cull callback
-Draw
-Draw

what we would like to have happen is

 -Camera Main: cull callback
-Draw
 -Camera RTT: cull callback
-Draw

Apparently (of course we assuming here) this is how osg is designed.

Can someone tells us if we understand this correctly now?
and if someone has an idea how to solve this would be much appreciated.

-- 
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[osg-users] near far plane

2009-02-02 Thread Peter Wraae Marino
Hi all,

At are company we are using huge terrains and have problem with the near
plane
for our character walking around on the ground.

we use the setComputeNearFarMode to COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES

if we turn it off and set a hardcoded value then this solves the problem for
the near plane but gives
us a whole new set of problems.

is there a way to use the auto computed method but lock the near plane
closer to the camera.

I  have messed around a little with the setNearFarRatio but it seems to
adjust at both ends.

any suggestions?

-- 
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Re: [osg-users] Forum with Mailing list connection (Christmas Gift ; ) )

2008-12-22 Thread Peter Wraae Marino
Hi Art,

great job you've done.
now I don't want to be a party pooper,.. but without categories the forum
isn't that powerful.
having posts in the right categories is where the power of the forum comes
into play.
or do you have plans on solving that? Right now you only have General

but I do appreciate that someone is trying to solve this problem mailinglist
vs forum

my two cents,
Peter

PS: merry xmas

On Mon, Dec 22, 2008 at 7:55 PM, Art Tevs stud_in...@yahoo.de wrote:

 Oh yeah, I forgot, one of the main features one has to implement now is a
 scan of all old messages and compare the sender names with registered user
 names (of course real names of the users) so that users registering on the
 forum get links to their posts ;)

 --
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 http://osgforum.tevs.eu/viewtopic.php?p=3792#3792





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[osg-users] setUpdateCallback fails under slave-camera

2008-11-21 Thread Peter Wraae Marino
Hi Users,

We have a strange error (perhaps bug)..

when we have a geode that has a setUpdateCallback and that geode
is a child of a slave camera then the callback is never called.
This is also valid for drawables update callbacks

anyone?

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Re: [osg-users] GL Books

2008-11-10 Thread Peter Wraae Marino
Hi,

I would recommend the red-book and opengl super-bible.
the blue book is a reference book and most of the information in
it is available on the net.

Peter

On Mon, Nov 10, 2008 at 1:13 PM, Can T. Oguz [EMAIL PROTECTED] wrote:

 Hi,

 As an intermediate openGL and OSG user I'm just about to order an openGL
 book. Is there any favorite one in your bookshelf to advice me?

 Thanks for reading,

 P.S. Please let me state that there's no intention of advertising any
 author's book before the discussion cheers up :)

 Can

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[osg-users] Using slave cameras for composite rendering (part II)

2008-11-10 Thread Peter Wraae Marino
Hi users,

I have create a little test code here:
http://www.osghelp.com/downloads/SlaveCameras.txt

basically I add two slave games
the application runs and the view is doing what I expect
but I get the following messags:

The interface is unknown.
A null context handle was passed from the client to the host during a
remote procedure call.
The binding handle is invalid.
anyone know what's wrong?
also an added note:
if I addSlave twice
and try to remove them then the application is unstable and crashes.
seems to be something broken here?

anyone?

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[osg-users] GraphicsContext

2008-11-10 Thread Peter Wraae Marino
Hi users,

In our attempt to make a composite view using slave camera.. we have
had some succes but also failure.

Biggest problem is getting the render order of the cameras to work.
We tried adding them in the correct order, but we needed to use
the removeSlave (which seems to be broken)

Now we tried to use the GraphicsContext render order, but had a problem
that they did not sort correctly.

looking into the code:

struct CameraRenderOrderSortOp
{
inline bool operator() (const Camera* lhs,const Camera* rhs) const
{
if (lhs-getRenderOrder()rhs-getRenderOrder()) return true;
if (rhs-getRenderOrder()lhs-getRenderOrder()) return false;
return lhs-getRenderOrderNum()lhs-getRenderOrderNum();
}
};

if you notice the last line, it is using lhs for both getRenderOrderNum()
which will result in a constant return false value. I believe this is a bug,
correct me if I'm wrong.

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[osg-users] pragma warnings disabled in headers

2008-11-07 Thread Peter Wraae Marino
Hi Users (Robert),

I noticed that the include file export
has the following

#if defined(_MSC_VER)
#pragma warning( disable : 4244 )
#pragma warning( disable : 4251 )
#pragma warning( disable : 4267 )
#pragma warning( disable : 4275 )
#pragma warning( disable : 4290 )
#pragma warning( disable : 4786 )
#pragma warning( disable : 4305 )
#pragma warning( disable : 4996 )
#endif

there is no push/pop for the warning in the header file which will make
these warnings disabled in my own code too. I would like to catch this
warnings in my own code and I shouldn't be forced to enabling them.

the only reason I see for having them grouped here in the header is
a convience method so osg doesn't have to disable them all places
that gives these warnings? is this correct? or is there a better reason?

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[osg-users] composite view and cameras question

2008-11-04 Thread Peter Wraae Marino
Hi Users,

when having a composite view I have two camera, one for each view.
Is there an elegant way of syncing these two cameras? so they have
the same fov, position, direction, and so on...

-- 
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Peter Wraae Marino
Hi Jan,

like you said just to forums instead.. every descent forum has thread
notifications. So no
need to track down forums, you will get an email when someone has answered
or posted in
your forum thread.



Peter

On Tue, Nov 4, 2008 at 3:18 PM, Jan Ciger [EMAIL PROTECTED] wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Peter Wraae Marino wrote:
  Hi Patrick,
 
  I agree 100%
  mailing lists are old school
  forums are more structured and makes it easier to find already answered
  questions
  also forums won't spam my email box.
 
  A lot of projects use mailing lists and think that they are the only
  mailing list people use,
  but the fact is I am on 4 different mailing list which makes me use too
  much time sorting
  out what is important and not.

 Set up e-mail filters. Every decent e-mail client supports them. That's
 is what one does to deal with lots of e-mail. That also solves the
 spamming issue. I am receiving 800+ e-mails a day (with spam filtered
 out already) and yet my inbox is empty because everything gets sorted
 out automatically - mailing lists to their own folders, work-related
 stuff to another folder, private mail has a separate set of folders too.

 Sorry, but I personally cannot imagine having to chase down 4-5 forums
 every day to check for new messages for projects I am involved in and
 then another 2-3 related to the office. That would be simply impossible
 to keep up with. Forums simply do not work once you have a certain
 volume of traffic to follow.

 If this is still not enough, you can always read the list via GMane or
 something similar and not be subscribed to it. Or create a GMail account
 just for the list traffic (with great search to boot, forum searches
 cannot compete with GMail's) and you have a forum-like interface.

 Regards,

 Jan
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.9 (GNU/Linux)
 Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

 iD8DBQFJEFm6n11XseNj94gRAqfvAJ4iBfBri+ed4d8cLlB7UaPyTb3olwCgxHMO
 Ug9zTwEBk8z4REQQN7s0mxQ=
 =ARcB
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Re: [osg-users] composite view and cameras question

2008-11-04 Thread Peter Wraae Marino
Hi Robert,

To answer the question about the two views, i'll have to explain the problem

that made us to use the two views.

We have a terrain and an airplane... the problem is the terrain has a lot of
decals
and was giving z-fighting problems. The terrain is generated by a 3rd party
software
so we are limited in adding anykind of bias to the decals or objects causing
the
z-problem. To solve this problem we decided to render the plane in one we
and the
terrain in another. This way the near-far plane is shorter for each view
allowing us
greater z precision. The z fighting problem disappeared and we are happy,
but we never
really did find an elegant way of syncing the two cameras.

Perhaps there is a better solution to this problem, if so I would love to
hear it.

We talked about using slave cameras to solve the problem, don't know if this
is the way
but I was going to do some testing with it tommorow.

You last suggestion about copying all view setting is also something we have
talked about,
but again before taking that direction I wanted to hear if there was an
elegant way instead
of the more hacked way of doing it.

regards,
Peter Wraae Marino

On Tue, Nov 4, 2008 at 3:52 PM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Peter,

 On Tue, Nov 4, 2008 at 2:21 PM, Peter Wraae Marino [EMAIL PROTECTED]
 wrote:
  when having a composite view I have two camera, one for each view.
  Is there an elegant way of syncing these two cameras? so they have
  the same fov, position, direction, and so on...

 What is different between the two Views?  I do wonder if a single View
 with two slave Cameras might not be more suitable.

 If you do have two different View's such as with two different scene
 graphs then perhaps sharing a single CameraManipulator between the two
 views might do the trick - I've never tried this though so odd things
 might happen.

 The other approach would be to attach a CameraManipulator to one View,
 then on each frame copy the first view's Camera settings to the second
 View.   You'd need to break the viewer.frame() up into it's parts so
 you could do the sync just before the call to renderingTraversals().

 Robert.
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Peter Wraae Marino
Hi Robert,

I can see that having both systems at the same time would be nice, but how
would you solve the problem about catagory, topics, threads,
subjects.. in a mailing
list you only have a subject. so if we parsed the mailist and got the
forum in sync then
all posts would just come in one catorory (not much of a win there).

Peter
On Tue, Nov 4, 2008 at 4:00 PM, Robert Osfield [EMAIL PROTECTED]wrote:

 Guys.

 Please re-read the previous thread on this discussion.  Everything has
 been said before, everything has be rehashed to death.  You are never
 going to please everyone by going for a forum or by going for mailing
 list only.   The only way to appease everyone is to have a system
 where users can subscribe as a mailing list or visit a forum to
 interact with the same materials in their own preferred way.

 If such a system has been developed that is viable, and can import all
 our mailman history, and we have expert volunteers that can make it
 happen, i.e. do the work on the server, then great, but until that day
 we'll be sticking with a Mailman based mailing list.

 If you can't make such as system happen then please take heed I'm not
 taking votes, migrating from a mailing list is not up for debate until
 we have the above solution that deployable and we have the manpower to
 make it happen.

 Robert.
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Re: [osg-users] Migrating to a forum?

2008-11-04 Thread Peter Wraae Marino
Hi Patrick,

I agree 100%
mailing lists are old school
forums are more structured and makes it easier to find already answered
questions
also forums won't spam my email box.

A lot of projects use mailing lists and think that they are the only mailing
list people use,
but the fact is I am on 4 different mailing list which makes me use too much
time sorting
out what is important and not.

my two cents,
Peter
On Tue, Nov 4, 2008 at 1:08 PM, Patrick Castonguay
[EMAIL PROTECTED]wrote:

  Hi everybody,
 I am just new to OSG and currently am just using but would hope to do some
 development in the future.  I was wondering if there has been any thoughts
 given recently to moving to a forum structure instead of the full mailing
 list.  I believe it would be much better to be able to subscribe to a
 certain thread if you are interested in it instead of receiving a long email
 with everybody's comment on something that one may not be interested about.


 Is there anybody else that feels the same way?

 *Patrick Castonguay*


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Re: [osg-users] RenderBin understanding

2008-11-03 Thread Peter Wraae Marino
thanks, this helped.

the nested makes perfect sense..
i'm on track again,

once again thanks,
peter

On Mon, Nov 3, 2008 at 3:06 PM, Lionel Lagarde [EMAIL PROTECTED]wrote:

 Hi Peter,

 Peter Wraae Marino wrote:

 Hi Users,

 trying to clarify some specs on the renderbin, perhaps someone could help:

 what I'm assuming:
 -there are two default renderbins created at startup RenderBin and
 DepthSortedBin
 -DepthSortedBin is always render after RenderBin
 -DepthSortedBin sorts objects from back to front
 -higher renderbin number means rendering is done later
 -renderbins are sorted by states

 what I'm asking:
 -if an object has a parent osg::Group that has been set to RenderBin with
 a value of 10 and the object itself uses
 RenderBin with a value of 20 then which is used?


 RenderBins are nested. If a node has a bin number different from the
 current render bin (or its StateSet render bin mode is set
 to override), a new render bin is created and is added to the current
 render bin. It become the current render bin.

 So, if a node has a bin number of 20 and it is different from the current
 bin number, a render bin 20 is added to the current
 render bin.

  -an .osg file can have renderbin values too? so if I load an .osg file
 and set it to have RenderBin 10 do I override the renderbin values
 in the file? or are they pushed relative to my given value 10? sometimes
 the .osg file consist of many renderbin values.


 An osg file can contain render bin values. If you load an osg file and set
 the render bin number of the root node to 10, you don't
 override the render bin numbers of the nodes (or just the render bin number
 of the root node). Because render bins are nested
 during the scene culling, it will force the cull visitor to create a
 specific render bin for the whole sub-graph.

  --
 Regards,
 Peter Wraae Marino

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[osg-users] AutoTransform and small feature culling

2008-10-28 Thread Peter Wraae Marino
Hi,

We have searched the archive and already found a post about this subject:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg15948.html

First our build setup:
OS: Windows (sorry robert)
OSG: osg2.6.0
DELTA3D: 2.1.0

Ok,.. our problem is that AutoTransform nodes get culled and disabling small
feature
culling fixes it.

We do see the paradox here,.. because AutoTransform uses the CullVisitor and
this
does not get called because at startup the AutoTransform node
bounding(sphere) is too small.

To our application we don't need our AutoTransform objects to be small
feature culled, so we
would like to ask is there a reason why there isn't a flag on all nodes to
enabled/disable small
feature culling?

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[osg-users] 3ds plugin scale bug?

2008-09-25 Thread Peter Wraae Marino
Hi user,

There seems to be a minor bug in the 3ds plugin ... I have an example where
the wheels on a landrover
have been scaled negative but when loaded in OpenSceneGraph with the 3ds
format... they are not scaled
negative.

Here is a .max anad .3ds example
http://osghelp.com/downloads/Recon_LandRover.zip
can anyone confirm this bug? and who maintains the 3ds plugin format for
OpenSceneGraph?
and sorry if this is the wrong maillist

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[osg-users] osg::Material and shapes

2008-09-18 Thread Peter Wraae Marino
Hi users,

I'm trying to apply a material color to a shape. I assume material color is
a state and can be applied to the group that contains the shape.
This being said the basic code looks like this:


osg::Group* pGroup = new osg::Group;
osg::Geode* pGeode = new osg::Geode();
pGeode-addDrawable( new osg::ShapeDrawable(
newosg::Capsule(osg::Vec3(8.0f,0.0f,1.0f),0.5f,3.0f) ) );
pGroup-addChild( pGeode );

osg::Material* mat = new osg::Material();
mat-setColorMode( osg::Material::DIFFUSE );
mat-setDiffuse( osg::Material::FRONT_AND_BACK, osg::Vec4(0.0, 1.0, 0.0,
1.0) );
pGroup-getOrCreateStateSet()-setAttribute( mat, osg::StateAttribute::ON );

I would expect my capsule to be green.. but it's still gray?
searching the archive I fould this:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg04463.html
and he states at the bottom that osg::Material can be used with shapes

so,.. am I missing something? Can someone shed a little light and give me a
push in the right direction.

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[osg-users] osgPPU

2008-09-18 Thread Peter Wraae Marino
Hi users,

I have some questions related to the osgPPU, but don't know if this
mailing-list is the right place to post these questions?
It seems that osgPPU is a 3rd party software and not directly an
OpenSceneGraph implementation and the site that
has osgPPU has a helpdesk ticket system...

so do I ask questions related to osgPPU here or do I use the ticket system
on the osgPPU website?

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Re: [osg-users] osgPPU

2008-09-18 Thread Peter Wraae Marino
Hi Art,

thanks.. I actually tried to use the ticket system 10 minutes ago.. but it
crashes and couldn't find an email on the website... so I'll post my
question here:

some code first (point of reference):

HDRRendering* pHDRSetup = new HDRRendering;
osgPPU::Unit* firstUnit = NULL;
osgPPU::Unit* lastUnit = NULL;
pHDRSetup-createHDRPipeline( pProcessor, firstUnit, lastUnit );
pProcessor-addChild( firstUnit );

what I wanted was the output result in a texture so I can apply it to a
quad.
my first attempt was to use the lastUnit-getOuputTexture()  but this gave
nothing.

my second attempt was to use the lastUnit-getOrCreateOutputTexture(0) and
this
works... but doesn't this mean I have now have two texture instances in the
PPU framework
of the final scene? Thats why I wanted to use the first attempt method
lastUnit-getOutputTexture()

any suggestions or am I doing it correctly.

regards,
Peter


On Thu, Sep 18, 2008 at 11:32 AM, Art Tevs [EMAIL PROTECTED] wrote:

 Hi Peter,

 I think nobody would complain if you ask your questions here. There are
 already some users using osgPPU successfully in their projects. What is your
 question?

 Best regards,
 art


 --- Peter Wraae Marino [EMAIL PROTECTED] schrieb am Do, 18.9.2008:

  Von: Peter Wraae Marino [EMAIL PROTECTED]
  Betreff: [osg-users] osgPPU
  An: osg-users@lists.openscenegraph.org
  Datum: Donnerstag, 18. September 2008, 10:53
   Hi users,
 
  I have some questions related to the osgPPU, but don't
  know if this
  mailing-list is the right place to post these questions?
  It seems that osgPPU is a 3rd party software and not
  directly an
  OpenSceneGraph implementation and the site that
  has osgPPU has a helpdesk ticket system...
 
  so do I ask questions related to osgPPU here or do I use
  the ticket system
  on the osgPPU website?
 
  --
  Regards,
  Peter Wraae Marino
 
  www.osghelp.com - OpenSceneGraph support site
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Re: [osg-users] freetype problem

2008-08-11 Thread Peter Wraae Marino
Hi Forest,

Have  you setup your environment variables for osg?

regards,
Peter

http://osghelp.com



2008/8/11 forest37 [EMAIL PROTECTED]


  hi all
 I build osg-2.6.0 and the latest 3rdparty ,when i run the example
 osgtext,the program could not find  plugin to read objects from file. When i
 debugged the program,i found that the function LoadLibrary() failed to load
 freetype.dll. but i can find the dll file follow the file path.
 As a result ,I can't change the text's font,what should i do to slove
 the problem?
thanks for any help!

 best regards

 forest




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Re: [osg-users] Perspective Camera Question

2008-08-01 Thread Peter Wraae Marino
Hi Yuen,

magnification is easier to use if you change the field of view.
this also has the advantage that your camera doesn't have to change
position, just like in the real world you don't move a telescope closer to
an object.

Peter
http://osghelp.com



On Fri, Aug 1, 2008 at 6:05 PM, Helbig, Yuen [EMAIL PROTECTED] wrote:

 Hello,

 I'm trying to do magnification operations with a perspective camera lens
 by adjusting the camera's distance from the object.  Ex. Given a
 magnification factor of 3x I would multiply my current camera distance
 by 1/3.  However, the results are not what I expect, objects become much
 larger than 3 times there old screen size.  Can anyone point me towards
 a resource for better understanding the use of Perspective Cameras?

 Yuen


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Re: [osg-users] locking 3d text in front of camera

2008-07-27 Thread Peter Wraae Marino
Hi,

if you look at this tutorial:
http://osghelp.com/readarticle.php?article_id=3

get an account here (it's free):
http://osghelp.com

you must have an account before you can view the tutorial.
the tutorial has an example how to place 3D text infront of the camera
using projection matrix and view matrix.

Of course the osgText can be aligned to the camera using methods it has
in it's own class, but the tutorial above will
also work for other 3D objects if you need to align them to the camera.
please note that the tutorial isn't really about object placement and
camera,
but it uses that technique as an example and it sound like it's what you
need.

regards,
Peter Wraae Marino
http://osghelp.com


On Sun, Jul 27, 2008 at 2:06 AM, Joe Lyga [EMAIL PROTECTED] wrote:

 Hi osg-users.  I'm kind of new to openscenegraph and 3d programming, and
 I'm having a problem.  I'm trying to position a 3d text object to be in a
 fixed position directly in front of the camera, so it's always in the same
 position in the lower left corner of the screen.  It would be much easier
 to do this as a 2d overlay, but in this case it needs to be 3d.  I have
 the camera's view matrix to work with, and I can get the eye, look, and up
 vectors from that to position the text.  I have a feeling that I have to
 do some vector math here, but I haven't been able to find anything that
 helps yet.  Does anyone have any ideas?

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Re: [osg-users] setViewMatrixAsLookAt where is center?

2008-07-26 Thread Peter Wraae Marino
Hi Ariasgore,

are you sure you want a up vector 0,1,0 ? osg uses z up 0,0,1
but of course if you have changed the coordinate system then it's ok.

my two cents,
Peter
http://osghelp.com




On Sat, Jul 26, 2008 at 5:04 PM, Ariasgore [EMAIL PROTECTED] wrote:

 Hello,
 I was trying to use the setViewMatrixAsLookAt matrix like I would use
 gluLookAt (since they are similar), my intention is to create a rotation
 around a point. So first I selected the eye position which should be
 (0,-25,25)  and wanted to point the camera towards (0,0,0) where my object
 is placed, so basically the code looks like this:

 viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(0,-25,25),
 osg::Vec3(0,0,0), osg::Vec3(0,1,0) );

 but rendering this scene creates some confusing perspective, the position
 of the camera seems right but even if I am looking at (0,0,0) the object I
 am looking at is at the top of the screen and not centered, as I supposed.
 While placing the object at scene's origin, shouldn't this setup center
 this object since I am looking at (0,0,0) ?

 Greetings


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Re: [osg-users] Is it possible to know when the node-graph is 'dirty'?

2008-07-23 Thread Peter Wraae Marino
Hi Viggo,

This is only a suggestion (you may have other reasons). To avoid the human
error as you called it, meaning that if someone forgets to call the reformat
code...
then you should have a method that 3rd party code/humans must use when
adding to your scene, for example

void CMySceneManagerThingy::AddToScene( osg::Node* pNode )
{
// add to wherever you want the pNode to be added in the scene
code here

// reformat your scene as you want
code here
}

on the other subject about rendering multitimes the same object.. you should
just create a new group and add your objects to that group
and the group to the scene (do this as many times as you want)..
don't know why you should be messing around with the renderbins? unless you
are trying somekind of render pass?

regards,
Peter
http://osghelp.com


On Wed, Jul 23, 2008 at 11:00 AM, Viggo Løvli [EMAIL PROTECTED] wrote:

 Hi Peter,

 What you say is true in most cases. The 'simplest' way to do this would be
 to tell my system that the node-tree need re-formatting each time we call
 OSG to add children. That would require two calls each time, and also requre
 humans to remember to implement both calls. This opens for human errors,
 which at least I dont want (I am lazy).
 I want to make my module (the one that need to format the node-masks)
 independent of the rest of the system, and to ensure that the rest of the
 system will not need to know about my module.
 I also want to be able to add 3rd party libraries to my application without
 re-writing them to do special calls to my module when they add nodes to the
 tree.

 So, the conclusion I have is that I need to automatically know when I need
 to format the node-masks.

 The osg::Group has a callback function named osg::Group::childInserted.
 I can make my root-node into a sub-class og osg::Group where I implement
 the childInserted function. This way I will get a callback each time someone
 add nodes to my root-node. If a module create it's own osg::Group and add
 children to it dymically then I would not know anything about that.

 I also saw Roberts reply and I agree that a dirty system on the node-tree
 would be very expensive. I knew that my question was a longshot.

 I am now thinking about other solutions to achieve my goal. The goal is to
 render the world with 3 slave cameras. One shall render all render-bins up
 to bin 9. One shall render bin 10. And the 3rd shall render bin 10 and up.
 So bin 10 is rendered twice. This is to fix some glitches on transparent
 polygons that intersect each other while needing to write to the
 depth-buffer.

 Ok, so another solution would be to force a camera to only render a certain
 number of bins.
 I have not seen any place in the code around camera or cull-settings that
 you can specify a camera to stay within a limited range of render-bins, so I
 guess this won't be as easy either?

 Do you have any suggestions on how to be able to render one bin twice in
 the same frame. The first and second render of the bin shall have a few
 render-states set differently.

 Regards,
 Viggo





 --

 Date: Wed, 23 Jul 2008 07:58:37 +0200
 From: [EMAIL PROTECTED]
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Is it possible to know when the node-graph is
 'dirty'?



  Hi Viggo,

 Don't know the details of your code, but if you are adding a sub-node then
 you have code already that is called for adding the sub-node and
 thereby you know when the scene-graph has been modified?

 regards,
 Peter
 http://osghelp.com



 On Wed, Jul 23, 2008 at 7:51 AM, Viggo Løvli [EMAIL PROTECTED] wrote:

 Hi,

 My code is currently formatting the node-masks of the whole scene-graph
 before we start rendering. The formatting code is only ran once.
 If a sub-node is added to the node-tree afterwards then I want to run my
 formatting code again.

 Is there any way to know whether or not the scene-graph has been modified?

 Regards,
 Viggo




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Re: [osg-users] Is it possible to know when the node-graph is 'dirty'?

2008-07-22 Thread Peter Wraae Marino
Hi Viggo,

Don't know the details of your code, but if you are adding a sub-node then
you have code already that is called for adding the sub-node and
thereby you know when the scene-graph has been modified?

regards,
Peter
http://osghelp.com



On Wed, Jul 23, 2008 at 7:51 AM, Viggo Løvli [EMAIL PROTECTED] wrote:

 Hi,

 My code is currently formatting the node-masks of the whole scene-graph
 before we start rendering. The formatting code is only ran once.
 If a sub-node is added to the node-tree afterwards then I want to run my
 formatting code again.

 Is there any way to know whether or not the scene-graph has been modified?

 Regards,
 Viggo




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Re: [osg-users] Combining Textures

2008-07-21 Thread Peter Wraae Marino
Hi Ming,

I wrote something about multitexturing here:
http://osghelp.com/articles.php?cat_id=3rowstart=15

good luck,
Peter
http://osghelp.com




On Mon, Jul 21, 2008 at 3:04 PM, ka Ming [EMAIL PROTECTED] wrote:

  Hi,
 I am trying to combine two or more Textures. I read an OSG File in. After
 that I try to add a new Texture Attribute to my StateSet.
 E.g. the first Texture is a RGB Texture in the second one has some Alpha
 values. As result I want to see only the first texture at the texel where
 texture two the alpha value is set to transparent.
 Are there any Examples or can someone help me out?
 Cheers
 Ming

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Re: [osg-users] osg::Light Simple Question ?

2008-07-19 Thread Peter Wraae Marino
Hi,

isnt there missing a
*setMode*( GL_LIGHT1, osg::StateAttribute::ON );

for your terrain group? (or did I miss something?)

Peter
http://osghelp.com



On Sat, Jul 19, 2008 at 12:39 AM, Ümit Uzun [EMAIL PROTECTED] wrote:

 Hi All,

 I have an simple question about light the terrain model problem. I have
 added two sphere(osg::Sphere) and one terrain(JoeDirt.flt) to the scene. I
 am trying to effect the components of scene with green light. Although green
 light could effected two of sphere,  couldn't get success on the terrain
 model. What can I do to effect the terrain with green light? I have tried
 this code block;


 --
 *int main()
 {
 osgViewer::Viewer viewer;
 osg::ref_ptrosg::Group root (new osg::Group);

 osg::ref_ptrosg::MatrixTransform terrainScaleMAT (new
 osg::MatrixTransform);
 osg::Matrix terrainScaleMatrix;
  terrainScaleMatrix.makeScale(0.05f,0.05f,0.03f);

 //Lighting code
 osg::ref_ptrosg::Group lightGroup (new osg::Group);
 osg::ref_ptrosg::StateSet lightSS (root-getOrCreateStateSet());
 osg::ref_ptrosg::LightSource lightSource1 = new osg::LightSource;

 // create a local light.
 osg::Vec4f lightPosition (osg::Vec4f(0.0,0.0,3.0,1.0f));
   osg::ref_ptrosg::Light myLight = new osg::Light;
 myLight-setLightNum(1);
 myLight-setPosition(lightPosition);
 myLight-setAmbient(osg::Vec4(0.2f,0.2f,0.2f,1.0f));
 myLight-setDiffuse(osg::Vec4(0.1f,0.4f,0.1f,1.0f));
 myLight-setConstantAttenuation(1.0f);
 lightSource1-setLight(myLight.get());

 lightSource1-setLocalStateSetModes(osg::StateAttribute::ON);
 lightSource1-setStateSetModes(*lightSS,osg::StateAttribute::ON);

 lightGroup-addChild(lightSource1.get());

 //Light markers: small spheres
 osg::ref_ptrosg::Geode lightMarkerGeode (new osg::Geode);
 lightMarkerGeode-addDrawable(new osg::ShapeDrawable(new
 osg::Sphere(osg::Vec3f(-5.0f,-2.0f,3.0f),0.5f)));


 //lightMarkerGeode-getOrCreateStateSet()-setMode(GL_LIGHTING,osg::StateAttribute::OFF);

 //Second light marker
 lightMarkerGeode-addDrawable(new osg::ShapeDrawable(new
 osg::Sphere(osg::Vec3f(2.0f,-1.0f,3.0f),0.5f)));

 //Loading the terrain node
 osg::ref_ptrosg::Node terrainnode
 (osgDB::readNodeFile(JoeDirt.flt));
 terrainScaleMAT-addChild(terrainnode.get());
 terrainScaleMAT-setMatrix(terrainScaleMatrix);

 //adding the terrain node to the root node
 root-addChild(terrainScaleMAT.get());

 //lighting code
 root-addChild(lightGroup.get());
 //Adding the light marker geode
 root-addChild(lightMarkerGeode.get());

 // add the state manipulator
 viewer.addEventHandler( new
 osgGA::StateSetManipulator(viewer.getCamera()-getOrCreateStateSet()) );

 viewer.setSceneData( root.get() );

 return (viewer.run());
 }*

 --

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Re: [osg-users] text appearing flipped and backwards

2008-07-19 Thread Peter Wraae Marino
Hi,

have you created your own viewmatrix?
I assume the red text is just photoshopped in, right?

Peter
http://osghelp.com




On Fri, Jul 18, 2008 at 10:49 PM, James Dickson [EMAIL PROTECTED]
wrote:

   Hi,

 I am having an issue with osgText::Text in that the text appears flipped
 and backwards relative to the other geometry in the scene. (Please see
 screenshot for what I mean)
 In the attached screen shot I have written on the coords. of the billboard
 geometry so hopefully the following code will make some sense:


 // Go through data and plot lines.

 for (_i = _testTimeLine.begin(); _i != _testTimeLine.end(); ++_i)

 {

 std::stringstream _caption;

 _caption  *_j;

 int _y = static_castint(((*_j) + _minY) *

 ((
 _height - 20) / (_maxY - _minY)));

 int _x = static_castint(((*_i) + _minX) *

 ((
 _width - 20) / (_maxX - _minX)));

 _x = _x + 10;

 _y = _y + 10;

 // If not at the beginning of the vector, draw a line, otherwise

 // colour a pixel.

 if (_i != _testTimeLine.begin())

 {

 m_graphImage-DrawLine(osg::Vec2(_prevx, _prevy),

 osg::Vec2(_x, _y),

 osg::Vec4(0.0f, 0.0f, 1.0f, 1.0f));

 }

 else

 {

 m_graphImage-SetPixel(osg::Vec2(_x, _y),

 osg::Vec3(0.0f, 0.0f, 1.0f));

 }

 _prevx = _x;

 _prevy = _y;

 // Convert texture coordinates to uv's to use as offsets.

 float _u = ((float)_x) / ((float)_width);

 float _v = ((float)_y) / ((float)_height);

 osg::Vec3 _xoffset(_u, 0.0f, 0.0f);

 osg::Vec3 _zoffset(0.0f, 0.0f, _v);

 // Use offsets to create world space coordinates.

 osg::Vec3 _pos = m_corner + _xoffset + _yoffset

 +
 _zoffset;

 // Create and position text displaying data point value.

 osgText::Text * _text = new osgText::Text;

 _text-setFont(_font);

 _text-setCharacterSize(characterSize);

 _text-setPosition(_pos);

 _text-setAxisAlignment(osgText::Text::XZ_PLANE);

 _text-setText(_caption.str());

 _captions-addDrawable(_text);

 ++
 _j;

 }
 I have managed to fix it by changing the alignment setting to
 REVERSE_XZ_PLANE and switching the sign of the offset coords. However I feel
 this is a slight hack and wondered if there is some other 'proper' setting?

 Many thanks,

 James

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Re: [osg-users] 回复: Re: multi translucent g eometry

2008-07-14 Thread Peter Wraae Marino
Hi Rick,

I agree with Paul.

Turn off your z-buffer. If this effect is for thrusters then you should
perhaps look into additive blending
instead and this should create a better effect.. the more thrusters the
brighter the become.

A screenshot of your problem would help a lot (if possible).

regards,
Peter
http://osghelp.com


2008/7/14 Paul Speed [EMAIL PROTECTED]:

 I'm no expert in this area but have had to do some pretty weird things
 in the past to get transparency working right for some odd scenes...

 One thing you might try is to disable z-buffer writes (not tests) for
 the flares.  Depending on your blending, this can add other types of
 artifacts but I think in your case they will be very subtle... versus
 the z-fighting you are seeing.  (You will obviously want them to be
 drawn last just like normal transparency.)

 Just an idea...
 -Paul

 Rick Pingry wrote:
  That reminds me of an issue I have not resloved yet.  Our space ships
  have thruster engines and I use an image map with transparency and point
  it back at the camera to make a pretty glow around it.  (First off, is
  this the best way to do it?  I have thought that perhaps a shader would
  work better, but I have not had a chance to learn about how to write
  shaders yet.  So much to learn, so little time).
 
  Anyway, In some ships there are banks of engines, and it is pretty easy
  to get the problem where these transparent images intersect with each
  other, and you get depth sorting issues that way.  I did work out a way
  to make these engine flare images point, rather than right at the
  camera, all along parallel lines with the camera's line of sight, and
  that helped tremendously, but you can still get in positions where the
  images happen to line up along the same depth, and you see some funky
  tearing and the like due to depth fighting.  Is there a way to handle
  this better? Should I try to apply other bins to the different engines?
  What are the rules wrt that?   It sounds like I need to read up on the
  glDepth and osg::Depth.  Any other recommendations?  I was running into
  problems rendering planet halos too.  Should the halo be in front of the
  planet or behind it?  probably the same kind of thing going on.
 
  Regards,
  -- Rick
 
  2008/7/13 小 杨 [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:
 
  Thanks! I'll try it!
 
  */Peter Wraae Marino [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED]/* 写道:
 
  Hi ?? (can't see your name),
 
  Are you sure zbuffer isn't falling for your 2nd geometry object?
  Also
  having equal depths is probably not a good idea? You need to
  render your
  objects from back to front order.
 
  When you have transparent objects you should set the stateset
  stateset-setRenderBinDetails(10,DepthSortedBin);
  this will render the objects from back to front order...
  but note they will not sort the polygons for the individual
  geometry.
 
 
 
 
  2008/7/13 小 杨 [EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED]:
 
  multi  translucent geometry   with equal depth but  alpha
  value is not equal.
 
  when i render these geometry ,i can not see all geometry! Why
 ?
 
  Can everyone give me some advice!
 
  Thanks!
 
 
  雅虎邮箱,您的终生邮箱! http://cn.mail.yahoo.com/
 
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  --
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  support site ___
 
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  --
Rick
  Check us out at http://fringe-online.com/
 
 
  
  
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Re: [osg-users] Drawing to Texture2D

2008-07-13 Thread Peter Wraae Marino
Hi James,

I believe you have to:

texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);

texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
-- 
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On Sat, Jul 12, 2008 at 11:29 PM, James Dickson [EMAIL PROTECTED]
wrote:

 I decided to go down the route of writting my own line, circle etc
 algorithms as I only need a few, but I have hit a slight snag. :-( I have
 attached an image to show the effect I am getting, ideally I would like the
 Texture2D which is projected onto the billboard to be sharper? I.e the lines
 drawn on the white billboard not to have blurred edges. The texture
 resolution is 256x256, and increasing it only partially helps, are there any
 filters I can turn on\off for the texture to help fix it?

 Many thanks,
 James

 2008/7/11 Jean-Sébastien Guay [EMAIL PROTECTED]:

 Hi James,

 I was wondering if it is possible to draw on a Texture2D instance. I know
 this isn't possible, but I am wondering if you can do the equivalent of:
 Texture2Dinstance-DrawCircle(x,y,r);


 OSG does not do 2D drawing to images. You can do your own by getting the
 data pointer from an osg::Image and drawing pixels into that (if you feel
 the need to write your own line, circle, flood-filling etc. algorithms :-)
 ), or you can use an imaging library (ImageMagick, etc.) to make the image
 and then get the data from that library and copy it into an osg::Image (or
 perhaps even use the same pointer if it's a raw format). No need to save the
 image to disk and re-read it with OSG.

 Hope this helps,

 J-S
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Re: [osg-users] multi translucent geometry

2008-07-13 Thread Peter Wraae Marino
Hi ?? (can't see your name),

Are you sure zbuffer isn't falling for your 2nd geometry object? Also
having equal depths is probably not a good idea? You need to render your
objects from back to front order.

When you have transparent objects you should set the stateset

stateset-setRenderBinDetails(10,DepthSortedBin);
this will render the objects from back to front order...
but note they will not sort the polygons for the individual
geometry.




2008/7/13 小 杨 [EMAIL PROTECTED]:

 multi  translucent geometry   with equal depth but  alpha value is not
 equal.

 when i render these geometry ,i can not see all geometry! Why ?

 Can everyone give me some advice!

 Thanks!

 --
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Re: [osg-users] StartingOpenSceneGraphinVisualStudio

2008-07-11 Thread Peter Wraae Marino
Hi Victor,

you need to use cmake

Peter

On Fri, Jul 11, 2008 at 5:18 PM, Victor Chilekwa [EMAIL PROTECTED]
wrote:

  I am a new user. I have downloaded zip file OpenSceneGraph-2.4.0.zip to
 run open scene graph from the visual studio environment. Can any one tell
 me where I can find the open scene graph  project files i.e. .vcproj for
 .net or .dsw for visual studio 6.

 thanks,

 Victor


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Re: [osg-users] RE : multitextureing coordinates

2008-07-10 Thread Peter Wraae Marino
Hi Jason,

Yes it does work.. just fine.

thanks,
Peter

On Thu, Jul 10, 2008 at 6:05 PM, Jason Daly [EMAIL PROTECTED] wrote:

 Peter Wraae Marino wrote:

 Hi Franclin,
  Yea doing it using a shader is easier and more flexible, but is there a
 reason why we don't get access to do multitexture coordinates?
  Jasons suggestion: osg::Geometry::setTexCoordArray() is not for
 multitexture coordinates, so I can't really use that.


 I use it for multitexture coordinates all of the time.   Why would you
 think it doesn't work?

 --J


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Re: [osg-users] RE : Re: RE : multitexturing coordinates

2008-07-10 Thread Peter Wraae Marino
Hi Franclin,

yes shaders is better.. . but I wanted to solve this using old
multitexturing method. I have succesfully done this and it works
just fine on my quad (which of course if from the geometry class).

doing it using a shader is not a problem (actually easier for me).. but like
I said I purposely wanted to use the above method without
shaders.

regards,
Peter

On Fri, Jul 11, 2008 at 12:00 AM, Franclin Foping [EMAIL PROTECTED] wrote:

 Hi Peter,
  You can achieve a multitexture effect quite easily again look at my
 tutorials. The problem is all about defining the geometry of objects
 yourself and in order to do this you will need to rely on the geometry
 class.
  But for shape drawable, geometry information is hidden to clients (and I
 don't know why but I suspect performance issues) that is why you need to use
 shaders for them. Because by making use of shaders you are actually changing
 the graphics pipeline.
 Talk to you soon.
  F.

 *Jason Daly [EMAIL PROTECTED]* a écrit :

 Peter Wraae Marino wrote:
  Hi Franclin,
 
  Yea doing it using a shader is easier and more flexible, but is there
  a reason why we don't get access to do multitexture coordinates?
 
  Jasons suggestion: osg::Geometry::setTexCoordArray() is not for
  multitexture coordinates, so I can't really use that.

 I use it for multitexture coordinates all of the time. Why would you
 think it doesn't work?

 --J

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[osg-users] multitextureing coordinates

2008-07-09 Thread Peter Wraae Marino
Hi users,

I have create simple quad using osg::Geometry and I would like to apply
multitextering to it.
I'm missing a way to set glMultiTexCoord using OpenSceneGraph.

Is there a way one can set glMultiTexCoord?

regards,
Peter
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Re: [osg-users] RE : multitextureing coordinates

2008-07-09 Thread Peter Wraae Marino
Hi Franclin,

Yea doing it using a shader is easier and more flexible, but is there a
reason why we don't get access to do multitexture coordinates?

Jasons suggestion: osg::Geometry::setTexCoordArray() is not for multitexture
coordinates, so I can't really use that.

regards,
Peter



On Thu, Jul 10, 2008 at 1:27 AM, Franclin Foping [EMAIL PROTECTED] wrote:

 Hi Peter,
  I have addressed this issue in my tutorial entitled Tutorial 7:
 Texturing, multitexturing and positioning objects  (
 http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/Tuto7.zip
 ).
  For your information, please note that it is not possible to apply a
 multitexturing on built-in shape drawable objects as texture coordinates are
 not accessible to coders. The easiest way around this problem will be to use
 shaders. Again, I have achieved this in tutorial 14.
  All these tutorials are available in the official webpage in the Tutorial
 section. ''Yet Another Set of Beginner Tutorials'
  Hope to have answered your question.
  Regards,
  Franclin.

 *Peter Wraae Marino [EMAIL PROTECTED]* a écrit :

   Hi users,

 I have create simple quad using osg::Geometry and I would like to apply
 multitextering to it.
 I'm missing a way to set glMultiTexCoord using OpenSceneGraph.

 Is there a way one can set glMultiTexCoord?

 regards,
 Peter
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Re: [osg-users] Performance hit caused by porting from VS 7.1 to VS 9

2008-07-02 Thread Peter Wraae Marino
The express editions does full optimizations,.. same compiler.
The express version just doesn't have features for web, MFC and stuff like
that.
regards,
Peter


On Wed, Jul 2, 2008 at 9:33 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Rick,

 Do the express editions do full optimizations?  I recall previously MS
 used to cap the optimization on the give away versions of VS.

 Robert.

 On Tue, Jul 1, 2008 at 10:13 PM, Rick Pingry [EMAIL PROTECTED]
 wrote:
  Hello All,
 
  We have succesfully ported from OSG 1.2 to the newest SVN version (well,
  almost newest, I think we are on 8512 at the moment).  Thanks again for
 all
  the fantastic forum support.
 
  We have been using VS 7.1 for all of our work so far, but since we were
  missing a well build freetype library, I figured it was time to make the
  jump there as well.  I downloaded VS 9 express and ran CMake to build
 OSG.
  All built just fine.  The converter in VS 9 converted all of the projects
  without fuss, and I was able to get it all compiling and running pretty
  easily.  Unfortunately, I am seeing this 30% drop in framerate :(.  I was
  seeing about 28-30 fps (yes, I know, I have some scene optimizing to do)
  with the VS 7.1 build, which dropped to 20-21 fps using VS 9 express.
 
  Has anyone seen anything like that before?  Am I missing some setting
  somewhere?  Perhaps the converter in VS 9 does not like me?
  Any ideas?
 
  -- Thanks
  Rick
  Check us out at http://fringe-online.com/
 
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Re: [osg-users] Problems with loading model in OSG 2.2

2008-07-02 Thread Peter Wraae Marino
Hi Ricky,

it sounds like you are using software rendering and not hardware. Why your
system defaults to software I have no clue.
If your project is small and you don't mind sharing.. you can zip and send
it to me at [EMAIL PROTECTED]  and I'll have a look at it on my
machine.

Peter


On Wed, Jul 2, 2008 at 2:29 PM, Ricky [EMAIL PROTECTED] wrote:

 I still can't solve this problem:
 Error: [screen #0] ChooseMatchingPixelFormat() - Unable to choose the
 requested pixel format
 I just loaded a simple model but the program run really slowly (in
 debug mode), it's better in release mode.
 I used osg1.2 and it run so fast, even in debug mode.
 Please support me with this problem, is it because of that error?

 My code is simply like this:
#include osg/PositionAttitudeTransform
 #include osg/Group
 #include osg/Node
 #include osgDB/ReadFile
 #include osgViewer/Viewer

 int main()
 {
osg::ref_ptrosg::Node m_node = new osg::Node();
osg::ref_ptrosg::Group root = new osg::Group();
osgViewer::Viewer viewer;
osg::Vec3 m_nodePosit;
osg::ref_ptrosg::PositionAttitudeTransform nodeXform = new
 osg::PositionAttitudeTransform();

m_node = osgDB::readNodeFile(baitap.flt);

root-addChild(nodeXform.get());

m_nodePosit.set(5,0,0);
nodeXform-setPosition( m_nodePosit );
nodeXform-addChild(m_node.get());

viewer.setSceneData( root.get() );

viewer.setUpViewInWindow(32,32,512,512);
return viewer.run();

 }
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Re: [osg-users] Problems with loading model in OSG 2.2

2008-07-02 Thread Peter Wraae Marino
Hi Ricky,

ok.. i think we should have asked this first.
have you updated your graphic-card driver?

Peter

On Wed, Jul 2, 2008 at 8:37 PM, Ricky [EMAIL PROTECTED] wrote:

 Thanks for your supports!
 I'm using the OSG binaries downloaded from http://www.mew.cx/osg/.
 I run this program on Windows XP SP2, VS2005 SP1, video card: ATI
 Mobility Radeon 2400XT 256MB, RAM DDR2 1GB.
 When I run osgviewer in command line: osgviewer --window 32 32 512 512
 cow.osg, I had the same problem, of course it run faster than in the
 debug mode.
 Could it because of my hardware? but i run well with the old version!
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Re: [osg-users] error in tutorial Loading Models from Files...

2008-07-01 Thread Peter Wraae Marino
Hi Zamo,

you can try this article if you like:
http://osghelp.com/readarticle.php?article_id=6
it's a simplified version how to load models.

and this article is a simplified version how to transform your models:
http://osghelp.com/readarticle.php?article_id=7

hope this helps,
Peter

On Wed, Jul 2, 2008 at 3:04 AM, Zamo Cédrik [EMAIL PROTECTED] wrote:

  Hi,



 in tutorial Loading Models from Files and Positioning Them in a Scene
 there is :



 osgViewer::Viewer viewer;


 viewer.addCameraManipulator(new osgGA::TrackballManipulator);



 compiler errors ;



 error C2039: 'addCameraManipulator' : is not a member of
 'osgViewer::Viewer'



 and



 error C2039: 'TrackballManipulator' : n'est pas membre de 'osgGA'



 is there up to date tutorials ?



 thanks.

  --
 Envoyé avec Yahoo! 
 Mailhttp://us.rd.yahoo.com/mailuk/taglines/isp/control/*http://us.rd.yahoo.com/evt=52423/*http://fr.docs.yahoo.com/mail/overview/index.html
 .
 Une boite mail plus intelligente.

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[osg-users] OpenSceneGraph Help Website

2008-06-29 Thread Peter Wraae Marino
Hi users,

I have tried to create some tutorials on how people can get started with
OpenSceneGraph. I have open the site for
registration today.. only the beginner articles are available right now.
Later more advanced articles will come, but for the time
being I need to get the website in usable form so it's easy to use and
understand.

The site is here: http://osghelp.com

If some of my explanitions should be wrong, missing, too little, too much..
then I would appriciate feedback.

Some might be asking the question.. www.openscenegraph.com already has many
tutorials and this is correct, but I
have tried to simplify most of the toturials on my site so it should be easy
to use/understand. I will be updating them constantly too.

I haven't gone into the linux getting started tutorials yet... will come
later (sorry for linux people out there... and yes I do
love linux)

enjoy,
Peter
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Re: [osg-users] [osg-submissions] API configurations in aseparateConfig include file

2008-06-25 Thread Peter Wraae Marino
Hi Bob,

I will have to disagree with you on that point. I have worked in the
computer industry for 15 years now
(hitman, freedom fighters just to name a couple).. To this extent I have
worked with 4 different gaming
companies that all have made there own scenegraph/engine .. and I have to
say that OpenSceneGraph
is the best designed project I have ever worked with!

and yes everything is well :)

my two cents,
Peter




On Wed, Jun 25, 2008 at 3:40 PM, Bob Kuehne [EMAIL PROTECTED] wrote:

 quite the interesting change, eh? gets back to a point of problem i
 have with this project - that it isn't designed, but mostly just
 implemented. and even that is done without a lot of thought as to the
 larger consequences...

 sigh.

 anyway, how's your new thing going? well?

 b

 -- Forwarded message --
 From: Brian R Hill [EMAIL PROTECTED]
 Date: Wed, Jun 25, 2008 at 9:10 AM
 Subject: Re: [osg-users] [osg-submissions] API configurations
 in  aseparateConfig include file
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


 I second Paul's statement - it breaks every other project that uses osg.

 Brian

 [EMAIL PROTECTED] wrote: -

 To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
 From: Paul Martz [EMAIL PROTECTED]
 Sent by: [EMAIL PROTECTED]
 Date: 06/25/2008 08:47AM
 Subject: Re: [osg-users] [osg-submissions] API configurations in
 aseparateConfig include file

 This is most definitely not a transparent change. It is not backwards
 compatible with application projects designed to build against an OSG
 source/build tree.
  -Paul


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf
  Of James Killian
  Sent: Tuesday, June 24, 2008 10:18 PM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] [osg-submissions] API configurations
  in aseparateConfig include file
 
  What was suppose to happen is that all of the changes were to
  be transparent in such a way where he need not write
  additional info.  The problem of course is that when the code
  was checked in it was not tested for the windows platform,
  and now that I finally understand how it is suppose to work
  there are two known issues:
 
  1.  On my setup using 2.4.8  and VS 7.1 platform the cmake
  fails to identify that I can use interlocked and threaded
  environment, and so the config files written are for single
  threaded, and some of my bounding variables were defined as float.
 
  2.  I suspect that cmake scripts included the *build* include
  for only OpenThreads and OSG (and these could build fine)...
  problem is that all projects dependent on either of these
  will also need to add the build path to search, and this
  triggered the why can't my application find the Config
  header? issues.
 
  It should be easy to fix #2 if in fact that is the intended
  direction (and to the best of my knowledge) it was.
 
  If these things are working properly, it should be a
  transparent workflow.
  I will certainly test this and provide feedback once the
  windows.h issues are resolved.
 
 
  James Killian
  - Original Message -
  From: Paul Martz [EMAIL PROTECTED]
  To: 'OpenSceneGraph Submissions'
  [EMAIL PROTECTED]
  Cc: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
  Sent: Tuesday, June 24, 2008 4:56 PM
  Subject: Re: [osg-users] [osg-submissions] API configurations
  in a separateConfig include file
 
 
  I was surprised to see a change with such widespread ramifications
  discussed
   only on osg-submissions, so I'm cross-posting.
  
   I think I've now waded through enough of the posts in this thread to
   understand why this was done, and how to cope with the fact that OSG
   header
   files are now in the build directory.
  
   Mathias, could you take the time to enter a FAQ on the wiki
  regarding
   this?
   I foresee many posts when people upgrade to the latest OSG
  of the form:
   why
   can't my application find the Config header?. Users will
  need to know the
   following:
  
   * OSG now generates headers in the build tree. If your app
  links with OSG
   from a source/build tree, your app will now need to look
  for headers in
   multiple locations.
  
   * You can get around this by installing OSG. You can
  customize the install
   location with an OSG cmake variable.
  
   * Any other info you think is relevant.
  
   A FAQ on the wiki would be better than having people search the
   osg-submissions archives.
  
   Thanks,
 -Paul
  
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[osg-users] fog

2008-06-23 Thread Peter Wraae Marino
hi users,

i have tried to create a simple example using fog. As I understand it the
start and end values define where the fog starts and ends relative to the
camera?

but

not matter what values I use it doesn't effect my rendering. I seem to
always get the same fog rendering.

can someone explain/clarifiy what I'm not understanding?

Here is the code if you need to test:

 #include osg/ShapeDrawable
#include osg/fog

osg::Node* CreateScene()
{
osg::Geode* pGeode = new osg::Geode();
 for ( int x=0; x10; x++ )
 {
  for ( int y=0; y10; y++ )
  {
   pGeode-addDrawable( new osg::ShapeDrawable( new
osg::Sphere(osg::Vec3(x,y,0.0f),0.3f) ) );
  }
 }
 osg::Fog* pFog = new osg::Fog();
 pFog-setMode( osg::Fog::EXP2 );
 pFog-setColor( osg::Vec4( 1, 1, 1, 1) );
 pFog-setStart( 5 );
 pFog-setEnd( 20 );
 pFog-setDensity( 0.08f );
 pGeode-getOrCreateStateSet()-setAttribute( pFog, osg::StateAttribute::ON
);
 pGeode-getOrCreateStateSet()-setMode( GL_FOG, osg::StateAttribute::ON );
return pGeode;
}

regards,
Peter Wraae Marino

http://osghelp.com
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Re: [osg-users] lod and txp

2008-06-23 Thread Peter Wraae Marino
Hi Robert,

it indeed does work but when I try using it on a camera doing RTT it has
no effect?
basically what I do is:

 m_rCamTex-GetCamera()-setInheritanceMask(
m_rCamTex-GetCamera()-getInheritanceMask() 
~osg::CullSettings::LOD_SCALE  );
 m_rCamTex-GetCamera()-setLODScale( parameters.GetFloat(0) );
note: m_rCamTex-GetCamera() returns an osg::CameraNode*

Am I missing something?

Peter


On Mon, Jun 23, 2008 at 10:10 AM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Peter,

 What you'll need to do is adjust the viewers Camera's LODScale as you
 do the zoom i.e.

  viewer.getCamera()-setLODScale(scale);  // scale = 1.0 is default

 Robert

 On Mon, Jun 23, 2008 at 8:12 AM, Peter Wraae Marino [EMAIL PROTECTED]
 wrote:
  Hi users,
 
  In our application we are using txp file format from terravista. We have
 a
  problem when zooming with the camera and level of details. Zooming in our
  application is done by changing the field of view and the problem is
  that
  the level of details used by txp is dependent on distance from the
 camera.
 
  we don't seem to have any method to change the behavior of the txp lod,
 so
  what I'm asking is.. does anyone know of any other technique we can use
 to
  solve this problem?
 
  regards,
  Peter
 
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Re: [osg-users] lod and txp

2008-06-23 Thread Peter Wraae Marino
HI Robert,

no problem. the setLODScale was the help that was needed.. I know and can
see that you
are very *busy*... i'm actually amazed that you can reply to  so many
people, work on the scenegraph,
update the website... you have full respect from me :)

about the snippets.. it's on purpose I only use snippets because I don't
help in the form of a complete solution
and neither should I waste your time looking at 1 lines of code. I just
posted the snippet in the hope
that people get a rough idea of what I did and perhaps have had the same
problem before.

anyway... Robert I appreciate all that you have done.

kind regards,
Peter

On Mon, Jun 23, 2008 at 1:59 PM, Robert Osfield [EMAIL PROTECTED]
wrote:

 Hi Peter,

 I'm afraid I can only point you in what I think it probably in the
 right direction, I can't get my head around all your code, especially
 given tiny snippets of code out of context and I am *busy*.

 Robert.

 On Mon, Jun 23, 2008 at 12:54 PM, Peter Wraae Marino [EMAIL PROTECTED]
 wrote:
  Hi Robert,
 
  it indeed does work but when I try using it on a camera doing RTT it
 has
  no effect?
  basically what I do is:
 
   m_rCamTex-GetCamera()-setInheritanceMask(
  m_rCamTex-GetCamera()-getInheritanceMask() 
  ~osg::CullSettings::LOD_SCALE  );
   m_rCamTex-GetCamera()-setLODScale( parameters.GetFloat(0) );
  note: m_rCamTex-GetCamera() returns an osg::CameraNode*
 
  Am I missing something?
 
  Peter
 
 
  On Mon, Jun 23, 2008 at 10:10 AM, Robert Osfield 
 [EMAIL PROTECTED]
  wrote:
 
  Hi Peter,
 
  What you'll need to do is adjust the viewers Camera's LODScale as you
  do the zoom i.e.
 
   viewer.getCamera()-setLODScale(scale);  // scale = 1.0 is default
 
  Robert
 
  On Mon, Jun 23, 2008 at 8:12 AM, Peter Wraae Marino [EMAIL PROTECTED]
  wrote:
   Hi users,
  
   In our application we are using txp file format from terravista. We
 have
   a
   problem when zooming with the camera and level of details. Zooming in
   our
   application is done by changing the field of view and the problem
 is
   that
   the level of details used by txp is dependent on distance from the
   camera.
  
   we don't seem to have any method to change the behavior of the txp
 lod,
   so
   what I'm asking is.. does anyone know of any other technique we can
 use
   to
   solve this problem?
  
   regards,
   Peter
  
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Re: [osg-users] Artefacts in transparent objects

2008-06-17 Thread Peter Wraae Marino
add


sphereGeode-getOrCreateStateSet()-setMode( GL_CULL_FACE,
osg::StateAttribute::ON );
peter

On Tue, Jun 17, 2008 at 1:24 PM, Juan Casanueva [EMAIL PROTECTED]
wrote:


 Hi there,

 I am having some problems with transparent objects. They have some
 artefacts (slices) depending on the view point.
 To illustrate the problem, I have done a simple example that draws a
 transparent red sphere with a box inside it.
 I have attached screenshots showing the strange slices appearing in the
 sphere.
 I must be missing something… any help would be appreaciated.

 Here is the code:

 #include osg/Geode
 #include osg/ShapeDrawable
 #include osg/Material
 #include osgViewer/Viewer
 #include osgViewer/ViewerEventHandlers

 int main( int argc, char **argv )
 {
   osgViewer::Viewer viewer;
   viewer.addEventHandler(new osgViewer::StatsHandler);
   viewer.addEventHandler(new osgViewer::WindowSizeHandler);

   osg::Group *root = new osg::Group;

   // transparent sphere
   osg::Geode  *sphereGeode = new osg::Geode;
   sphereGeode-addDrawable(new osg::ShapeDrawable(new osg::Sphere(osg::
 Vec3(0.0f,0.0f,0.0f),40.0f)));

   osg::StateSet* pStateSet = sphereGeode-getOrCreateStateSet();
   pStateSet-setMode(GL_BLEND,osg::StateAttribute::ON);
   pStateSet-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);

   osg::Material *pMat = new osg::Material;
   pMat-setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 0, 0,
 0.5));
   pMat-setAlpha(osg::Material::FRONT_AND_BACK, 0.5);
   sphereGeode-getOrCreateStateSet()-setAttributeAndModes(pMat, osg::
 StateAttribute::ON);

   root-addChild(sphereGeode);

   // box inside sphere
   osg::Geode *boxGeode = new osg::Geode;
   boxGeode-addDrawable(new osg::ShapeDrawable(new 
 osg::Box(osg::Vec3(0.0f,0.0f,10.0f),10.0f)));


   root-addChild(boxGeode);

   viewer.setSceneData( root );

   return viewer.run();
 }


 Thanks
 Juan

 ... ...

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Re: [osg-users] Problem loading plugins

2008-06-14 Thread Peter Wraae Marino
Hi Gael,

A couple of things.. i can see it's a dll so I'm assuming windows.

1. Have you compiled the plugins? see if they actually do exist.
2. Have you set your environment variables so osg can find the plugins?

regards
Peter Wraae Marino

http://osghelp.com



On Fri, Jun 13, 2008 at 11:29 PM, [EMAIL PROTECTED] wrote:

 Hello,

 Here is what the DEBUG log says when I try to load a 3DS file:

 DynamicLibrary::failed loading osgPlugins-2.4.0/osgdb_3ds.dll
 Warning: Could not find plugin to read objects from file .\minotaur.3ds.

 It is the same message with the other plugins...

 Thanks in advance for your any help!


 Gael


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