Re: [osg-users] how to update the Camera

2008-03-06 Thread Robert Osfield
2008/3/6 Wu Xiaodong [EMAIL PROTECTED]:
 Hi, Robert:


 is there any limit on calling setHomePosition and computeHomePosition()?

 I have taken a try, but it didn't works.

What do you mean by it didn't work, did it do the wrong thing, did it
do nothing at all?

These methods just set the home position of the camera manipulator,
they don't actual change the current view, to do this you need to call
home() on the viewer or camera manipulator.

Robert.
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Re: [osg-users] Font Quality / osgWidget

2008-03-06 Thread Robert Osfield
Hi Jeremy,

It shouldn't really matter which order you do things in.  The
GlyphTexture will be populated in a different order but it shouldn't
make any difference beyond this.   The fact you are observing a
difference suggests that GlyphTexture population order is affecting
things in some way.  I can't think off hand what this might be - the
only very vague guess would that the tex coords are different in some
way, perhaps this is related to the clipping you've observed.

FYI, I might be doing some refactoring work of the rendering code
inside osgText in the not too distant future.  At this point I will
need to review the lots of code internally with osgText so it'd be a
good time to have some unit tests to utilise - osgWidget might well be
a good way to generate unit tests ;-)

Robert.

On Wed, Mar 5, 2008 at 10:33 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
 I'd like to add another bit of info to this thread; attached are two
  screenshots (good.png  bad.png) rendered using almost identical code:

  good.png (sharp, crisp)
  

 text-setFontResolution(...)
 text-setCharacterSize(...)
 text-setText(...)



  bad.png (very blurry)
  

 text-setText(...)
 text-setFontResolution(...)
 text-setCharacterSize(...)
 text-update()



  Is there something wrong with my 2nd usage of osgText::Text such that I
  get the poorer quality? I understand that in the first usage the font
  sizes are already set before the initial text is rendered internally,
  but shouldn't the 2nd usage produce identical results, given that I call
  update after setting the new values? (My assumption here, however, could
  be woefully wrong, but will be useful information either way. :))




  On Wed, 2008-03-05 at 16:10 -0500, Jeremy Moles wrote:
   I've attached a screenshot of some text rendered in a very standard way
   using osgText:
  
 text-setFont(std::string(fonts/monospace.ttf));
 text-setCharacterSize(size);
 text-setFontResolution(size, size);
 text-setText(label);
 text-setColor(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
  
   In the screenshot, a the very bottom, you'll see a bit of text called
   label 6 (copy). Take a close look at the following characters:
  
 a, e, 6, (
  
   ...and you'll notice that the glyphs are 1 (perhaps 2) pixels chopped
   off at the left.
  
   I've been hunting this down forever--in fact, I've made a lot of similar
   posts in the past--but I simply cannot prevent this occurrence in a
   predictable way. If I play with the font sizes I can sometimes achieve
   nearly perfect font quality, but it's all guess-work.
  
   So I've decided to go back to square one and ask the mailing lists: can
   anyone with any heavy osgText experience give me any hints as to what is
   going on? I've tried all of the KERNING options (though this is a
   monospace font), I've tried hacking Text/TextBase.cpp so that each Glyph
   absolutely is pixel aligned, I've tried all manner of different
   fonts--but nothing seems to give predictable rendering results. My
   suspicion is that the GlyphQuads object's _texcoords values are getting
   calculated slightly wrong in some cases, but I'm not sure.
  
   Having precise font quality in osgWidget will be really important, so
   I'm willing to make any code changes necessary to facilitate this...
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Re: [osg-users] osgSim::HeightAboveTerrain and osgintersection

2008-03-06 Thread Robert Osfield
Hi Chuck,

osgSim:HeightAboveTerrain or osgSim:ElevationSlice might be of
interest, the later is the one I'd use as it give you the whole data.
But... both of these query for the heights res tiles, which won't be
aligned to the terrain at all LOD levels soo... it won't actually work
that well for a general runtime database.

As for the specifics of what its not working with a TXP database I
can't say - the osgSim classes as explicitly designed to handle paged
database so in theory should work just fine.  Perhaps the fact that
the TXP plugin does some funky management of PagedLOD levels to try
and restrict how far apart adjacent tiles can be in LOD level is the
cause.  One would need to go through with a debugger to be sure.

Either way if you want a visual grid on your paged terrain I don't
think computing intersections and generating polygons will cut it due
to the nature of elevation changes as LOD levels pop in.  The best
approach you could try would be to compute the intersections on the
fly as tiles a loaded in via a custom Registry::ReadCallback - this
would use the PlaneIntersector to get the intersections with each new
loaded subgraph.

However, the approach I'd use would be a custom shader that computes
the position in space of each fragment on the terrain and decides to
render different colours depending in the fragment was closest enough
to a grid interval or not.  Such a shader would work with any type of
terrain and would be pretty light weight.

Robert.



On Thu, Mar 6, 2008 at 5:50 PM, Cole, Charles E. (LARC-B702)[GENEX
SYSTEMS] [EMAIL PROTECTED] wrote:
 I'm trying to use the osgSim::HeightAboveTerrain class to compute
  terrain heights at various points within a TXP database.  The intent is
  to get an array of Vec3d's such that I can create a grid pattern using
  osg::Geometry that (coarsely) represents the database (I tried the
  OverlayNode and other examples, but the textures just didn't work for
  me).

  In my code, I basically create a osgSim::HeightAboveTerrain object, then
  loop through various points laterally offset from the terrain's center
  point (as determined by the bounding sphere).  With each point, I call
  the 'computeHeightAboveTerrain' method using the terrain node (read in
  using osgDB::readNodeFile) and the computed point to get the height
  above the terrain.  Unfortunately, all of the calls return the same
  height.  The terrain is of a mountainous region, so the actual terrain
  height varies considerably from point to point.

  As a check, I ran the osgintersection example using the TXP database.
  For this example, it also returns a constant height (and the same height
  that I receive in my code).

  Any suggestions on why a constant height is returned?  Are there steps
  that I'm missing?  I searched the mailing list archives and couldn't
  find any discussions related to my problem.  BTW, The TXP database is a
  paged LOD database with a Z-up orientation.

  TIA.

  chuck

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Re: [osg-users] Font Quality / osgWidget

2008-03-06 Thread Robert Osfield
HI Mark,

I'm way too busy with other work now to be able to dive into discuss
osgText in detail right now.  You analysis of the problem is good, but
the fix is something that is a general fix.  As I said before I
hopefully should get the opportunity to refactor the rendering side to
osgText in the not too distant future, at this point I'll dive fully
in.

Robert.

On Thu, Mar 6, 2008 at 6:09 PM, Mark Sciabica [EMAIL PROTECTED] wrote:
 I ran into the same problem and I agree that the appearance of the
  clipped text is quite ugly. Unfortunately, the problem lies within the
  design of osgText and not your usage of it.

  Texels sampled within the character cell are linearly blended with one
  another, giving an antialiasing effect internal to the character cell.
  However, when a character cell has a texel set at its edge, no
  blending takes place outside that edge because the texture isn't drawn
  outside the quad.

  My solution was to modify osgText to draw larger quads for the
  character cells (by one texel in each direction), adjusting texture
  coordinates accordingly. Side effects are that character cells now
  overlap so depth testing needs to be disabled (or some sort of
  stenciling operation performed), and extra margin should be allocated
  for each character in the texture (using Font::setGlyphImageMargin).

  Another possible solution is to disable texture filtering, so all
  parts of each character will have the same clipped appearance. If
  you're already using some sort of full screen antialiasing this might
  not look too bad.

  Below is my modified version of Text::computeGlyphRepresentation()
  from osgText/Text.cpp. The modified code is controlled by #ifdefs.

  Robert: Given the restrictions (depth writing needs to be disabled),
  is this something you would want to add to osg? Perhaps configurable
  as an optional method of text rendering? If so, I'll submit the
  changed files to the submissions list.

  void Text::computeGlyphRepresentation()
  {
 Font* activefont = getActiveFont();
 if (!activefont) return;

 _textureGlyphQuadMap.clear();
 _lineCount = 0;

 if (_text.empty())
 {
 _textBB.set(0,0,0,0,0,0);//no size text
 computePositions(); //to reset the origin
 return;
 }

 OpenThreads::ScopedLockFont::FontMutex
  lock(*(Font::getSerializeFontCallsMutex()));

 // initialize bounding box, it will be expanded during glyph
  position calculation
 _textBB.init();

 osg::Vec2 startOfLine_coords(0.0f,0.0f);
 osg::Vec2 cursor(startOfLine_coords);
 osg::Vec2 local(0.0f,0.0f);

 unsigned int previous_charcode = 0;
 unsigned int linelength = 0;
 bool horizontal = _layout!=VERTICAL;
 bool kerning = true;

 unsigned int lineNumber = 0;

 activefont-setFontResolution(_fontWidth,_fontHeight);

 float hr = _characterHeight/(float)activefont-getFontHeight();
 float wr = hr/_characterAspectRatio;

 for(String::iterator itr=_text.begin();
 itr!=_text.end();
 )
 {
 // record the start of the current line
 String::iterator startOfLine_itr = itr;

 // find the end of the current line.
 osg::Vec2 endOfLine_coords(cursor);
 String::iterator endOfLine_itr =
  computeLastCharacterOnLine(endOfLine_coords, itr,_text.end());

 linelength = endOfLine_itr - startOfLine_itr;

 // Set line position to correct alignment.
 switch(_layout)
 {
 case LEFT_TO_RIGHT:
 {
 switch(_alignment)
 {
   // nothing to be done for these
   //case LEFT_TOP:
   //case LEFT_CENTER:
   //case LEFT_BOTTOM:
   //case LEFT_BASE_LINE:
   //case LEFT_BOTTOM_BASE_LINE:
   //  break;
   case CENTER_TOP:
   case CENTER_CENTER:
   case CENTER_BOTTOM:
   case CENTER_BASE_LINE:
   case CENTER_BOTTOM_BASE_LINE:
 cursor.x() = (cursor.x() - endOfLine_coords.x()) *
  0.5f;
 break;
   case RIGHT_TOP:
   case RIGHT_CENTER:
   case RIGHT_BOTTOM:
   case RIGHT_BASE_LINE:
   case RIGHT_BOTTOM_BASE_LINE:
 cursor.x() = cursor.x() - endOfLine_coords.x();
 break;
   default:
 break;
   }
 break;
 }
 case RIGHT_TO_LEFT:
 {
 switch(_alignment)
 {
   case LEFT_TOP:
   case LEFT_CENTER:
   case LEFT_BOTTOM:
   case LEFT_BASE_LINE:
   case LEFT_BOTTOM_BASE_LINE:
 cursor.x() = 2*cursor.x() - endOfLine_coords.x();
 break;
   case CENTER_TOP:
   case CENTER_CENTER:
   case 

Re: [osg-users] Custom stats?

2008-03-06 Thread Robert Osfield
HI Brett,

Just have a look how the present stats are done via the StatsHandler,
it should tell you the various things that can be done to get things
renderered and updated - there should be no need for custom drawables
as it can all be done with standard OSG objects.

Robert.

On Thu, Mar 6, 2008 at 6:24 PM, Brett Wiesner [EMAIL PROTECTED] wrote:
 Hi,

  I'd like to display some custom stats every frame. For example, I have a
  custom drawable which I'd like to display some information about. What's
  the best way to go about doing this?

  Thanks,
  Brett
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Re: [osg-users] osgSim::HeightAboveTerrain and osgintersection

2008-03-07 Thread Robert Osfield
On Thu, Mar 6, 2008 at 6:53 PM, Cole, Charles E. (LARC-B702)[GENEX
SYSTEMS] [EMAIL PROTECTED] wrote:
 Thanks Robert.

  I was hoping what seemed to be the simplest solution would work.  I'll
  pursue a little further, particularly in the TXP plug-in.  Is there a
  way to force specific LOD's to load (particularly the highest)?

No, you can only force the highest by iterating from top to bottom
like the osgSim::HeightAboveTerrain does.

  I think the shader solution is probably the best and would actually lead
  into some other work that I'd like to do.  Unfortunately, I really don't
  know anything about shaders.  So, I've got quite a bit of learning to do
  before I can attempt.

Shaders are really just little C programs with contraints on the data
in and data out, its a bit bewildering at first but quite a bit of
fun once you get going.

Robert.
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Re: [osg-users] Transforms

2008-03-07 Thread Robert Osfield
Hi Renan,

mt-postMult(m) is mt = mt * m;

Robert.

On Thu, Mar 6, 2008 at 7:29 PM, Renan Mendes [EMAIL PROTECTED] wrote:
 Quick notation question:

 When I have a MatrixTransform* mt and a Matrix m and I do this:
 mt-postMult(m), which of the following am I mathematically doing?

 mt = mt * m;

  or

 mt = m * mt


 Thanks,

 Renan M Z Mendes

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Re: [osg-users] osg with MFC and SDI

2008-03-07 Thread Robert Osfield
On Fri, Mar 7, 2008 at 6:53 AM, Tran Thanh Hiep [EMAIL PROTECTED] wrote:
 hi all
 I need an example mfc and SDI with OSG 2.3.4.
 can you help me?

I have now clue what SDI might be, but there is an osgviewerMFC example.
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Re: [osg-users] Changing day night textures of models in TerraPage OSG

2008-03-07 Thread Robert Osfield
On Fri, Mar 7, 2008 at 2:59 AM, Kiff Loh [EMAIL PROTECTED] wrote:
  How do we change the Day/Night/Dry/Wet textures of 3D models and runways
  that are planted in Terra Page?

I haven't heard about multiple texture variants in TXP before, but
then I don't have Terrex's products, just contributed to the plugin
from time to time.  I'd recommend chatting with Terrax about it to
find out how they store these variants, and how one might go about
accessing them.  Terrex use the OSG internally in several of their
products, and are the lead authors on the OSG's TXP plugin, so should
know how to go about it.

Robert.
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Re: [osg-users] TerraPage tile having own origin

2008-03-07 Thread Robert Osfield
Hi Kiff,

I not familiar with the local tile origin support in TXP, so you best
bet is go talk to Terrex engineers about this feature.

FYI, The VirualPlanetBuilder generates tiles all with a local origin
and a MatrixTransfrom above each tile to place in to the 3D world.
The OSG's internal matrices default to double matrices, and the camera
setup up code all uses doubles so precision is maintained all the way
till the data is passed to OpenGL, so VPB generated database work just
fine with whole earth databases right down to ground level.  So on the
OSG side everything is up to the task, its just a matter of getting
things on the TXP plugin side to set things up in a similar way.

Robert.

On Fri, Mar 7, 2008 at 2:49 AM, Kiff Loh [EMAIL PROTECTED] wrote:




 Hi,



 I'm building a large visual database using Terra Page and running on OSG. I
 read that from Terra Vista help that Terra Vista allows the TXP database to
 have an origin for each tile instead of the whole gaming area. It states
 that This setting requires an extra offset for the runtime.



 Anyone knows how do we load such a database in OSG? I may need such a DB
 because my current XYZ is causing a lot of jittering from terrain to models
 and lights.



 Below is an extract from Terra Vista Help.



 Use this field to tell Terra Vista whether the coordinates in your output
 TXP database are offset with respect to the origin of the Gaming Area, or
 with respect to each tile. This could, for example, help if your coordinates
 were getting too large. Your choices here are:



 Origin.  When set to Origin each tile will be relative to the origin of the
 database. This is the default setting.



 Tile.  If set to Tile, each TerraPage tile will be relative to its own
 origin. This setting requires an extra offset for the runtime. The advantage
 of using Tile, is that there is more numerical accuracy for larger
 databases. 





 Kiff



 -Original Message-


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Re: [osg-users] File search and absolute paths

2008-03-07 Thread Robert Osfield
On Fri, Mar 7, 2008 at 3:52 PM, Paul Martz [EMAIL PROTECTED] wrote:
 A client recently pointed out that if you call readNodeFile() and specify a
 file with an absolute (or even relative) path, but the file can't be found
 using that path, then the path is stripped and the osgDB looks for the file
 without the path. Is there a reason for this? I'd think OSG should just
 return an error if the file can't be found in the path specified.

 Just curious...

Its so you override an absolute path that is no longer valid for the
new computer.  This often happens when you have a model saved with
absolute path for a specific machine, then the data and its imagery is
moved to another machine with the imagery filenames now completely
wrong, here the DataFileSearchPath + stripped filenames comes to the
rescue.

Robert.
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Re: [osg-users] Custom stats?

2008-03-07 Thread Robert Osfield
Hi Brett,

Thanks for the further explanation, I know understand a bit more about
what you are after.  I'm afraid off the top of my head I can think of
the specifics of what you'll need to do.  You may well need to write
you own traversal of the main view's RenderStage rather than relying
upon the RenderBin::getStats(..) method.

Robert.

On Fri, Mar 7, 2008 at 1:57 PM, Brett Wiesner [EMAIL PROTECTED] wrote:
 Robert,

  I already have a custom drawable; in fact that's what I want to view the
  stats of. For example, in  the drawable is some openGL code which
  produces some billboards, and I want to know show how many billboards
  it's drawing. When I toggle the stats on and off, I'd like to see
  something like Billboards: 2040 along with the framerate info etc.

  I've looked at the stats handler and traced the code around. Here's what
  it seems like I need to do... Please correct me if I'm wrong.

  1. Add attributes to osg::Stats for the things I care about. (ie:
  Billboards)
  2. Derive from osg::statsHandler to get at those attributes and draw them.

  I'm a little confused here about the link between stats and statistics
  but it seems like I also need to...

  3. Derive from osg::Statistics (BillBoardStatistics) and add members for
  things I care about (ie: myNumBillboards).
  4. Add an accept method to my custom drawable class so that when the
  osg::statsvisitor visits I can get at my derived BillBoardStatistics
  class and update it with info about the number of billboards.

  Like I said, I'm confused about the connection between osg::stats and
  osg::statistics. Is there a connection? How does it work?

  Am I just way off here?

  Thanks,
  Brett



  Robert Osfield wrote:
   HI Brett,
  
   Just have a look how the present stats are done via the StatsHandler,
   it should tell you the various things that can be done to get things
   renderered and updated - there should be no need for custom drawables
   as it can all be done with standard OSG objects.
  
   Robert.
  
   On Thu, Mar 6, 2008 at 6:24 PM, Brett Wiesner [EMAIL PROTECTED] wrote:
  
   Hi,
  
I'd like to display some custom stats every frame. For example, I have a
custom drawable which I'd like to display some information about. What's
the best way to go about doing this?
  
Thanks,
Brett
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Re: [osg-users] Bad lighning for osg::Text objects in cheap hardware or mesa software renderer

2008-03-09 Thread Robert Osfield
Hi Andreas,

This looks like a bug in the OpenGL driver, and as such try looking at
updates to the driver to see if it fixes things.

Robert.

On Sun, Mar 9, 2008 at 11:05 AM, Andreas Goebel [EMAIL PROTECTED] wrote:
 Hi,

  I have the problem that many of my customers (schools) use cheap
  hardware. I use many osg::Text objects, and with cheap hardware (or the
  mesa software renderer) they look bad when the distance to the text is
  getting less.

  I attach two samples, the good sample is taken with my own hardware,
  whereas the bad one is taken with a mesa software renderer.

  I already tried disabling mipmapping, but this did not help.

  Suggestions for workarounds are highly welcome!

  Regards,

  Andreas

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Re: [osg-users] FrameBufferObjects and multithreading.

2008-03-10 Thread Robert Osfield
HI Jim,

There are limits with the time of threading you can do with cameras
that share the same graphics context - the draw traversals has to be
single threaded for each camera's rendering, this applies to FBO's as
well as normal rendering to a graphics window.

You should be able to still run multi-threaded if you have multiple
graphics contexts, but the osgdistortion example just uses on graphics
context, and multiple FBOs.  The example should be able to run
DrawThreadPerContext or CullThreadPerCameraDrawThreadPerContext, if it
can't perhaps there is something about the example that isn't thread
safe, I am the author so should know, but alas don't recall the
details off the top of my head.

When I get some time I'll change the osgdistortion example to allow
other threading models and see what happens.

Robert.

On Sun, Mar 9, 2008 at 8:15 PM, Jim Terhorst [EMAIL PROTECTED] wrote:

  I am having some difficulty getting FrameBufferObjects to work with
  multithreading.   My application is very close to the osgdistortion
  example.  I noticed that osgdistortion was forcing itself into single
  threaded operation.  When i run it, multi-threaded  I get frame buffer
  object errors from RenderStage::drawInner saying that there is an fbo
  problem, the FBO status is 0x8cd7, which is
  GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT.

  Is this a known problem?  Does anyone know of a workaround?  Does anyone
  have experience using FrameBufferObjects with multi-thread'ing?

  Thanks in advance,

  jim t


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Re: [osg-users] get function in osg::Matrixf

2008-03-10 Thread Robert Osfield
Hi Renan,

What would a getCoefficients method do??  Do you mean just the 4x4
float/double elements in the matrix?  If so there are already methods
for accessing the raw data via ptr() and operator(i,j) for accessing
the elements.

On Sun, Mar 9, 2008 at 9:43 PM, Renan Mendes [EMAIL PROTECTED] wrote:
 Hi,

  I'm new in using open source software. Because of that I don't know how
 to modify the library's code according to my needs. For instance, I'd like
 to create a getCoefficients() function in osg::Matrix, but I don't know
 where to make that change. I'm using windows and I've followed the
 installation step-by-step guide shown on OSG's website. Can anybody teach me
 how to do it? Thanks.

  Renan M Z Mendes

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Re: [osg-users] Philips WOW TV displays...

2008-03-10 Thread Robert Osfield
Hi Guys,

As a general comment, the core OSG doesn't yet support the Philip's
type of stereo out of the box.  Although it isn't really stereo is
it... its mono + depth which is a little different, the stereo is in
the display unit...

At some point I'd see it as natural to roll this type of 3D display
support into the core OSG.  I don't have such a display to play with
so I'm afraid its something that others will have to code up and
submit.  Right now 3D display support is done at a relatively low
level in osgUtil::SceneView with it hiding all the implementation
details.  This isn't the most efficient way to do it though as it
forces the 3D display support down into a single threaded part of the
pipeline.  A much more scalable route would be to do add 3D display
support into osgViewer, and use high level slave cameras to set up the
appropriate rendering.  So... if you do plan to submit support for
Philip's 3D display then I'd recommend doing it in a similar way to
the way that osgdistortion is put together using slave cameras and
FBO's.

Robert.
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Re: [osg-users] Where to get the State from?

2008-03-10 Thread Robert Osfield
HI Art,

As osg::GraphicsContext has a osg::State object, while the
Viewer/Composite class has a collections one or more
GraphicsContexts virtue of the Cameras that they maintain.  The viewer
classes have a convenience method getContexts(ViewerBase:Contexts)
which you can use to get the contexts. i.e.

  Viewer::Contexts contexts;
  viewer.getContexts(contexts);
  for(Viewer::Contexts::iterator itr = contexts.begin();
   itr != contexts.end();
   ++itr)
  {
  osg::GraphicsContext* context = *itr;
  osg::State* state = context-getState();
  // do with me what you will
  }



On Mon, Mar 10, 2008 at 3:39 PM, Art Tevs [EMAIL PROTECTED] wrote:
 Hi folks,

  imagine I have a class derived from osgViewer::Viewer.
  No I need the correct osg::State to apply something.
  Where to get it from?


  1. One solution could be:
  
 dynamic_castosgViewer::Renderer*(getCamera()-getRenderer())-getSceneView(0)-getState();

  however this state seems not to be initialized and I
  have manually to call the initializeExtensionProcs()
  method. And this seems not to be elegant solution.


  2. Second solution could be:
  _currentContext-getState();

  however _currentContext seems to be NULL during the
  run of osgViewer::Viewer.


  Hence where to get the correct state from? I do not
  have any SceneView or similar things defined, just the
  customized viewer.


  Best regards,
  Art





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Re: [osg-users] Multiple Cameras Render to Single Texture

2008-03-11 Thread Robert Osfield
Hi ?

Have a look at the osgdistortion example or the
osgViewer::setUp3DSphericalDisplay() code - its sets up six slave
cameras which rendering into a texture cube map, and then a final
slave camera to render the final distortion correction mesh.

Robert.

On Mon, Mar 10, 2008 at 9:10 PM, spowers [EMAIL PROTECTED] wrote:
 I currently have an application that uses several osg::Camera objects
  that each render to an osg::Image

  Is there a way to get these Cameras to render to the same texture but
  use distinct real-estate for each camera?
  i.e each frame will appear side by side within the texture.

  I can render them to the screen by setting their viewports to be
  adjacent to one another but I cant figure out how to save them to a
  texture in this way without moving data around in the texture buffer.

  I cant use readPixels or some derivative thereof because I plan to
  render the cameras to a pixel buffer so that they dont have to be
  rendered to the screen.

  In case its necessary, I'm trying to render a full 360 view around a
  single point with minimal distortion. I've found the best way to do this
  is to use multiple cameras and line up their frustums so they share a side.

  Thanks in advance!
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Re: [osg-users] about compass

2008-03-11 Thread Robert Osfield
On Tue, Mar 11, 2008 at 7:05 AM, IceSharK [EMAIL PROTECTED] wrote:
 Hi~

 scene have a model and a compass which using camere hud.

 how to rotate compass follow model's rotation making by user input ?

You need to use extract the rotation part of the the master camera's
view matrix to give you the rotation, then use this when computing the
rotation matrix for your compass model.

Robert.
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Re: [osg-users] Using Vec3 == Vec3d

2008-03-11 Thread Robert Osfield
HI Anders,

It isn't possible just to remap the Vec3 typedef from Vec3f to Vec3d,
as you have found the their are many places that explicitly rely on
floats.  Places like BoundingBox and BoundingSphere could potentially
be moved across to use Vec3d rather than Vec3f, and the way to do this
would be to use a local vec_type typedef.  This type of change is best
done locally, as has been done with other similar classes such as
Plane and LineSegment that now do this.

General conversion to using double versions is a bad thing w.r.t
rendering, and general performance, not from double maths, but rather
memory footprint of double vector data and the inability of OpenGL
drivers/hardware to handle double data without converting to floats.
The thing to do is to keep all vertex data destined for OpenGL in
floats, and just keep high level scene graph objects in doubles where
required for precision.

In the case of managing whole earth databases, almost all of the work
I have done in the past year has been in this area, here I use
MatrixTransform's to place geometry in a local coordinate frame into
its final ECEF coordinate frame.  The OSG's Camera's view matrix is
all in doubles, and the cull traversal accumulates all matrices from
the camera right down to the geometry leaves in doubles so keep
precision for as long as possible.  Only when the final matrices are
passed to OpenGL does precision get lost, but generally the errors are
subpixel by this stage thanks for the tiles local to the viewer having
a relatively small modelview matrix translation, and far tiles which
do have greater translation and hence high values and more error are
further away so the errors are relatively the same - still subpixel so
you don't see any jitter.

You physics engine integration would be best to use the same approach,
keep local origins and transforms to place this in ECEF.

Robert.


On Tue, Mar 11, 2008 at 11:11 AM, Anders Backman [EMAIL PROTECTED] wrote:
 Hi all.

 Im +working in a project where we are rendering objects on Center of Earth
 (ECC) so we have a z-coordinate of 6.7E6Meters.
 So obviously we need to transform objects close to origo to be able to
 render them.

 I noticed that I got quite a few anomalies in the rendering,
 flickering/jumping objects.

 This probably comes from that I do some custom OpenGL rendering in a
 Drawable, where I update the bounding box of the drawable.

 In this update of the bounding box, I have the large translation built in,
 so the BoundingBox will contain the 6.7E6 coordinates and this obvious
 affects the resolution of the float used everywhere in BoundingBox
 calculations...


 So I wanted to use double for this, but this caused quite a lot of problems
 during build because its more or less hardcoded that Vec3f is default:

 To avoid this, I would have to apply this translation above the Drawable,
 instead of sending the matrix to my custom drawable (where I do
 glMultMatrix()).
  Now as this transformation is a result of a Physical simulation (in the ECC
 coordinate space) its not that trivial to get to the result I want, it would
 more or less require me to get the transformation for each simulated object
 and multiply with the inverse before sending it to the rendering. This is of
 course possible, but I was wondering if it would be possible to switch to
 Vec3d implementation of Vec3 using for example a flag in CMake?

 I guess all the Vec3Array etc, is still depending on Vec3f for OpenGL
 compatibility so in theory it would be possible.
 But in BoundingBox for example float is used explicitly for
 getMin()/getMax() etc..

 Here is the beginning of the list of compilation errors I got when I tried
 to change Vec3 to Vec3d (in the Vec3 header file):


 2C:\projects\algoryx\agx_dependencies\OpenSceneGraph\include\osg/Array(458)
 : error C2535: 'void osg::ValueVisitor::apply(osg::Vec3 )' : member
 function already defined or declared
  2
 C:\projects\algoryx\agx_dependencies\OpenSceneGraph\include\osg/Array(444) :
 see declaration of 'osg::ValueVisitor::apply'
 2C:\projects\algoryx\agx_dependencies\OpenSceneGraph\include\osg/Array(492)
 : error C2535: 'void osg::ConstValueVisitor::apply(const osg::Vec3 )' :
 member function already defined or declared
  2
 C:\projects\algoryx\agx_dependencies\OpenSceneGraph\include\osg/Array(480) :
 see declaration of 'osg::ConstValueVisitor::apply'
 2C:\projects\algoryx\agx_dependencies\OpenSceneGraph\include\osg/BoundingBox(82)
 : error C2440: 'return' : cannot convert from 'osg::Vec3d::value_type' to
 'float '

 2C:\projects\algoryx\agx_dependencies\OpenSceneGraph\include\osg/BoundingBox(85)
 : error C2440: 'return' : cannot convert from 'osg::Vec3d::value_type' to
 'float '
 2C:\projects\algoryx\agx_dependencies\OpenSceneGraph\include\osg/BoundingBox(88)
 : error C2440: 'return' : cannot convert from 'osg::Vec3d::value_type' to
 'float '

 2C:\projects\algoryx\agx_dependencies\OpenSceneGraph\include\osg/BoundingBox(91)
 : error C2440: 'return' : 

Re: [osg-users] 3D Studio Max (3DS) Output

2008-03-11 Thread Robert Osfield
Hi Chris,

As you have found out there is no write support in the 3ds plugin.
The 3ds format is not a good format so its not something I'd actually
recommend as a route for interoperability.

The OSG is open source though, so if you have the itch then feel free
to dive into the code and add write support.

Robert.

On Tue, Mar 11, 2008 at 4:21 PM, Chris Denham [EMAIL PROTECTED] wrote:
 I'm looking for a way to export from OSG to 3DS format.
  I notice that OSG does provide a plugin for loading 3DS, but does not
  appear to support the output of that format.

  Looking at the sources for the 3DS plugin, I noticed that there is
  code that may support part of the process of 3DS output e.g. in
  c:\OpenSceneGraph\src\osgPlugins\3ds\file.cpp
  extern LIB3DSAPI Lib3dsBool lib3ds_file_write(Lib3dsFile *file, iostream 
 *strm);
  extern LIB3DSAPI Lib3dsBool lib3ds_file_save(Lib3dsFile *file, const
  char *filename);

  These methods can write out the data structure created during model
  import, so I wondered how big a job it is to fill in that Lib3dsFile
  structure with an OSG scene.
  Has anyone has a go at this? If so, I can volunteer to help finish it off.
  Suggestions or pointers anyone?

  Chris Denham.
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Re: [osg-users] OpenFlight export issues

2008-03-11 Thread Robert Osfield
Hi Paul,

W.r.t UserData I'd suggest placing osgSim container for the extra
OpenFlight flags, users can then do a dynamic cast of UserData and get
the info they want.  The osgSim::GeographicLocation class already
serves this purpose.

W.r.t one or two plugins.  Simplicity of high level management would
suggest using a single plugin.  A single plugin would also promote
code reuse.  But... if there isn't much code reuse it could make the
two sets of code rather unwieldy.

If we do continue with two plugins then one could get the .flt reader
plugin to load the .flt write plugin on demand.  Or extend
osgDB::Registry so that one can have multiple plugins registered per
format, but I feel this is quite a bit of extra complexity for a small
amount of gain in terms of functionality - code complexity in
osgDB::Registry itself does need to be taken into consideration,
personally I already find it complex enough.

Robert.

On Tue, Mar 11, 2008 at 5:39 PM, Paul Martz [EMAIL PROTECTED] wrote:


 Hi Robert -- I'm making good progress on the OpenFlight exporter plugin and
 wanted to bounce a couple ideas off you.

 There is a customer requirement to be able to preserve the OpenFlight Object
 record flags that indicate don't display at night, don't display at day,
 etc. Currently, the importer ignores these flags and just creates an
 osg::Group for an OpenFlight Object record. I'm thinking about saving these
 flags as UserData on the osg::Group.

 This brings about the question: Will there be two separate OpenFlight
 plugins, one for import and one for export? This is the way I had originally
 envisioned it, but there is an issue with the osgDB not (fully) supporting
 two plugins for one extension; the only way I've found to get it to work is
 to explicitly load one of the plugins first.

 If the import and export are separate plugins, then this complicates sharing
 data structures such as the proposed UserData to preserve FLT Object flags.

 If the two plugins should be combined, then I should probably get to work on
 this now to save me work in the future.

 Thoughts?

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

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Re: [osg-users] osgWidget 0.1.6

2008-03-11 Thread Robert Osfield
Hi Jeremy,

Good to see another release of osgWidget make it out into the
daylight.  W.r.t the crash, try forcing the app to be single threaded.
 Beyond that I can't suggest much.  Alas I'm too busy myself for
experimenting with osgWidget yet, but I really really want to get
started with it.

Robert.

On Tue, Mar 11, 2008 at 5:46 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
 I tagged a 0.1.6 of osgWidget:

 http://osgwidget.googlecode.com

  I really wouldn't even bother posting about it to be honest but I need a
  bit of help if anyone is willing to try it. :)

  Upon building osgWidget (you'll want to get the monospace font and the
  osgText.cpp patch for maximum font clarity, but they aren't necessary),
  run the osgwidgetinput example and press the following keys:

 n
 SPACE

  Where that's the actual key 'n' and the spacebar. Something really
  bizarre is happening on my machine and I'm beginning to think it's a
  driver bug... what happens though is that I get an Floating Point
  Exception inside of NVidia's libGL, and it seems to have something to do
  with the space character in some context. If you immediately insert a
  space character, you can then follow that with any series of key presses
  you like, including spaces or otherwise.

  Anyways, this isn't a big deal (I'm sure I'll get it figured out), but I
  just wanted to let folks know I'm still alive and things are chugging
  along slowly. :)

  (I've been extremely busy these last few weeks writing some
  system-auditing software in Python for a client, and haven't had much
  time for hobby code...)

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Re: [osg-users] removeView from eventHandler - crash ...

2008-03-12 Thread Robert Osfield
Hi Roni,

You can't remove an object while its being operated on, so you need to
change you code so that the event handler sets an operation that you
main loops does at a safe time.  You'll need to stop and start
threading as well to avoid threads still using the view when you
remove it, so do something like:


  while(!viewer.done())
  {
 viewer.advance();
 viewer.eventTraversal();
 viewer.updateTraversal();

 if (needToDoSpecialViewerOperation)
 {
 viewer.stopThreading();
 // do my special operations...
 viewer.startThreading();
 }
 viewer.renderingTraversals();
  }

On Wed, Mar 12, 2008 at 11:29 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote:
 Hello
 I added an event handler for dynamically removing a view during the run.
 However it crashes because in CompostieViewer::eventTraversals, after the
 call to the event handler (which removes the view hence it's deleted)
 there's another usage of the view, which is already deleted (there's a call
 to the matrix manipulator).
 Is there a way to overcome this problem so that views can by removed during
 the run by an event handler?
 Roni
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Re: [osg-users] Renderstages

2008-03-12 Thread Robert Osfield
Hi Kim,

RenderStage/RenderBin/StageGraph/RenderLeaf are a collection of
classes used to manage the OSG's rendering backend, controlling both
the draw order and state inheritance.   The cull traversal reads items
like StateSet::RenderBinDetails and in scene graph osg::Camera's as
guide of how to set up the RenderState/RenderBin graph.

You can via cull callbacks create your own RenderStages/RenderBin and
place these in the viewer's active RenderStage, but in general its
easier just to use osg::Camera and StateSet::RenderBinDetails to
control this part of the rendering backend.  Back in the 1.0 days one
couldn't do this so flexible so one would be forced into manually
creating RenderStage/Bins on each frame, but it was much more awkward
and code hungry then the more scene graph centric means.

Robert.

On Wed, Mar 12, 2008 at 6:27 PM, Kim C Bale [EMAIL PROTECTED] wrote:
 At the moment I'm using a lot of post/pre render passes to generate a
  series of effects and was looking toward cleaning up my code. I was
  browsing the osgUtil lib and came across the renderstage class, it
  sounds like I could use it to tidy up the structure of my graph. But I
  don't really understand how they're used.

  Does anybody know of a good example where they're used outside of the
  core osg libs? I didn't find anything in the example code.

  Cheers,

  Kim.
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  To view the terms under which this email is distributed, please go to 
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Re: [osg-users] OSG 2.2 CEGUI 5.0 no longer works

2008-03-13 Thread Robert Osfield
Hi Sergey,

First up, from my brief experience with CEGUI I can say it's not up to
scratch, as well as being a bit of coding mess it lacks support for
threading and multiple graphics contexts, it falls a long way short of
the capabilities of what OSG applications are capable of.  The
osgWidget that's in development has much greater potential in this
respect.

That being said, if you must get the OSG and CEGUI to work together
you have to bring the OSG down to CEGUI level - you must just use it
with a single window, and you must use it single threaded.   The OSG
2.x by default will go multi-threaded if you have a multi-core system,
even with a single window, whereas OSG 1.x would only go
multi-threaded when you have multiple windows with a single camera on
each - which is probably why you were lucky with OSG 1.x.

Try adding:

   viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);

Before your viewer.realize();

However, osgWidget does have much greater potential, so I'd recommend
you pitch in an help get it up to speed.

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

Robert.

On Wed, Mar 12, 2008 at 7:34 PM, Leontyev, Sergey [EMAIL PROTECTED] wrote:




 Hello Serge,



 It still does not work, I tried to add viewer.renderTraversals() before
 CEGUI init, it did not do the trick… I also found some of your other posts
 and tried to add

   state.setActiveTextureUnit(0);

 state.setClientActiveTextureUnit(0);

 inside of drawImplementation… , still did not work



 Everything seems to work but all images are WHITE, there are no errors in
 CEGUI log….

 Can I ask for the code you are using I can contact you by your gmail email
 if you wish



 So you are saying it works for you OSG 2.2?  I cant understand what I am
 doing wrong



 Thank you for your time

 Sergey



 PS here is my main



osgViewer::Viewer viewer;



 osg::ref_ptrosg::Group group = new osg::Group;

 osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(C:/Program
 Files/OpenSceneGraph2/data/cow.osg);

 group-addChild(loadedModel.get());





 viewer.setSceneData(group.get());





 viewer.realize();

 viewer.renderingTraversals();



 osg::ref_ptrosg::Geode geode = new osg::Geode;

 osg::ref_ptrCEGUIDrawable cd = new CEGUIDrawable();

 geode-addDrawable(cd.get());



 group-addChild(geode.get());



 CEGUI::DefaultResourceProvider* rp = (CEGUI::DefaultResourceProvider*)
 (CEGUI::System::getSingleton().getResourceProvider());



 //std::string s = C:\\Program
 Files\\CEGUI-SDK-0.5.0b-vc8\\datafiles\\;

 std::string s = datafiles\\;

 rp-setResourceGroupDirectory(schemes,s+schemes\\);

 rp-setResourceGroupDirectory(imagesets,  s+imagesets\\);

 rp-setResourceGroupDirectory(fonts,  s+fonts\\);

 rp-setResourceGroupDirectory(layouts,s+layouts\\);

 rp-setResourceGroupDirectory(looknfeels, s+looknfeel\\);

 rp-setResourceGroupDirectory(lua_scripts,s+lua_scripts\\);



 CEGUI::Font::setDefaultResourceGroup(fonts);

 CEGUI::Imageset::setDefaultResourceGroup(imagesets);

 CEGUI::WindowManager::setDefaultResourceGroup(layouts);

 CEGUI::WidgetLookManager::setDefaultResourceGroup(looknfeels);

 CEGUI::ScriptModule::setDefaultResourceGroup(lua_scripts);

 CEGUI::Scheme::setDefaultResourceGroup(schemes);





 cd-loadFont(Commonwealth-10.font);

 cd-loadFont(DejaVuSans-10.font);

 cd-loadScheme(WindowsLook.scheme);

 cd-loadScheme(TaharezLook.scheme);



 //cd-loadLayout(unnamed1.layout);



  cd-loadLayout(demo8.layout);



 //cd-loadLayout(demo7Windows.layout);







 viewer.getCamera()-setViewMatrixAsLookAt( osg::Vec3(100, 100, 0),
 osg::Vec3(0, 0, 0), osg::Vec3(0, 0, 1));





 while(!viewer.done())

 {

 viewer.frame();

 }







 And  here I added 1900, 1200  ( I also tried  to leave it alone  and resize
 later in main to make it work

 CEGUIDrawable::CEGUIDrawable()

 {

 setSupportsDisplayList(false);



 setEventCallback(new CEGUIEventCallback());




 new CEGUI::System( new CEGUI::OpenGLRenderer(0, 1900, 1200) );



 }




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Re: [osg-users] OSG to Multi-Gen Creator...

2008-03-13 Thread Robert Osfield
On Thu, Mar 13, 2008 at 12:17 PM,  [EMAIL PROTECTED] wrote:
  Sorry if this has been answered before.

Just a few days ago

  I need to go from an OSG Scene to a format that Multi-Gen Creator can read 
 in. Does anyone have any suggestions please ?

Wait till Paul Martz makes his OpenFlight writer plugin public and hey
presto you have your solution.  Have a look through the archives for
this week and you should find Paul's last emails mention about this
work.

Robert.
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Re: [osg-users] PrecipitationEffect and antialiasing

2008-03-13 Thread Robert Osfield
Hi Loinel,

Performance when using the preciptiation effects is heavily dependant
on fill limit as overdraw is so high.  Ideally it'd be possible to
disable FSAA when doing precipitation effects as the motion and
texture blending pretty well do away with any noticable effect of FSAA
on the particles themselves, but alas I don't know of a way of
achieving this with present drivers.

Regardless though, I'd say all your results are just fine - all well
about 100Hz save for 8xS.  As all you ever need to reach is your
display systems refresh rate having really high frame rates with vysnc
is not in any way useful for a final sim that has vsync on.

Robert.


On Thu, Mar 13, 2008 at 1:32 PM, Lionel Lagarde [EMAIL PROTECTED] wrote:
 Hi,

  I'm adding precipitations in our application and I'm very surprised by
  the performance differences when I use different antialiasing settings.

  Configuration: Core 2 duo 6400 / GeForce 7900 GTX

  I run the command osgprecipitation cow.osg

  No AA: 587 Hz (initial view) 2380 Hz (viewed from above)
  2x:554 Hz (initial view) 2046 Hz (viewed from above)
  4x:480 Hz (initial view) 1530 Hz (viewed from above)
  8xS: 2 Hz (initial view)  440 Hz (viewed from above)

  The anisotropic filtering also reduce the performances.

  Can someone confirm these results.

  Why does the camera position impact the frame rate ?
  Is there some things that are not rendered when the raindrops are seen
  from above ?

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Re: [osg-users] Is there any relationship between Multitexturing of OSG1.2 and Thread Optimization of the NVIDIA control panel

2008-03-13 Thread Robert Osfield
Hi,

Multitexturing has absolutely nothing to do with threading on the OSG
side, so if the enabling Thread Optimization on the NVidia control
panel is almost 100% percent certain to be a bug in the NVidia driver.

Robert.

On Thu, Mar 13, 2008 at 2:41 PM, zhangguilian [EMAIL PROTECTED] wrote:


 Hi,
 I use Multitexturing in my application, when I use NVIDIA graphics driver
 version 169.21 and turn on the Thread Optimization on the NVIDIA control
 panel, using the second texture unit seems to make the scene destroyed-the
 scene has lots of debris(The strange phenomenon is in Attachment), I have
 only one GPU and its model is NVIDIA GeForce 8800 GTS, every thing will be
 OK if I turn off the Thread Optimizaiton and using other driver versions,
 I don't know whether there is any relationship between Multitexturing of
 OSG1.2 and Thread Optimization of the NVIDIA control panel, and I also
 wonder how to solve this problem.

 Thanks very much!
  

 zhangguilian
 2008-03-10
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[osg-users] Testing of SVN version please

2008-03-13 Thread Robert Osfield
Hi All,

I am now preparing for another developer release of the OpenSceneGraph
and VirtualPlanetBuilder.  I'd very much appreciate testing across
platforms, please write if things compile and run fine or not.  If
there are any errors I'll try and get them merged in time for the dev
releases that I plan to make in a few hours.

Thanks in advance,
Robert.
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Re: [osg-users] Testing of SVN version please

2008-03-13 Thread Robert Osfield
On Thu, Mar 13, 2008 at 6:15 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
 I built SceneGraphBuilder.i to get a look at the preprocessed code.
  This looks like:

  void ( * sunOglCurPrimTablePtr - oglColor4f ) ( sunOglCurrentContext ,

 GLfloat red , GLfloat green , GLfloat blue , GLfloat alpha ) ;

  There is definitely something whacky there.

  I'll give renaming a try, and try to find out where this is coming from.

I'll go ahead an rename the methods, just removing the gl prefix.
I'll check in this change once I've got things built.

Robert.
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Re: [osg-users] Changing viewport while running

2008-03-13 Thread Robert Osfield
Hi J-A,

If the viewport is smaller than the window and there is nothing else
clearing the window then you will see a left over contents of the
window.

To handle cases like this there is a clear in GraphicsContext that you
can enable via the GraphicsContext::setClear*() methods. The
GraphicsContext clear is off by default as the cameras normally cover
all the window making it not necessary to have this extra clear in
most cases.

Robert.

On Thu, Mar 13, 2008 at 7:08 PM,  [EMAIL PROTECTED] wrote:
 Hi,

  A simple problem:

  When I try to modify the viewport zone during execution: the new
  viewport content is displayed on top of the old one. Do you know why
  the old one is not cleared?

  I guess I should use a specific clearing function, but can't find
  the right one.

  Not my real application (I don't do this every frame), but the same
  problem happens for this situation:

  ...
  // In a previous function
  viewer_.getCamera()-setViewport(0,0,1280,1024);  // initial size
  ...
  while (!viewer_.done())
  {
  viewer_.getCamera()-setViewport(100,100,300,300);

  // Draw the next frame.
  viewer_.frame();
  }

  Thanks in advance!
  J-A

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Re: [osg-users] Testing of SVN version please

2008-03-13 Thread Robert Osfield
On Thu, Mar 13, 2008 at 8:55 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
 I'm not finished yet, but your change plus my include in
  GraphicsWindowX11 seem to work.  (See my other email for that.)

When you are done could you send me changed file(s), this will avoid
the chance of my guessing at the wrong changes.

Cheers,
Robert.
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Re: [osg-users] osgShadow example and gerneral question

2008-03-13 Thread Robert Osfield
As a general comment.  I am aware of the regression in some of the
osgShadow implementations, these alas seem to have come in along with
fixes with to other problems.  I don't which set of changes broke
things for which sets of models though..  a clear case for more
osgShadow related unit tests.

One problem with multipass techniques like shadowing is the
variability of things like glPolygonOffset, so to this end I think we
need to isolate this side completely and test it on its own.  I'm
currently thinking about writing a new OSG example that will just test
glPolygonOffset and then we can all try the example out and share
screenshots so we can get a picture of what hardware does what with
what settings.  Use of osg::Depth as an alternative is something that
could also be explored at the same time.

I'm heading offline now, catch up w' you all in the morn.

Robert.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
Hi Paul,

On Thu, Mar 13, 2008 at 9:45 PM, Paul Martz [EMAIL PROTECTED] wrote:
 Release build complete for VS 2005, WinXP.

  Tested osgdem and it runs well.

  I noticed it does leave large temporary files lying around after finishing
  the database: temporaryfile_imageFileName is left in the output directory.
  Should osgdem delete this after a successful run? This is not new behavior,
  and has been present since (at least) the last developer release.

  I am running the following command:

  osgdem --terrain -d elevFileName -t imageFileName -o out.ive -l 1

The temporary files are produced when it needs to reproject the source
data.  As you mention they just get dumped in a local directory, while
they'd be better off placed in a single directory and/or clean up
after the run.

Its useful not to clean up after the run though as if you re-run the
build you can use the reprojected files as sources instead of the
original files and thus avoid reprojection.

With modern VPB this whole temporary reprojection has been dealt with
in a better way using vpbcache, but its a manual system that you have
to invoke vpbcache to prep your data, getting it to do all the
required reprojections etc, once the cache is populated the resulting
cache file that describes all the data and their reprojections can be
used as input to osgdem/vpbmaster and these will then pick files from
the cache according to the projection of the sources they need.

Robert.
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Re: [osg-users] observer_ptr get() return type issue

2008-03-14 Thread Robert Osfield
Hi Will,

This isn't really a bug, rather just an implement decision that I made
on implementing the obersever_ptr.  It is however inconsistent with
ref_ptr, which was originally like the oberserver_ptr but I
believe I probably relaxed this long ago when coming up against issues
of const ref_ptr and no const pointers they were managoing -
std::setref_ptr is one such awkward instance.

FYI,  ref_ptr is a very early addition to the OSG, while
observer_ptr is quite recent addition so hasn't had the same
exposure to problems that the ref_ptr has had to deal with.
Reflecting on things now I think it makes sense the observer_ptr
should keep the same behaviour as ref_ptr in the case of the various
const dereference/get methods, so I've tweak the observer_ptr so
that it now passes back T*, T for the const get(), operator*()  and
operator-() methods.  This will be in OSG-2.3.5 dev release that I'll
make this morning.

Robert.

On Thu, Mar 13, 2008 at 9:54 PM, Will Dicharry [EMAIL PROTECTED] wrote:
 Hi All,

 I was working with observer_ptr and noticed that a const gets added to the
 get() return type.  The observer_ptr::get() const method returns a const T*.
 I think the const modifier on the method should only apply to the
 observer_ptr object, not to the object that is pointed at.  If the pointer
 is pointing to a const T*, then the return type would be const without
 modifying the return type of get().  Is this a bug, or is observer_ptr
 designed this way for some reason?

 Thanks,
 Will

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Re: [osg-users] osgWidget

2008-03-14 Thread Robert Osfield
Hi Sergey,

On Fri, Mar 14, 2008 at 1:30 AM, Leontyev, Sergey [EMAIL PROTECTED] wrote:
 I heard this library will be included before May 2008 and by that time it
 will it have some basic functionality:
 panels with buttons, and possibly some other GUI elements such as dropdown
 lists. Is this right? And will it be stable and suitable for a large
 project?

I can't speak for Jeremy Moles (the author of osgWidget) about timing,
he does mention the above intentions, but he is busy and coding up
osgWidget in his spare time so one needs to be aware of this - he has
made an open call for assistance and being open source there are few
barriers beyond time and know how preventing others like yourself for
pitching in.

As a general note, with open source projects its good practice to
release early and often, so you get a very early glimpse of what a
project is like, even both its fully designed let alone implemented.
This might seem a bit like a half made bed, but the beauty development
wise is that actual users can try it out and spot deficiencies or
better solutions to problems very early in the life of project, and
well before its gone down any paths of no return.

The OpenSceneGraph itself is a project where releasing early, years
before 1.0 was made in fact, actually help members of the community
get involved direction of the project, it made a huge difference to
the robustness and quality of the design having real users testing and
debugging the design and implementation as it was evolving - it meant
that we had a very good hit rate on solving tasks that end users had
to solve, rather than just hitting bullet points on a marketing chart.

W.r.t integration with the core OSG, the exact timing I can't say,
this is down to how the software itself evolves during the next few
months and the availability on engineers (there is a constant eb and
flow of how busy we are on different tasks).  However, I wouldn't
worry about this, getting fixated on a particular merge with the main
OpenSceneGraph distribution won't actually make much difference to
osgWidget itself, it's open source already - you have all the software
required to make it work, and being a NodeKit it'll just slot into the
OSG at the right time with minimal fuss.

 Also, there is a possibility that I will be available to help  in order to
 accelerate the release, but I am not sure how this works. Who do I contact?

Jeremy Moles is on the list, feel free to use the osg-users mailing
list.  Just get stuck in.

Robert.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
Hi Ulrich,

I've seen reports of this type of problem before - definition of
static values in headers, can't remember the exact times but its
happened a couple of time in osg history.  Fixes would be to move the
definition into the .cpp, to change to using #define or to use an
enum.  I'll have a bash with converting it to an enum.

Robert.

On Fri, Mar 14, 2008 at 10:43 AM, Ulrich Hertlein [EMAIL PROTECTED] wrote:
 I'm getting a build error for r7942 in osgPlugins/osgSim on MacOS X:

  [ 41%] Built target osgdb_osgparticle
  Linking CXX shared module ../../../lib/osgPlugins-2.3.5/osgdb_osgsim.so
  /usr/libexec/gcc/i686-apple-darwin8/4.0.1/ld: Undefined symbols:
  osgSim::ObjectRecordData::FLAT_SHADED
  osgSim::ObjectRecordData::DONT_ILLUMINATE
  osgSim::ObjectRecordData::DONT_DISPLAY_AT_DUSK
  osgSim::ObjectRecordData::GROUPS_SHADOW_OBJECT
  osgSim::ObjectRecordData::DONT_DISPLAY_AT_NIGHT
  osgSim::ObjectRecordData::DONT_DISPLAY_IN_DAYLIGHT
  collect2: ld returned 1 exit status
  make[2]: *** [lib/osgPlugins-2.3.5/osgdb_osgsim.so] Error 1
  make[1]: *** [src/osgPlugins/osgSim/CMakeFiles/osgdb_osgsim.dir/all] Error 2
  make: *** [all] Error 2

  The values are declared e.g. 'static const unsigned int FLAT_SHADED = ...' in
  include/osgSim/ObjectRecordData so that should be just fine, no need to link
  anything for those symbols.

   From the verbose output I can't see anything obvious missing so I'm a bit
  baffled by this at the moment.

  Cheers,
  /ulrich



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Re: [osg-users] RE OSG to Multi-Gen Creator...

2008-03-14 Thread Robert Osfield
Hi Neil,

I don't know Creator myself either, but I would have thought that it
supports some of the export routes that the OSG has - COLLADA and .obj
are two there there is a chance it'd support.  Perhaps others with
Creator itself will be able to answer it.

As mentioned in another thread recently there is always 3rd party
tools like Polytrans.

Robert.

On Fri, Mar 14, 2008 at 11:07 AM,  [EMAIL PROTECTED] wrote:
 Hi Robert,

  Sorry for the noise. In part I couldn't remember what I'd asked before, but 
 also the emphasis of my request was slightly different in that, as I don't 
 know creator at all and don't even have the application, I don't know what 
 other formats it can take in. I do, however, have a client who needs to get 
 models into that package. I was merely asking whether there was an 
 alternative route to getting an osg scene into creator - even via a third 
 party if necessary - so that I could at least get something for my client 
 whilst the OSG pluggin was being developed further by Paul.

  I shall assume, from your response, that there isn't really an alternative 
 that I can take, and I shall await the release of the new pluggin from Paul.

  Once again, sorry for the noise.

  Kind regards

  Neil.

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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
Hi Ulrich,

On Fri, Mar 14, 2008 at 11:06 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
  I've seen reports of this type of problem before - definition of
  static values in headers, can't remember the exact times but its
  happened a couple of time in osg history.  Fixes would be to move the
  definition into the .cpp, to change to using #define or to use an
  enum.  I'll have a bash with converting it to an enum.

Changing to enum certainly keeps things compiling under Linux.

Could you do an svn update and let me now how the compile is?  Once
I've got confirmation that this works I'll go ahead and make 2.3.5.

Robert.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
Hi Tony,

Thanks for the feedback.

I'm aware of the threading issue in osgGA::StateSetManipulator, its
easy to fix by setting the DataVariance of the StateSet it modifies to
DYNAMIC, but... this will effectively forces the main thread to wait
till the whole draw traversal is complete as the StateSet it modifies
decorates the whole scene graph.  This is rather a heavy impact for
just occassionally responding to a key press so I'm looking for a
solution that avoids this impact.

While I wait for feedback on the OSX I'll ponder on this issue so more
to see if I can come up with quick solution, but it may well be
something that requires more extensive changes beyond
StateSetManipulator and hence more time so would have to wait till
after 2.3.5.

Robert.

On Fri, Mar 14, 2008 at 10:24 AM, Tony Horrobin
[EMAIL PROTECTED] wrote:
 OpenSceneGraph compiles cleanly in the RelWithDebInfo configuration.

  osgviewer cessnafire.osg

  There is an issue with toggling textures ( it becomes unresponsive or
  erratic after a while ) which is fixed by using --SingleThreaded

  Ubuntu 7.10
  Linux 2.6.23.14 #2 SMP Wed Jan 30 16:54:58 GMT 2008

  OpenGL renderer string: GeForce 8800 GTS/PCI/SSE2
  OpenGL version string: 2.1.2 NVIDIA 169.09

  Using built-in specs.
  Target: i486-linux-gnu
  Configured with: ../src/configure -v
  --enable-languages=c,c++,fortran,objc,obj-c++,treelang --prefix=/usr
  --enable-shared --with-system-zlib --libexecdir=/usr/lib
  --without-included-gettext --enable-threads=posix --enable-nls
  --with-gxx-include-dir=/usr/include/c++/4.1.3 --program-suffix=-4.1
  --enable-__cxa_atexit --enable-clocale=gnu --enable-libstdcxx-debug
  --enable-mpfr --enable-checking=release i486-linux-gnu
  Thread model: posix
  gcc version 4.1.3 20070929 (prerelease) (Ubuntu 4.1.2-16ubuntu2)

  -Tony



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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
Hi Tony et al,

On Fri, Mar 14, 2008 at 11:36 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
  While I wait for feedback on the OSX I'll ponder on this issue so more
  to see if I can come up with quick solution, but it may well be
  something that requires more extensive changes beyond
  StateSetManipulator and hence more time so would have to wait till
  after 2.3.5.

I've implemented a solution to the threading issue in
StateSetManipulator.  The solution is to clone the StateSet before
modifying it, and reassigned this cloned StateSet to the parents of
the original StateSet.  This process effectively disconnects the
original StateSet from the scene graph but otherwise keeps all its
variable in tack - so the that the draw traversal that will be running
in parallel with the updates (when multi-threaded) will not be
affected as it's got its own ref_ptr to the StateSet.

My testing at this end suggest that the fixes is solid.  If things
work out this is possible solution that I could add directly to
StateSet, providing a convenience function for doing this cloning and
reassignment.

Could you do an svn update and let me know if the fix works at you end as well.

Thanks,
Robert.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
Hi Andy,

On Fri, Mar 14, 2008 at 1:30 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
 I've just seen a compile error in osgviewerWX.cpp on OSX, complaining
  that cout is not a member of std.  I'll get back to you about it as soon
  as I can.

To try and fix this I've added an include iostream to
osgviewerWX.cpp, could you do an svn update and let me know if its
fixed.

Thanks,
Robert.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
On Fri, Mar 14, 2008 at 2:03 PM, Tony Horrobin
[EMAIL PROTECTED] wrote:
 Hi Robert,

  I think you forgot to commit osgGA/StateSetManipulator because it's
  complaining about the clone() not being declared.

  However, when I add the declaration it compiles and the texture toggle
  works as expected.

Ouch, now fixed, sorry about the missing checkin.
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Re: [osg-users] Testing of SVN version please

2008-03-14 Thread Robert Osfield
Hi All,

I've just merged another fix so could users please do one last svn
update just to double check that we haven't broken anything more and
that all build errors are now fixed.

Thanks,
Robert.
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[osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.

2008-03-14 Thread Robert Osfield
Hi All,

Details on the new release (rather short on detail, you'll need to
look at the ChangeLog which is pretty full if you want all the
details):

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

* OpenSceneGraph-2.3.5, released on 14th March 2008. Changes
include : New osgthirdpersonview example that demonstrate use of
CompositeViewer? to create a 3rd person view on the main windows view,
and a new osgmultitexturecontrol example that demonstrate how to
implement smooth blending between different layers in a whole earth
paged database using multi-texturing. Various bug, cross platform
build, typo fixes and minor feature enhancements.

source package : OpenSceneGraph-2.3.5.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.5
OpenSceneGraph

I've also tagged the VirtualPlanetBuidlder 0.9.6 release:

  http://www.openscenegraph.org/projects/VirtualPlanetBuilder

--

Both these projects are nearing the point that I could probably do
OSG-2.4 and VPB-1.0 release quite soon, feature wise I feel they both
are pretty near feature complete enough to go with a stable release,
so its really about making sure they are robust enough and compile
properly across platforms.   If these dev releases look reasonable
then we could possible go for a stable release of both projects in the
next week or two.

Thoughts on stable releases?

Robert.
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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 devrelease tagged.

2008-03-14 Thread Robert Osfield
On Fri, Mar 14, 2008 at 5:14 PM, Clay, Bruce [EMAIL PROTECTED] wrote:
 Robert:
   Since parts of OSG uses GDAL and GDAL is about ready to issue a stable
  release, would it be a good idea to time the OSG release shortly after
  GDAL release?

I don't have a problem with going first, it'd make sense to double
check that the up comming GDAL release will work with whatever we push
out.  Testing against GDAL SVN will be a useful test as would upping
version number in the search for this GDAL within the OSG's
CmakeModle/FindGDAL.cmake file.

Do you know what the version number of GDAL will be, and the possible
time frame for its realease?

Robert.
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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.

2008-03-14 Thread Robert Osfield
On Fri, Mar 14, 2008 at 7:43 PM, Jean-Sebastien Guay
[EMAIL PROTECTED] wrote:
  One thing I'd really like to see before a stable release is done is to
  make sure any osgShadow weirdness is behind us, that it behaves
  predictably at least in --sm mode, if not --pssm as well (which looks
  harder to debug to me).

It would be very good to solve the osgShadow problems.  It'd be
interesting to revert to osgShadow in 2.2 and then step forward I'd
also like to get the polygon offset fleshed out across different
hardware.  Next week I'll put together the test app for this purpose.
This is a topic another thread though as osgShadow is pretty involved.

Robert.
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Re: [osg-users] A simulation project

2008-03-15 Thread Robert Osfield
Hi Harold,

When you say Simulation do you mean a visual simulation?

The OSG is just a 3d graphics toolkit, it doesn't do anything beyond
visual simulation.

As for whether its appropriate for what you want to do I have no clue
as its hard to work out what you actual require.  If its visuals then
yes the OSG can help.

Robert.

On Fri, Mar 14, 2008 at 10:57 PM, wanyama harold [EMAIL PROTECTED] wrote:
 Hi guys,
  iam a final year computer science student and i want
  to do a project on Simulation of the faculty's
  building resources. Iam interested in simulating the
  resources available at the faculty(labs and
  classrooms) to find out if they could handle a larger
  number of students or in case new courses were added
  to the curriculum.
  My question is could i be able to use OSG?
  Iam quite new in the field of OSG and would luv to
  learn more.
  Thanx
  Harold


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Re: [osg-users] game like movement

2008-03-15 Thread Robert Osfield
HI Seppo,

The osgGA::UFOManipilator might be closest to what you want.
However, just use this and other manipulators as guide, its your game
and you need to decide how you want to control the view point, using
general purpose off the shelf controls is unlikely to capture what is
most appropriate for your games needs.

Robert.

2008/3/15 Seppo [EMAIL PROTECTED]:
 Hi Robert,

  I mean First person shooter-like movement. In a way that I described there
  in my question: using mouse to look around, and then by pressing i.e. arrow
  up to move to direction where user is looking etc - using basically arrow
  keys for moving the camera and mouse for orientation.

  Also thanks for ÜMİT UZUN for your answer, I will try to look into those
  osghanglide and other examples for partial examples. Anyway if anyone knows
  an example (maybe outside of normal example package then) with much like
  this movement described here, please post here..

  -Seppo



  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Robert
  Osfield
  Sent: 15. maaliskuuta 2008 12:23
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] game like movement

  HI Seppo,

  There is a huge range of view interaction that you could use in a game
  so saying game-like movement is rather open ended.

  What type of game are you thinking of?  Chess? Cards?  Driving?  First
  person shooter?

  Robert.

  On Fri, Mar 14, 2008 at 11:18 PM, Seppo [EMAIL PROTECTED] wrote:
  
  
  
  
   Hi,
  
  
  
   How can I create a game-like moving? This means, that I can use mouse to
   look around and move with arrow keys - forward arrow key moving to
  direction
   I am looking with mouse. From the example files I found only one kind of
   movement, and not this kind at all..
  
  
  
   Thanks in advance!
  
   Seppo
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Re: [osg-users] osgconv collada

2008-03-16 Thread Robert Osfield
HI,

Have you installed the COLLADA DOM, and built the appropriate OSG plugin?

Robert.

On Sun, Mar 16, 2008 at 12:46 AM, skunkwerk [EMAIL PROTECTED] wrote:
 i'm new to openscenegraph.  i tried to use osgconv to open/save a collada
 file, but couldn't find the correct osgdb for .dae files to allow it to
 work.  any suggestions?

 is all i have to do to generate a texture atlas for the file, to do this
 from my command line:
  export OSG_OPTIMIZER=DEFAULT TEXTURE_ATLAS_BUILDER

 thanks

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Re: [osg-users] osgShadow example and gerneral question

2008-03-16 Thread Robert Osfield
HI Sebastian,

I see the artificate on Nvidia hardware so this rules out an ATI bug.
So far it I looks like an osgShadow bug, exactly what's gone amiss I
don't know though...

Robert.

On Sun, Mar 16, 2008 at 10:15 AM, Sebastian Messerschmidt
[EMAIL PROTECTED] wrote:




 Hi Adrian,



 As I've pointed out in the osg-users list, there seems to be a bug in recent
 ATI drivers where the t-coordinate in the generated shadow texture is
 screwed up, i.e. inversed. Your screenshots don't look exactly like the
 artefacts I've seen but it might be related I reckon.

 To check this I recommend replacing the fixed function vertex shader by your
 own code which does the EYE_PLANE projection and play around with the
 coordinates.



 Cheers

 Sebastian



  


 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von Adrian
 Egli OpenSceneGraph (3D)
  Gesendet: Donnerstag, 13. März 2008 21:57
  An: OpenSceneGraph Users
  Betreff: Re: [osg-users] osgShadow example and gerneral question





 some screenshots of the bug

  /adi


 2008/3/13, Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:

 Since the OSG 2.2 or event some version before, osgShadow is broken. I don't
 yet know why. but it doesn't work on ATI based computers as far as i could
 test it.


 2008/3/13, Raymond de Vries [EMAIL PROTECTED]:



 Hi,

  All I know that the PSSM implementation was not changed, the last I
  looked at the svn version (some weeks ago), compared to 2.2.0. I will
  test the svn version example also asap, and let you know.

  Now that you mention PSSM, I've send a (small) patch some months ago and
  suggested to change the interface a little so that parameters can be
  changed at runtime (where it is currently only possible at startup).

  Also I've send a bug report to the list in which I showed an artifact,
  incl source code.

  Within some weeks I would like to dive into PSSM again, so hopefully we
  can join forces.

  Cheers

  Raymond



  Jean-Sébastien Guay wrote:
   Hi Adrian,
  
  
   i have retested osgShadow and get some really strange behaviour. event
   PSSM doesn't work on my ATI x1600 based pc. was there changes and did we
   really test all options of osgshadow / implementation, or do
   i only have such a problem
  
  
   I remarked a while ago that osgshadow --pssm did not work for me on my
   nVidia card (even with the --NVidea (sic) switch, I see no shadows). No
   idea what's wrong, as I have no time to go into the details...
  
   I know I'm not much help, but at least you know you're not alone.
  
   J-S
  


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  --
  
  Adrian Egli




  --
  
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Re: [osg-users] Issues with osgText in 2.3.x

2008-03-16 Thread Robert Osfield
Hi Gordon,

On Sun, Mar 16, 2008 at 4:22 PM, Gordon Tomlinson
[EMAIL PROTECTED] wrote:
  Could not wait until Monday so I came in to work test your suggestion ;)

  Setting the data variance to dynamic seems to have fix the issue, one to
  remember

The requirement for setting Drawables and StateSets DataVariance to
DYNAMIC when modifying them during the frame (i.e. via update or event
callback) has been introduced as a means controlling the overlap
between the rendering of the previous frame and the update,cull and
draw traversals of the next so that rendering objects aren't modified
at the same times as they are read from.  This is only required in
DrawThreadPerContex and CullThreadPerCameraDrawThreadPerContext
threading models.

Prior to osgViewer/2.x the scene graph + Producer never allowed this
level of parallelism so the frames never overlapped - and there was
never an issue with the scene graph being modified at the same time as
its been read from.  You can still use the old Producer style
threading model by select CullDrawTheadPerContext which is equivalent
to Producer's ThreadPerCamera.  One thing to note is that Producer
only did ThreadPerCamera when there was one Camera per RenderSurface,
so in effect its ThreadPerRenderSurface or in OSG 2.x speak is
(CullDraw)ThreadPerContext, however if you have more than one Camera
per RenaderSurface in Producer it drops down to SingleThreaded, which
osgViewer still keeps threading CullDrawThreadPerContext.

The upshot of these different threading models is that 2.x/osgViewer
by default more multi-threaded than the conterpart of 1.x/osgProducer,
and as a consequence one does have to take care about the rules of
modification have enhanced with it.  There has been lots of discussion
about osgViewer and its threading model over the past year so I'd
recommend doing a search for some of the above threading models in the
osg-users archives.

Robert.
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Re: [osg-users] Vertex Buffer Object (Multi Window)

2008-03-16 Thread Robert Osfield
Hi Selman,

This is the way that OpenGL objects work - they aren't by default
shared between separate graphics context.  You'll either need to
maintain separate VBO's for each context or share graphics contexts.

There is a lot of support in the OSG for managing separate objects
across multiple graphics contexts so is you use classes like
osg::Geometry it'll manage this all for you.

Robert.

On Sun, Mar 16, 2008 at 4:11 PM, selman duatepe [EMAIL PROTECTED] wrote:
 Hi everyone,

 I have implemented Terrain library using Geometry Clipmap algorithm. In my
 project, I have to display terrain two different windows. And, I have used
 vertex buffer object to render the terrain. When I use to second display,

 float* cachedData =
 static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));

 function always returns NULL and I can't map GPU buffer. But it works for
 one window.

  Anyone idea about this problem.

 Thanks a lot.

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Re: [osg-users] A simulation project

2008-03-17 Thread Robert Osfield
Hi Harold,

The OSG could certainly handling the visual part of the simulation.
Key things are getting your model in and managing the animations.  As
for doing things optimally, well there is a huge open ended task.  One
needs to know real specifics of whats required to know how to things
optimally.  Personally I'd just go for good enough - so work out what
is good enough, i.e. 30Hz, 60Hz?  There is so much one can put in a
simulation I can't really give you guidance in a simple email.

Robert.

On Sun, Mar 16, 2008 at 9:16 PM, wanyama harold [EMAIL PROTECTED] wrote:
 Hi Robert,
  Yes i mean a visual simulation that can respond to
  inputs and get an output(my problem is whether a user
  can play with inputs on an osg model).The model is abt
  a building with a finite number of classrooms and
  labaratories and is supposed to determine how they can
  be used optimumlly
  Harold



  Hi Harold,

  When you say Simulation do you mean a visual
  simulation?

  The OSG is just a 3d graphics toolkit, it doesn't do
  anything beyond
  visual simulation.

  As for whether its appropriate for what you want to do
  I have no clue
  as its hard to work out what you actual require.  If
  its visuals then
  yes the OSG can help.


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Re: [osg-users] OpenSceneGraph-2.3.5 and VirtualPlanetBuilder-0.9.6 dev release tagged.

2008-03-17 Thread Robert Osfield
Hi Rahul,

I haven't yet written the docs for the new VPB features.  I am
planning to start this this month.  Unfortunately I've been swept off
my feet with work so lower priority stuff like online docs for the
wider community has had to wait.  As soon as docs are available I'll
notify the community.

Robert.

On Mon, Mar 17, 2008 at 9:23 AM, Rahul Jain [EMAIL PROTECTED] wrote:
 Hi All,
  Is there any tutorial or document explaining how to use the new features
  of VPB. Also there are lot many applications shipped with VPB,  but I am
  not able to found any document or thread, where these application have
  been explained. I also looked at
  http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
  but it has not been updated. It will be really helpful if some one can
  provide me with the pointers to the new features.
  best regards
  RJ



  Robert Osfield wrote:
   Hi All,
  
   Details on the new release (rather short on detail, you'll need to
   look at the ChangeLog which is pretty full if you want all the
   details):
  
   http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
  
   * OpenSceneGraph-2.3.5, released on 14th March 2008. Changes
   include : New osgthirdpersonview example that demonstrate use of
   CompositeViewer? to create a 3rd person view on the main windows view,
   and a new osgmultitexturecontrol example that demonstrate how to
   implement smooth blending between different layers in a whole earth
   paged database using multi-texturing. Various bug, cross platform
   build, typo fixes and minor feature enhancements.
  
   source package : OpenSceneGraph-2.3.5.zip
   svn tag: svn co
   
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.3.5
   OpenSceneGraph
  
   I've also tagged the VirtualPlanetBuidlder 0.9.6 release:
  
 http://www.openscenegraph.org/projects/VirtualPlanetBuilder
  
   --
  
   Both these projects are nearing the point that I could probably do
   OSG-2.4 and VPB-1.0 release quite soon, feature wise I feel they both
   are pretty near feature complete enough to go with a stable release,
   so its really about making sure they are robust enough and compile
   properly across platforms.   If these dev releases look reasonable
   then we could possible go for a stable release of both projects in the
   next week or two.
  
   Thoughts on stable releases?
  
   Robert.


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Re: [osg-users] Problem with LightPoint

2008-03-17 Thread Robert Osfield
Hi Lars,

I haven't heard reports of problem before, but perhaps no one has
looked close enough.  Could you send me the whole modified file so I
can review it side by side against the original.

Thanks,
Robert.

On Mon, Mar 17, 2008 at 2:43 PM, Nilsson Lars
[EMAIL PROTECTED] wrote:




 Hi





 When I tested airport lighting with OpenSceneGraph, the directional light
 did not work the way I expected.

 The light was visible a bit outside the defined sector. Especially for the
 PAPI (Precision Approach Path Indicator),

 it is important that the angles are correct.



 After rewriting a small piece of code in osgSim/Sector.cpp it seemed to work
 as I wanted.



 The change made was in the function computeMatrix() as shown below.



 void DirectionalSector::computeMatrix()

 {

   double heading = atan2(_direction[0], _direction[1]);

   double pitch   = atan2(_direction[2], sqrt(_direction[0]*_direction[0] +
 _direction[1]*_direction[1]));

   double roll= _rollAngle;



   _local_to_LP = osg::Matrixd::identity();

   _local_to_LP.preMult(osg::Matrix::rotate(heading, 0.0, 0.0, -1.0));

   _local_to_LP.preMult(osg::Matrix::rotate(pitch, 1.0, 0.0, 0.0));

   _local_to_LP.preMult(osg::Matrix::rotate(roll, 0.0, 1.0, 0.0));

 }



 I am certainly not sure if this change is correct in all aspects, but it
 solved at least the problem for me.



 Has anyone else discovered similar problem about light points?



 Regards,

 Lars Nilsson


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Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Robert Osfield
HI Wojtek,

Excellent detective work.  I'll have to raise my hand as the culprit
of the change to CullVisitor::apply(Camera), done is response to a
discussion between Mathias Froehlich and myself about inheritance of
settings.  I believe the inheritance of settings is now correct, but
obviously in my testing after applying this change I didn't spot the
regression in osgshadow and the unforseen consequences.

Since I think the actual rules of inheritance of settings are correct,
and things worked before because of bug in the inheritance of
settings, so its a matter of either changing the defaults in
CullSettings so that less of the inherited state comes down into the
local Camera, or we override the defaults locally.  I'd suggest we
change the defaults locally and review the defaults in light of how
many changes we make.

Robert.

On Tue, Mar 18, 2008 at 9:18 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
 Hi Robert,

  I think I have found the cause of the problem. Problem is not only related
  to osgShadow::ShadowMap. All Shadow mapping techniques exhibit similar issue
  (SM, SSM,  PSSM). And it looks like problem could be wider and affected
  other examples as well.

  Problem appeared when SVN changelist 7912 was added . This submission
  changes Cameras cull settings inheritance policy during Cull traversal.
  After this modification Shadow camera DO_NOT_COMPUTE_NEAR_FAR flag gets
  overriden with main camera COMPUTE_NEAR_FAR setting . This in effect
  desynchronizes texgen and depth map. Texgen is calculated using not adjusted
  Shadow camera projection. Shadow depth map is rendered using Shadow camera
  projection that was additionaly near/far adjusted.

  Problem could be avoided by adding following line to shadow camera
  initialization.
 _camera-setInheritanceMask( _camera-getInheritanceMask() 
  ~osg::Camera::COMPUTE_NEAR_FAR_MODE );

  But this topic brings another question: up till 7912 changelist, we were
  simply using setComputeNearFar( false ) to avoid clamping of  projection
  matrix. Does it mean that from now we will also need to add above aditional
  line to protect it from inheritance overriding ? If yes then we got a lot of
  code to review and adjust ...;-(


  Cheers,
  Wojtek

  - Original Message -
  From: Wojciech Lewandowski [EMAIL PROTECTED]
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org


 Sent: Monday, March 17, 2008 12:29 PM
  Subject: Re: [osg-users] osgShadow example and gerneral question


  Robert,

  I replicated the problem with osgShadow::ShadowMap. I will try to find the
  cause...

  Cheers,
  Wojtek

  - Original Message -
  From: Wojciech Lewandowski [EMAIL PROTECTED]
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Sent: Monday, March 17, 2008 11:57 AM
  Subject: Re: [osg-users] osgShadow example and gerneral question


  Hi Robert,

  There are few versions from 2000-2002. I found earlier 2000 version on
  NVidia site. But 2002 version has the PolygonOffset section extended in
  comparison to 2000.  It looks like siggraph 2002 presentation could be found
  under this link:

  http://www1.cs.columbia.edu/~ravir/6160/papers/shadowmaps.ppt

  Slides 20-27 refer to PolygonOffset topic.

  Cheers,
  Wojtek

  - Original Message -
  From: Robert Osfield [EMAIL PROTECTED]
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
  Sent: Monday, March 17, 2008 11:26 AM
  Subject: Re: [osg-users] osgShadow example and gerneral question


  Hi Wojtek,

  Could you post a link, or the actual presentation, or put it up on the
  wiiki, of Mark Kilgrads paper discussing PolygonOffset.

  It would nice to isolate the actual differences in implementation of
  PolygonOffset across hardware so we can pick appropriate settings for
  different hardware.  There are already some factors set in
  PolygonOffset itself to try and cope with this but the values where
  just set from basic experience with osgText, and not done is rigorous
  way.  I would to roll this back and do a rigorous testing of different
  hardware so we can get more consistent results across and models
  sizes.

  Robert.

  On Mon, Mar 17, 2008 at 9:47 AM, Wojciech Lewandowski
  [EMAIL PROTECTED] wrote:
   Hi Robert and All,
  
I am back from vacations. Ready to take the responsibility for my changes
   in
osgShadow::ShadowMap ;-). Does the problem Adrian refers happen only with
PSSM or standard ShadowMap as well ? Its not obvious from forum emails
   and I
am unable to replicate it with standard ShadowMap.
  
I looked once again at the my submitted osgShadow::ShadowMap code and I
   have
NOT changed polygon offset.
PolygonOffset remains untoched in several latest revisions.
  
However, I do have my objections against default ShadowMap
   cullface/polygon
offset settings. I remember that former (pre 2.0 osgShadow nodekit)
DepthShadowMap example was using frontface culling and polygon offset
factor=1.1

Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Robert Osfield
Hi Wojciech,

On Tue, Mar 18, 2008 at 12:13 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
  In other words from now when we want a fixed projection matrix we need to
  make two calls:

  camera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR );

 camera-setInheritanceMask( camera-getInheritanceMask() 
  ~osg::Camera::COMPUTE_NEAR_FAR_MODE );

If we don't change the default setting then this is true.

  This sounds like backward compatibility problems. I suspect there is a
  number of examples and users code that call setComputeNearFar method only.

  Maybe Camera::setComputeNearFarMode() method could also change inheritance
  mask ?

  Or maybe adding additional default adjustInheritanceMask = true parameter
  could be added to
  setComputeNearFarMode to keep actual inheritance policy and not break
  compatibility ie:

  osg::Camera::setComputeNearFarMode(  ComputeNearFarMode  cnfm,
  adjustInheritanceMask = true ); ?

I'm open to this approach, but having the two decoupled is cleaner
interface wise.

This is a general problem with inheritance of properties, if we set
the value then it would imply that its important that we retain this
value and to not inherit it, this in turn would suggest that we should
have the inheritance mask set off by default.

Items like back ground colour is certainly something that can be
useful to inherit, but... perhaps if the coder wants this then its
fair enough to actually require them to set it.  Clearly wel need to
have a good think about inheritance of settings in viewer and scene
graph Cameras, and SceneView which also uses CullSettings behind the
scenes in osgViewer.

Right now I think the thing to do is apply the fix to osgShadow, then
move on to a wider review of inheritance of CullSettings.

Robert.
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Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Robert Osfield
On Tue, Mar 18, 2008 at 2:18 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
   Items like back ground colour is certainly something that can be
   useful to inherit, but... perhaps if the coder wants this then its
   fair enough to actually require them to set it.  Clearly wel need to
   have a good think about inheritance of settings in viewer and scene
   graph Cameras, and SceneView which also uses CullSettings behind the
   scenes in osgViewer.

  If I understand correctly you opt for default NULL inheritance mask. Right ?
  I agree that this should solve this particular issue. Don't know how this
  would affect other cull settings, though.

Other effects is what we need to be careful about and why making top
level changes right now is probably a bit too quick.

Without looking into further my guess is that SceneView needs to
inherit all CullSettings, slave Cameras should inherit their
CullSettings, but scene graph Cameras might be better off not
inheriting settings.

Or perhaps we always inherit unless one sets a variable locally - this
would require an approach like in your extra parameter suggestion.

  Right now I think the thing to do is apply the fix to osgShadow, then
   move on to a wider review of inheritance of CullSettings.

  I think I understand your motives. Do you want me to add this second line
  and send a fix for osgShadow::ShadowMap ? I may try to update PSSM and SSM
  as well but I won't guarantee I will be able to fully test them.

It may even be worth doing a setInheritanceMask(0x0) on all these
osgShadow implements.  The right of the Camera usages needs look at as
well.

I'm just tying up some other work, once this is done I'll do a quick
review of Camera usage.

Robert.
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Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Robert Osfield
On Tue, Mar 18, 2008 at 3:45 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
  I'm just tying up some other work, once this is done I'll do a quick
   review of Camera usage.

  Thanks for explanations, I no longer disturb. Let me know if I could help.

You've already been a great help, pinpointing the problem was the
hardest part of this jigsaw :-)

I've been reviewing the inheritance mask, it covers a wide range of
features, including items like lighting, cull masks etc, the types of
stuff that is often useful to inherit.

The Viewer use of master Camera, slave Camera and SceneView for
internal rendering implementation all rely upon top down inheritance
of settings, so I believe it makes sense for these to retain the
default InheritanceMask of ALL_VARIABLES.

However, the needs of InheritanceMask of RTT Camera's is somewhat
different, when you actively change the clear colour, or the computing
of the projection matrix you really don't want to go inheriting this
same value.  The old buggy implementation in
CullVisitor::apply(Camera) meant that in effect as an inheritance
mask set to 0x0, which as this worked better than the current system
then to replicate it we'd want to set the inheritince mask to 0x0.

Since osg::Camera's are just constructed the same no matter whether
they are viewer ones or ones in the scene graph it isn't possible to
just choose a different default inheritince mask in each context.
Such a scheme would also obscure what is going on under the hood.
What we really need it keep a consistent system with clear rules of
inheritance that are applied across all types of Cameras, no matter if
they are in scene graph or in viewer.  The awkward bit is that we need
to keep backwards compatibility as well.

The solutions I can think of right now are:

1) Change have the CullSetting::InhertacenMask default to 0x0 and
have all Viewer code to related Camera's and
 SceneView to explicitly set the InheritanceMask to ALL_VARIABLES

2) Leave CullSetting::InheritanceMask as ALL_VARIABLE default, and
change all RTT/in scene graph Cameras to
 explictly disable the InhertianceMask they do not need.

3) Leave CullSetting::InheritanceMask as ALL_VARIABLE default and
have the CullSettings::setVariable() calls all
optional disable the associated part of the InhertianceMask to
off.  This disabling would be done by default. i.e

   CullSettings::setComputeNearFarMode(mode, bool
disableInhertianceOfComputeNearFarMode=true);

I think option 3 would probably give us reasonable backwards
compatibility, but... it would hide a bit of what is going on w.r.t
InheritanceMask and be inconstistent with the way the rest of the OSG
works w.r.t set/get methods.

Can anyone else think of any other options?

Robert.
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Re: [osg-users] Earth Model with height relief (BlueMarble)

2008-03-18 Thread Robert Osfield
Hi Umit,

Try add a -d in from of the DEM file. i.e

   osgdem -s build.source --whole-globe -d topo.tif

For -l 4 you'll find that you want see an terrain.  I'd also recommend
using --terrain as the build is well over a hundred times faster.

Robert.

On Tue, Mar 18, 2008 at 4:11 PM, ümit uzun [EMAIL PROTECTED] wrote:

  Hi All.

  I try to make earth model with height relief. I am using this command on 
 Ubuntu 7.10, OpenSceneGraph Library 2.3.4 and VirtualPlanetBuilder/osgdem 
 0.9.5 ;

  // Create the build.source file
  osgdem --bluemarble-west -t ../land_shallow_topo_west.tif \
--bluemarble-east -t ../land_shallow_topo_east.tif \
--geocentric \
-o earth/earth.ive \
--so build.source

  //creating whole earth elevation data subroutines
  I download  srtm_ramp2.world.21600x10800.jpg from 
 http://visibleearth.nasa.gov/view_detail.php?id=8391 web site. Then I use 
 gdal utility commands;

  //traslating jpg to geotiff
  gdal_translate srtm_ramp2.world.21600x10800.jpg topo.tif

  //adding overview to topo.tif
  gdaladdo -r average topo.tif 2 4 8 16 32 64 128

  //run the build.source
  osgdem -s build.source --whole-globe topo.tif -v 1000.0 -l 4

  But when the process finished I see a globe which is not expected.
  The height relief and the earth lands surface can't overlap on same 
 coordinate place.
  what can I do for to create original earth model with height relief.

  ÜMİT UZUN

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Re: [osg-users] Placing Text Labels in Geodetic Projection

2008-03-18 Thread Robert Osfield
On Tue, Mar 18, 2008 at 4:42 PM, Jason Beverage [EMAIL PROTECTED] wrote:
 Overall though, does the approach I'm suggesting with using the
 UpdateCallback and the Hud Camera to get around my intersection problems
 sound reasonable or am I overcomplicating things?

It sounds like overcomplicating to me, the more complicated the more
difficult it'll be to debug, and even harder for anyone else to be
able to try and get their head around what you are doing.  Given you
are using an older version of the OSG it makes it a next to impossible
task to support.

OSG-1.2 does support double Matrices by default, so I would have
though  as MatrixTransform above the text labels
would get you most of the way.  You could try look for where the
precision issue is arising and tweaking the OSG to use doubles to help
out.

Robert.
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Re: [osg-users] osgShadow example and gerneral question

2008-03-18 Thread Robert Osfield
On Tue, Mar 18, 2008 at 4:55 PM, Mathias Fröhlich
[EMAIL PROTECTED] wrote:
  Move the inheritance mask from CullSettings to the camera. As you can see 
 from
  your own suggestions abive the other users of the inheritance mask and
  CullSettings will just need a copy from its 'parent' settings.

SceneView inherits from CullSettings as well osg::Camera, and the
InheritinceMask is used as well.  It's also require for backwards
compatibility.

CullSetting inheritance also is related to CullSettings variables, so
the appropriate place is CullSettings.  The only thing you gain by
putting setInheritanceMask into osg::Camera is more visibility, but...
you break encapsulation with it.  Personally I find such a solution a
poor OO choice.

  Initialize this mask in the camera to inherit all. This is what the previous
  implementation that ignored the mask completely did. You would preserve
  backwards compatibility with existing code with this.

It does inherit all settings right now, and this is what has broken
things, so the fix to CullVisitor::apply(Camera) is what has broken
backwards compatibility.

The status quo doesn't maintain backwards compatibility.

  The reader of the code would better understand what happens and you could
  implement what you told me for the first cut how it *should* work instead of
  something you need to dig for in the sources.

I'm afraid I don't follow you.  The current implementation does as
things as it should, save for fact that honouring the InheriinaceMask
is what has broken backwards compatibility.

  Well, I did not see that this past change brakes in the shadow thing, when I
  offered you codework for that old suggestion, but I saw that it will probably
  cause problems that would be better solved right. Also I expect every usage
  of a Camera being used in the wrong way since the inheritance mask has never
  worked in any way before our past change.

The inheritanace mask did actually work correctly for the Viewer
Camera's and SceneView, its only the in scene graph Camera's that were
broken before and hence why the inheritance mask didn't work correctly
in this case.


  I also think that a Camera that now makes use of the mask that was previously
  ignored will break much more of the compatibility than moving the mask to
  where it is used.

The mask hasn't moved one bit for a long time.  It's only
CullVistor::apply(Camera) that has changed, and the inheritance of in
scene graph cameras with it.  Moving setInhertianceMask from
CullSettings to osg::Camera doesn't solve any technical problems, and
its certainly not clearer in terms of encapsulation.

  Also it is better to get a 'heads up there has something changed' from the
  compiler than just some subtle errors ...

  Still offering time to implement that ...

I'm not sure what you could do on the front of breaking the build for
old usage.  While it'd be nice to let the compiler tell the user
something is up, I think its impractical - one would be making changes
not because they are needed but because they can give you a warning.
If anything then a runtime warning might be possible.

Robert.

Robert.
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Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Robert Osfield
Hi Mark, Wojtek et. al,

On Wed, Mar 19, 2008 at 1:17 AM, Mark Sciabica [EMAIL PROTECTED] wrote:
 I think #3 is a good option, but I would like to suggest using an
  interface similar to that used for state attributes. I.e. use an
  enumeration for the possible values instead of a bool, even if only
  two values are needed initially. Having a more uniform interface for
  handling inheritance in the scene graph will lessen the learning
  curve.

I have also been thinking about option #3 an use a enum.  And also
been thinking about another option related to option #3.  A glimpse of
the enum:

enum InheritanceMaskActionOnAttributeSetting
{
DISABLE_ASSOCIATED_INHERITANCE_MASK_BIT,
DO_NOT_MODIFY_INHERITANCE_MASK
};

And the set methods would be like:
void setImpostorsActive(bool active,
InheritanceMaskActionOnAttributeSetting
action=DISABLE_ASSOCICATED_INHERITANCE_MASK_BIT);

I take I'm not the only one that finds this a little too much of a
mouthful, and kinda obscures the important bit - the set method name
and its primary parameter.  One could go for a simpler enum name, but
in the end the bool is far less intrusive.

The other approach is to do modify the setAttribute() signature, but
instead have a separate method so setting the action i.e

  void 
setInheritanceMaskActionOnAttributeSetting(InheritanceMaskActionOnAttributeSetting
action);
  InheritanceMaskActionOnAttributeSetting
getInheritanceMaskActionOnAttributeSetting() const;

Then in the set methods we'd have:

   void setImpostorsActive(bool active)
  {
   _impostorActive = active;
   if 
(_inheritanceMaskActionOnAttributeSetting==DISABLE_ASSOCICATED_INHERITANCE_MASK_BIT)
   {
_inheritanceMask = _inheritanceMask  (~IMPOSTOR_ACTIVE);
   }
   }

We'd let _inheritanceMaskActionOnAttributeSetting default to
DISABLE_ASSOCICATED_INHERITANCE_MASK_BIT.

This forth approach is currently my favoured as its least intrusive
w.r.t setAttribute() method parameters, but... I'm not overly happy
with the behind the scenes automatic setting of other parameters.
Doxygen comments can come in to solve this one though.

Thoughts?

Robert.
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Re: [osg-users] osgShadow example and gerneral question

2008-03-19 Thread Robert Osfield
Hi All,

On Wed, Mar 19, 2008 at 9:55 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
  This forth approach is currently my favoured as its least intrusive
  w.r.t setAttribute() method parameters, but... I'm not overly happy
  with the behind the scenes automatic setting of other parameters.
  Doxygen comments can come in to solve this one though.

I've go ahead and implemented this approach.  The addition to CullSettings are:

enum InheritanceMaskActionOnAttributeSetting
{
DISABLE_ASSOCIATED_INHERITANCE_MASK_BIT,
DO_NOT_MODIFY_INHERITANCE_MASK
};

void 
setInheritanceMaskActionOnAttributeSetting(InheritanceMaskActionOnAttributeSetting
action) { _inheritanceMaskActionOnAttributeSetting = action; }
InheritanceMaskActionOnAttributeSetting
getInheritanceMaskActionOnAttributeSetting() const { return
_inheritanceMaskActionOnAttributeSetting; }

/** Apply the action, specified by the
InheritanceMaskActionOnAttributeSetting, to apply to the inheritance
bit mask.
  * This method is called by CullSettings::set*() parameter
methods to ensure that CullSettings inheritance mechanisms doesn't
overwrite the local parameter settings.*/
inline void applyMaskAction(unsigned int maskBit)
{
if 
(_inheritanceMaskActionOnAttributeSetting==DISABLE_ASSOCIATED_INHERITANCE_MASK_BIT)
{
_inheritanceMask = _inheritanceMask  (~maskBit);
}
}

A set*() method now has the applymaskAction() method call it it:

/** Switch the creation of Impostors on or off.
  * Setting active to false forces the CullVisitor to use the Impostor
  * LOD children for rendering. Setting active to true forces the
  * CullVisitor to create the appropriate pre-rendering stages which
  * render to the ImpostorSprite's texture.*/
void setImpostorsActive(bool active) { _impostorActive =
active; applyMaskAction(IMPOSTOR_ACTIVE); }

The _inheritanceMaskActionOnAttributeSetting defaults to
DISABLE_ASSOCIATED_INHERITANCE_MASK_BIT.

I've revert the temporary fix to osgShadow that I made yesterday, and
with the above changes in place osgShadow still works as it originally
did.

I have checked in this changes and am looking for assistance on
testing these changes out in the wild.  Key things to look for are any
code that uses Camera's and sets the CullSettings on them, are these
now behaving as expected?

Robert.
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[osg-users] Testing of SVN version please

2008-03-19 Thread Robert Osfield
Hi All,

I've checked in a few bugs fixes to OSG and VPB over the last few days
so would like to get another dev release out the door.

I'd appreciate and SVN update and build on OSG and VPB to see if
everything looks safe for tagging another dev release.

Thanks in advance,
Robert.
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Re: [osg-users] QT issue

2008-03-20 Thread Robert Osfield
HI Tomas,

I can't think of what might be amiss without trying it out.

Could modify the osgviewerQT example so that it has another optional
code path in creating a viewer based on your code.  This will allow
others to try out your usage model and see first hand what is wrong.
I can also merge these changes so we can use it as a unit test in
future - and getting it working too obviously :-)

Robert.

On Thu, Mar 20, 2008 at 11:07 AM, Tomas Hnilica
[EMAIL PROTECTED] wrote:
 Hello all OSG users,

  I found few issues by intergration OSG(2.2.0) with QT (4.3.3) :
  The ViewerQT class from OSG-2.2.0 works well in the osqviewerQT.cpp
  example.
  But when I add it to existing QT window, I have these problems:
  - no keyboard actions are emitted to OSG, mouse works ok
  - when resizing the MDI window to minimum (like with minimize button,
  but done as resizing) the scene disappears by resizing back.

  I changed the osgviewerQT example by replacin the viewerWindow-show();
  with these code:
  ---
ViewerQT* viewerWindow = new ViewerQT;
viewerWindow-setCameraManipulator(new osgGA::TrackballManipulator);
viewerWindow-setSceneData(loadedModel.get());

QMainWindow* mw = new QMainWindow();
QMdiArea* mdiArea = new QMdiArea(mw);
mw-setCentralWidget(mdiArea);

QMdiSubWindow *subWindow = mdiArea-addSubWindow(viewerWindow);
subWindow-resize(200,100);
subWindow-showNormal();
subWindow-setWindowTitle(New Window);
mw-show();
  ---


  I hope these problems are more OSG than QT related...

  Many thanks,
  Tomas
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Re: [osg-users] osgShadow example and gerneral question

2008-03-20 Thread Robert Osfield
On Thu, Mar 20, 2008 at 11:58 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
   Ok, I did not mean to test the recent changes explicitly, I just did the
   test that I did recently, since the issue is hot now. Please look at the
   attached modified osgshadow.cpp. It is good to notice that the svn
   osgshadow.cpp explicitly sets the threading model to SingleThreaded.

  I believe that setting threading model to SingleThreaded was not deliberate
  but was done as a default. Consecutive lines of code check arguments and
  switch to other Threading modes accordingly.

In the early days of osgShadow it certainly wasn't thread safe.  This
is why the SingleThreaded option is there.

Now I haven't recently reviewed all the osgShadow implemententations
too see if they are thread safe so can't confirm if we can safely do
it yet.

Robert.
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Re: [osg-users] Resetting particle systems

2008-03-20 Thread Robert Osfield
Hi Guys,

I am as not familiar with osgParticle internals and different usages
as I'd like to be so can't give a quick answer.  I can say that if
there isn't already then a particle system reset method seems like an
appropriate method to have.  Feel free to propose an implementation.

Robert.

On Thu, Mar 20, 2008 at 12:15 PM, Serge Lages [EMAIL PROTECTED] wrote:
 Hi Rudolf,

 I had exactly the same problem as you, I have an application with particles
 where you can change the current time (coming back to the start, going to a
 given time...).

 To not have problems with particles not destroyed, I needed to :

 - First destroy manually all the particles.
 - Then stop the emiter by setting a RandomRateCounter with a rate range
 between 0 and 0 for example.
 - Change the simulation time.
 - Set back a normal RandomRateCounter.

 Good luck !



 On Thu, Mar 20, 2008 at 12:50 PM, Vincent Bourdier
 [EMAIL PROTECTED] wrote:
  Hi,
 
  It looks normal for me that when you stop emmiting particle, the ones
 which have been shot will continue to move... until the end of the
 lifetime... so if you want to cut it on one frame to the next one... I think
 killing each particle could be the better way to do it...
 
  maybe another better solution exist... but I don't know it.
 
  Regards
 
 Vincent.
 
 
  2008/3/20, Wiedemann, Rudolf, OPS3 [EMAIL PROTECTED]:
 
 
 
  
  
   Hi Vincent,
  
   I have a particle system in my scene, which starts emitting particles at
 simulation time = 0 (endless).
   Then, at an arbitrary simulation time, I want the scene starting at
 simulation time 0 again.
   This works well except for the particle system, because it begins now
 with another shape as in the first run, by and by getting the expected shape
 with increasing simulation time.
   I tried setting several parameter combinations (life time, reset time,
 re-reading the scene before every run...) and with some combinations I had
 the problem, that the particle system started correctly out-of-the-box
 again, but the old particles did still exist. So one idea was to destroy the
 particles manually...
   ... which works in the way Serge suggests, but then no new particles
 seemed to be created in the following run.
  
   I would be grateful for any hint!
   Rudi
  
  
   

   Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag von Vincent
 Bourdier
   Gesendet: Donnerstag, 20. März 2008 11:58
   An: OpenSceneGraph Users
   Betreff: Re: [osg-users] Resetting particle systems
  
  
  
   Hi,
  
   I don't understand why you want to destroy the particle...
   A particle System works great without killing particle manually... what
 do you expect from it ?
  
   Vincent.
  
  
  
   2008/3/20, Serge Lages [EMAIL PROTECTED]:
Hi,
   
The best way I found is :
   
for (int i = 0; i  _emitter-getParticleSystem()-numParticles();
 i++)
{
 _emitter-getParticleSystem()-destroyParticle(i);
}
   
Yeah, it's a bit tricky, but it works... :)
   
   
On Thu, Mar 20, 2008 at 9:12 AM, Wiedemann, Rudolf, OPS3
 [EMAIL PROTECTED] wrote:
   


 Hi,

 how can I reset a particle system, so when rendering the next frame
 no old particles exist any more, but only new particles are emitted?

 Thanks in advance!
 Rudi
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http://www.tharsis-software.com
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Re: [osg-users] .ive backward compatibility

2008-03-20 Thread Robert Osfield
Hi Rahul,

I'm afraid you've hit up against a problem with .ive files not being
forward compatible, its only backwards compatible.  So changes to .ive
format made between 2.0 and 2.3.x will mean that a 2.0 app won't be
able to read 2.3.x generated .ive files.  However, 2.3.x can still
read 2.0 files.

Thankfully .osg format is far more flexible, so you can read 2.3.x
generated .osg files in OSG 2.0.

Robert.

On Thu, Mar 20, 2008 at 12:20 PM, Rahul Srivastava [EMAIL PROTECTED] wrote:
 Hi,

  I was testing out VPB 0.9.6 with OSG 2.3.5 and generated a sample
  terrain. The terrain is viewed  OSG 2.3.5 osgviewer without any problems
  but I ran into several issues when trying to use the osgviewer of
  OSG2.0. I got the error that the file version was newer than the library
  being used to open it(OSG2.0 libraries).

  Has there been a change in the .ive format between various OSG versions?
  Is there backward compatibility between the .ive files of various OSG
  versions?

  Regards,
  Rahul Srivastava


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Re: [osg-users] OSG VERSION

2008-03-20 Thread Robert Osfield
Hi,

It might seem like the OSG is hugely in flux, but the vast majority of
the core OSG doesn't change from day to day, or version to version
that matter.

Developer versions do come out often, I try to make them every week
when possible, the changes between developer version tend to be very
small, the majority of changes will be bug or build fixes.  Developer
releases are have odd points numbers, so 1.9.x, 2.1.x and 2.3.x are
all developer releases.

Stable release come out about 2-4 times a year, and are the even
numbers, so 2.0 and 2.2 as stable, the next stable release will be
made quite soon, and will be 2.4.

With lots of releases comes lots of small incremental changes, rather
than loading users with massive changes to handle all at once.  Even
with a jump from 1.x to 2.x the majority of the OSG API was the same,
the big differences came in items like osgViewer.  If you have started
using the OSG since 2.0 then you should find the changes between
version pretty minor and incremental.

Rather than worry about the number of releases come out, you should
see it as a sign of healthy open source community and software.

Robert.

2008/3/20 FlySky [EMAIL PROTECTED]:



 Hello,robert~

 The update speed of OpenSceneGraph is so fast that many people can't adapted
 themselves to OSG. I think that it can develop in a stable version like
 OpenGL.If it nend too many changes, we can develop a new version.How do you
 think about it?

 Thank you~

 
  中 国 最 强 网 游 --- 网 易 梦 幻 西 游 ,166 万 玩 家 同 时 在 线
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Re: [osg-users] osgDB::Archive - cannot add objects that lack a writer plugin

2008-03-20 Thread Robert Osfield
Hi Glenn,

The .osga plugin relies on OSG plugins supporting writing and reading
from istreams, not all loaders support write, let alone write to
istream.   Due to this limitation .osga is really not a general
purpose container, its real purpose is to archive native formats.

Robert.

On Thu, Mar 20, 2008 at 12:59 PM, Glenn Waldron [EMAIL PROTECTED] wrote:
 I am trying to store images (GIF, JPG etc) in .osga archive files. This
 works for image types whose plugin implements a writeImage() method, but for
 those that don't, there is no pathway by which to get the image into the
 archive. This is straightforward to demonstrate:

   osgarchive --archive test.osga --insert image.gif
   osgarchive --archive test.osga --list

 The GIF file will not be present in the listing.

 I'd like to get peoples' thoughts on the best way to handle this (short of
 implementing writers for every plugin).

 One idea would be: if no writer is available, fall back to simply doing a
 straight byte-copy of the image's source file (if available) into the
 archive.

 I am happy to contribute the implementation once we can agree on one.
 Thanks!
  Glenn

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Re: [osg-users] osgShadow example and gerneral question

2008-03-20 Thread Robert Osfield
Hi J-S,

On Thu, Mar 20, 2008 at 1:22 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
  IMHO, all examples should have the standard event handlers (Threading
  mode, stateset manipulator, stats, window size/fullscreen, etc.). Most
  do, but not all. (I can help with that soon) And if an example doesn't
  play well with an event handler, the problem should be fixed instead of
  just omitting the handler...

The intention of the OSG examples is to illustrate different bits of
OSG functionality, the viewer parts are intentionally kept simple so
as not to take lots of lines doing stuff that is not relevant to what
the example is trying to illustrate.My ideal example has just
three lines setting up the viewer (construtor,assignment,run) with the
rest dedicated to lines of code about creating scene graph elements or
callbacks.

The secondary role of OSG examples is also to act as a unit test, here
adding extra viewer functionality can help with testing, but this is
something we should only add if there is a real need for this extra
functionality, and done on a case by case decision.

Robert.
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Re: [osg-users] [Re:]How to make multiple linear projection

2008-03-20 Thread Robert Osfield
Hi Mickaël,

I'm afraid the provide image means nothing to me.

Do you have a URL or photo of the actual physical display system?  Is
it a hemisphere?

Robert.

On Thu, Mar 20, 2008 at 2:08 PM, Mickaël [EMAIL PROTECTED] wrote:
 Hi robert,

  I'm sorry, i'm french, and i haven't understand everything.


what is your display system you are trying support?

  i just want to display it on a screen.

  i have post a little picture here :
  http://i48.servimg.com/u/f48/11/98/25/64/projec10.jpg
  I hope it could hep us.

  In osgdistortion, how does the _/addSlave/_ works with the viewer ?

  Thanks


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Re: [osg-users] Mac OpenGL integration / CGLMacro.h

2008-03-20 Thread Robert Osfield
On Thu, Mar 20, 2008 at 3:46 PM, Raphael Sebbe [EMAIL PROTECTED] wrote:
 I think Apple works pretty well with standards and open-source generally.
 And OpenGL is no exception. I even think that Apple supporting OpenGL is a
 good thing for both OpenGL and Apple dev communities.

Like the way Apple support OpenGL under Quicktime only under Apple,
but only DirectX under Quicktime under Windows.. Is this just a favour
to MS?  Why the allergy to supporting cross platform multi-media apps
based on OpenGL???

Also like deprecating C api's over Objective C ones...

Apple is great at creating a whole environment that its totally tied
to just OSX.   To me standards adopted by Apple are the ones that are
adopted when its convenient means of bringing new developers in rather
promoting true portability.

In this OpenGL example we have a case of embracing OpenGL, then
extending it in non standard and non portable ways.  Its a one way
process, making it easy to port to OSX, but far harder to port back
out once you start adopting the platform specific extensions.

One really does need a healthy scepticism when writing any software
that is going to be successful.  Successful software *wants* to live
forever,  successful software *begs* to be used by a wide range of
users.  With the twist and turns of the computer industry you need to
be light footed, and not step in any boggy ground otherwise you're
feet get stuck and you end up able to move, and unable to adapt to
changing needs of hardware, software and users.  If you want you
software to be successful one of the skills is to looking for boggy
ground, might my next step be such a step that in few weeks, months,
years I might regret it?

As for this particular extension, it really doesn't meet the criteria
of potential gain for the effort and collateral damage it make.  The
collateral damage is added complexity, greater maintenance burden and
heavier developer load.  The potential gain?  We'll these days we are
hardly dispatch limited are we?  There are very few OSG apps that will
be dispatch limited, even less know that we can thread update and cull
in parallel with draw dispatch.   The likelyhood is you'd see no
difference in performance for the vast majority of application,
including on the Mac.

Far better to spend you time optimizing bits of the OSG or come up
with more efficient rendering algorithms/scene graph organizations.
These are optimizations that can make real differences to bottlenecks
that apps are likely to have and they can benefit all platforms, and
all users.

Robert.
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Re: [osg-users] [Re:]How to make multiple linear projection

2008-03-20 Thread Robert Osfield
Hi Mikael,

On Thu, Mar 20, 2008 at 5:37 PM, Mickaël [EMAIL PROTECTED] wrote:
  If you can just explain to me how does the osgdistortion --dome works it
  could help me.

How much about distortion correction do you want me to teach you?

Just the OSG's rendering to texture Camera's?

How to compute the distortion mesh for a sphere???

At what point am I doing your job and not mine???

Robert.
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Re: [osg-users] Vertex Buffer Object (Multi Window)

2008-03-21 Thread Robert Osfield
HI Selman,

You are using lots of non straight OpenGL and Producer calls in your
mix, it really is rather moving out of OSG realm so I'm not sure what
we can do in terms of support.

Robert.

On Fri, Mar 21, 2008 at 7:50 AM, selman duatepe [EMAIL PROTECTED] wrote:
 Hi Robert,

 Thanks a lot for the quick response. I have solved this problem with your
 help.

  I do with this following call,

  Producer::RenderSurface::shareAllGLContexts(true);

 But, this time, when I create more than one VBO,

 float* cachedData =
 static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));

  function always returns NULL and I can't map GPU buffer. But it works for
 one VBO for multiple window.



 On Sun, Mar 16, 2008 at 6:42 PM, Robert Osfield [EMAIL PROTECTED]
 wrote:

  Hi Selman,
 
  This is the way that OpenGL objects work - they aren't by default
  shared between separate graphics context.  You'll either need to
  maintain separate VBO's for each context or share graphics contexts.
 
  There is a lot of support in the OSG for managing separate objects
  across multiple graphics contexts so is you use classes like
  osg::Geometry it'll manage this all for you.
 
  Robert.
 
 
 
 
  On Sun, Mar 16, 2008 at 4:11 PM, selman duatepe [EMAIL PROTECTED]
 wrote:
   Hi everyone,
  
   I have implemented Terrain library using Geometry Clipmap algorithm. In
 my
   project, I have to display terrain two different windows. And, I have
 used
   vertex buffer object to render the terrain. When I use to second
 display,
  
   float* cachedData =
  
 static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB));
  
   function always returns NULL and I can't map GPU buffer. But it works
 for
   one window.
  
Anyone idea about this problem.
  
   Thanks a lot.
  
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Re: [osg-users] Get Parent as Transform in Absolute ?

2008-03-21 Thread Robert Osfield
Hi Vincent,

I'm a bit confused about what you are trying to do, is it just get the
accumulated world matrix at a specific node?

If so then node::getWorldMatrices() is what you want.  This will
return a MatrixList, which will contain none, one or many matrices
given that any node many have none or many parental paths containing
transforms.

Robert.

On Fri, Mar 21, 2008 at 11:03 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
 Hi all,

 I'm trying to get a node's parent as Transform (PAT or MatrixTransform) but
 I have to get the transformation in ABSOLUTE_RF...

 For the moment, I've done a recursive method to get Parent as Transform. It
 return me the first parent as Tranform it encounter.

 I've tried this :

  osg::ref_ptrosg::MatrixTransform tmp_pt = new osg::MatrixTransform;
  tmp_pt-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
  tmp_pt-setMatrix(p_mt-getMatrix());
 

 (where p_mt is my RELATIVE MatrixTransform)


 But the method return to me a MatrixTransform in RELATIVE. It is possible to
 get the Matrix in Absolute ? without traverse all the scenegraph  ?
 Thanks.

 Regards,

   Vincent.

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Re: [osg-users] Feeling on replacing .net plugin with a libcurl based one

2008-03-21 Thread Robert Osfield
Hi Serge,

I would be good to collaborate on a single libcurl based plugin that
can meet the variety of different types of usage models users will
through at it.  I have thrown together a very simple one right now.
So far it can load databases, including hierarchical ones.  I haven't
implemented cache support, but I'm tempted to push cache support into
osgDB and make it available to a range of plugins.

W.r.t going a mulit-threaded route where a request is made and then
the data is loaded later.  How do you go about implementing this?
Using ProxyNode?  Using your own database pager?

My thought has been to change osgDB::DatabasePager so that is has one
or more database threads, so push the multi-threading here, rather
than into any specific plugin.

Robert.

On Fri, Mar 21, 2008 at 9:11 AM, Serge Lages [EMAIL PROTECTED] wrote:
 Hi Robert,

 For our needs we already developped a libcurl based plugin, and we must say
 that it works great. Currently we don't share it because it's really
 dedicated to our needs (we have specific scripts directly called into the
 server side to group requests for example).

 The major feature of our version is that the plugin doesn't block the calls
 (except if it is asked with an option). The plugin is multi-threaded to
 handle lots of requests and returns the asked object only after several
 calls, before that it returns an error. As PagedLOD or ProxyNode requests
 nodes as long as it doesn't have any return it works great.

 We are disposed to drop our dedicated version if the new one is flexible
 enough, and off course we are disposed to help on the new plugin
 development.



 On Thu, Mar 20, 2008 at 8:41 PM, Robert Osfield [EMAIL PROTECTED]
 wrote:

 
 
 
  Hi All,
 
  I have done a bit of work using libcurl, and have already got a very
  basic ReaderWriterCURL written, and it looks like it'll be easy to add
  this directly into the core OSG as a new OSGPL'd plugin.
 
  Right now osgDB::Registry is hard-wired to use the existing .net
  plugin whenever there is call involving http:// in its filename.  With
  a new libcurl we'd either need to change osgDB so that is detects the
  presence of the libcurl based plugin and chooses this as the plugin to
  use or replace the existing .net plugin.  Retaining both would would
  complicate osgDB::Registry a little but not hugely.
 
  The other route would of replacing the existing and move the .net
  plugin out into the deprecated annex of the OSG.  The upside of this
  is that it would resolve the issue of the .net plugin containing GPL'd
  code, something that doesn't sit well with the OSG's more liberal
  license, and certainly not with usage with non GPL'd applications
  (although technically runtime loading of GPL'd plugins within a non
  GPL'd harness doesn't break the GPL, in spirit of how many contribute
  to GPL'd projects its a no no.)
 
  The downside of replacing the .net plugin with a libcurl based on is
  that it adds libcurl as an external dependency.  CMake handles part of
  this thanks to its ability to automatically detect libraries and
  compile the relevant parts into build system.  The extra dependencies
  is easy for unices, especially linux, but for windows it'll probably
  require libcurl to be added to the 3rd party dependency package, for
  this I have to rely on the generosity of Mike Weiblen and fellow
  Windows helpers.
 
  The upside with libcurl is that is supports multiple protocols,
  including ftp, ftps, https, password handling etc.  My thought was to
  forward declare CURL in osgDB and allow it to be passed in via
  osgDB::ReaderWriter::Options so that users can do custom libcurl ops
  and then let the OSG plugin do the reading.
 
  Thoughts?
  Robert.
 
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 --
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 http://www.tharsis-software.com
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Re: [osg-users] Vec3/Vec3d question in LineSegmentIntersector

2008-03-23 Thread Robert Osfield
Hi Roni,

Precision isn't normally required for normals, as they always are of
of unit length without any precisions issues.

Its only position data on large models, such as whole earth, that have
issues with point data and precision, so double precision is required.

Robert.

On Sun, Mar 23, 2008 at 8:53 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote:
 Hello

 I noticed that in LineSegmentIntersector::Intersection the function that
 returns the local intersection point returns osg::Vec3d, but the local
 normal point returns osg::Vec3.
 Is there a reason? I'm trying to change my entire application to use double
 and Vec3d instead of floats (because of precision problems) and was
 wondering why the normal is in floats.

 roni
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Re: [osg-users] [VPB] Combining two models

2008-03-23 Thread Robert Osfield
On Sun, Mar 23, 2008 at 6:35 PM, Rahul Srivastava [EMAIL PROTECTED] wrote:
 Hi Robert,

  Thanks for clearing that out.

  In VPB, is it possible to build levels beyond the highest resolution of
  the dem/imagery by extrapolating the data?

VPB on creates as many levels as the source data justifies, it doesn't
divide any further, there isn't any point as it'd only waste time,
storage and not provide any more accurate results.

Robert.
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Re: [osg-users] SmoothVisitor bug

2008-03-24 Thread Robert Osfield
Hi I presume your name is something other than IceSkark

On Mon, Mar 24, 2008 at 9:19 AM, IceSharK [EMAIL PROTECTED] wrote:
 Hi~ All

 when using osg::Vec3 , smoothingVisitor.smooth( *geometry ); goes well.

 when using osg::Vec3d , smoothingVisitor.smooth( *geometry ); can not work.

The OSG is primarily geared around osg::Vec3 for vertex data, as is
OpenGL.  Support for Vec3d is only a recent addition to osg::Geometry,
so utilities that operate on geometries haven't all be added.  I don't
expect all features to be extended either, as Vec3d usage in
osg::Geometry is something that I'd only recommend for data
conversion, and not for general scene graph work as its just so
inefficient for doing any rendering work.

Now if you want to go ahead and add Vec3d support SmoothingVisitor feel free.

Robert.
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Re: [osg-users] ScalarBar bug

2008-03-24 Thread Robert Osfield
Hi What is your real name?

On Mon, Mar 24, 2008 at 9:20 AM, IceSharK [EMAIL PROTECTED] wrote:
 Hi~ All

 scalarBar-setTitle( )

 /** Set the title for the ScalarBar, set   for no title. */
 void setTitle(const std::string title);

 why not support osgText::String ?

THIS IS NOT A BUG, to call it such is frankly talking crap and only
undermines what you say.

It's a question and at most a feature request.

Why?  Because std::string is sufficient for most purposes.  osgSim is
largely orthogonal to osgText so in general it's good to keep
reasonable independence between the different NodeKits.  And so far no
one has reported an issue with it being a std::string, so for the most
part it seems to be sufficient.

Robert.

Robert.
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Re: [osg-users] StateAttribute inheritance

2008-03-24 Thread Robert Osfield
Hi Virginia,

The inheritance of state is done dynamically during the cull
traversal, its not embedded in the scene graph.

If you want the effect of state inheritance you'll need to accumulate
the state yourself.  StateSet has a merge function that can help you
with this.

Robert.

On Mon, Mar 24, 2008 at 4:47 PM, Virginia Holmstrom
[EMAIL PROTECTED] wrote:
 I am trying to export osg to a vrml2 file. I am using a node visitor and am 
 trying to retrieve the material properties from the node. I am using 
 StateSet-getAttribute to retrieve the state attribute for a specific node. 
 However, to the best of my understanding, this attribute does not incorperate 
 any settings inherited from its ancestors. Is it always necessary to collect 
 information as the ancestors are traversed to find the current combined state 
 attribute for a specific node? Or is there a better way?

  Thank you,
  Virginia
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Re: [osg-users] StateSet optimization - how it works?

2008-03-24 Thread Robert Osfield
Hi another how I wish they'd use their real name as that's we do in
the real world and it's much nicer and more civil,

The state sorting in the OSG is done as part of the cull traversals
when the various Drawables and Stateset's are placing in the rendering
backend, composed of RenderBin/RenderStages and a StateGraph.  When a
RenderBin is state sorted sorting is done via an STL map container,
sorting purely on the ptr to the StateSet.  In the default state
sorting no fine grained start sorting is done - so contents of
StateSet aren't compared.  Its possible to enable fine grained state
sorting but I've found that the cost of such sorting generally
outweighs the benefits, what is done by default appears to be a good
compromise between low CPU overhead and efficient use of the GPU.

Robert.

On Mon, Mar 24, 2008 at 5:13 PM, Night Hawk
[EMAIL PROTECTED] wrote:
 Hello All,

  I was reading the OSG quick guide and it was mentioned that OSG tries
  to optimize the StateSet changes to be minimal.

  So I am trying to understand how exactly the render loop is done.
  Would be done per StateSet as below:

  For each StateSet
  {
Get all the nodes that have this state-set and render them
  }

  Or is there some other mechanism?

  Also, does any one know what is the cull-mechanism implemented in OSG?
  I read that there are multiple culling mechanisms possible (such as
  BSP heirarchical culling etc...) - not sure though. If someone can
  give some hint, then I will try to look up more on that method to get
  good understanding.

  Thank you for any pointers.
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[osg-users] Appeal for use of human names

2008-03-24 Thread Robert Osfield
Hi All,

It might be a undersirable character trait in myself but I find it
unpleasant trying to hold email conversations with posters who don't
use a proper name.  I can't help myself, I find it immature at best,
and my own personal reaction is the word Twat jumps in my head every
time I see an email with sad attempt at a cool name and no actual
proper name signed.  Perhaps you might think it gives you a bit more
street cred, but in reality it just does the exact opposite.

So please, please make the effort, being curtious and honest is part
of what makes a community like this healthy and vibrant. Sign your
name, even if it's just your first name.

Robert Osfield
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Re: [osg-users] VirtualPlanetBuilder vertical scale being ignored

2008-03-24 Thread Robert Osfield
Hi Jason,

There isn't any setting to control whether the vertical scale should
be used to override any one read from GDAL, so if wanted to add
another bit of control logic using whether the vertical scale has been
set you'd first need to add such an option.

Perhaps a better route would be to scale any scale read from GDAL with
the DataSet scale.  Since both are normally one everything should be
sane.  It'd also work with the concept that the DataSet scale, scales
all heights in the scene, rather than replacing a scale.

Feel free to code up a solution.

Robert.

On Mon, Mar 24, 2008 at 7:00 PM, Jason Beverage [EMAIL PROTECTED] wrote:
 Hi Robert,

 I was just playing with the new version of VirtualPlanetBuilder from SVN and
 I noticed that the vertical scale is ignored when it is set via the
 commandline or automatically in the prepareForDestinationGraphCreation
 method in Dataset.cpp when the destination coordinate system is GEOGRAPHIC
 and you are not exporting a geocentric database (scaling meters to degrees).

 The issue stems from the block of code in readHeightField in SourceData.cpp
 that first attempts to get the scale from the GDALRasterBand and then tries
 to fall back to the DataSet's vertical scale if there is no scale in the
 GDALRasterBand.  I believe that most GDAL drivers will just return 1 with
 success being true, so the code to check the vertical scale from the DataSet
 is never called.  This means you get the typical spiky osgdem output in
 which X and Y are in degrees and Z is in meters.

 One way that this could be fixed is to first check the Dataset to see if a
 vertical scale has been set and then fall back to the GDALRasterBand scale.

 Thanks!

 Jason



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Re: [osg-users] osgText Character/Glyph Enumeration

2008-03-24 Thread Robert Osfield
Hi Jeremy,

This type of usage isn't one that has been coded into osgText::Text,
which is why your not finding it easy to extract the data in a way you
need.  The route you have picked seems reasonable, but I haven't tried
such a task myself so can't say.

Robert.

On Mon, Mar 24, 2008 at 7:19 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
 Is there a standard/preferred way to iterate over every character in
  an osgText instance in order to query information about it's location,
  etc? I'll need to be able to do this for osgWidget--in particular, to be
  able to position a cursor properly within a bit of text. I have the
  following code:

  --

  const osgText::Text::TextureGlyphQuadMap tgqm =
 _text-getTextureGlyphQuadMap();

  const osgText::Text::TextureGlyphQuadMap::const_iterator tgqmi =
 tgqm.begin();

  const osgText::Text::GlyphQuads gq = tgqmi-second;

  for(unsigned int i = 0; i  gq.getGlyphs().size(); i++) {
 osg::Vec2 c2 = gq.getCoords()[i];
 osg::Vec3 c3 = gq.getTransformedCoords(0)[i];
  }

  --

  In the above code, should c2 and c3 be sufficient for this purpose? They
  don't appear to contain the values I expect, but this is almost
  certainly because I'm misusing it...

  Also, this may be one of the things you'll be recoding in osgText when
  the time comes, so perhaps it may be best for me to simply wait until
  then before tackling this issue.

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Re: [osg-users] Appeal for use of human names

2008-03-24 Thread Robert Osfield
Hi Coleman,

On Mon, Mar 24, 2008 at 6:39 PM, Night Hawk
[EMAIL PROTECTED] wrote:
  I can understand your point and don't want to start a debate on it,
  but just want to say that those who use the cool names has a good
  reason for doing so (at-least some, if not all, of us). More
  professional reasons than a just cool name attempt.

A professional reason for not showing common curtesy?

As I said a first name is perfectly fine, but no name at all is not,
its just disrespectful.  I'm sure I'm not the only one who feels this
way.

I personally have to exchange emails with dozens of people each day, I
try to be polite and helpful.  I also have to jump between many
different threads and this requires one to attach different bits of
information/discussion to different people.  This is hard trick to do
already, but made much harder when people don't even use standard
curtesy of providing a proper name to address them by.

So... in my book not providing at least a first name is both rude and
awkward, and thoroughly unprofessional.

Robert.
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Re: [osg-users] Appeal for use of human names

2008-03-24 Thread Robert Osfield
On Mon, Mar 24, 2008 at 8:14 PM, Night Hawk
[EMAIL PROTECTED] wrote:
  Thank you. I don't mean to be rude, but you have the option to
  ignore/not reply the mails you don't feel like answering (or hard to
  find addressing).

Well ignoring mails that I find rude is an option.  It's not one I
want to take, this is why I raise this topic, to fix it.

Otherwise I will just start ignoring posts. Then you don't get the
support your want.

  So, I think we can take it easy. As I said, people have good reasons
  for things they do.

People also often don't they are offending people unless its pointed out.


  And also thanks for the others who has chimed-in some good fun in
  previous replies. It was good time reading them, though I won't be
  having much left to spare for any more replies on this topic. As I
  said I don't like debates.

  PS: By the way, who ever said Rice or Bush or Bill are more
  human names than Night or Hawk :-)

The point I'm trying to make is that you need to sign your posts, it
doesn't matter what you decide, you can't just go adopt a silly name
and then think people will be happy to address you by it.

Now if you want to be addressed by Col, Night, Hawk, make your choice.

If you don't make a choice, then it'll be a that rude bloke who gets
ignored because he can't be bother engaging in basic way that most
humans find polite.

Robert.
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Re: [osg-users] What is the idea of CoordinateSystemNode?

2008-03-24 Thread Robert Osfield
HI Umit,

The CoordinateSystemNode decorate a scene graph assigning a coordinate
system string and ellipsoid for it.  Its really useful for whole earth
databases where you can use it to get lat and logs, heights above
ellipsoid and up vector.

Robert.

On Mon, Mar 24, 2008 at 8:36 PM, ümit uzun [EMAIL PROTECTED] wrote:

  Hi All;

  Actually I can't understand CoordinateSystemNode meaning. What does it do? 
 Which condition should I use this node?
  Is there any usage sample like osgSimulation?

  Thanks.

  ÜMİT UZUN

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Re: [osg-users] Settings for the GPU Challenged?

2008-03-24 Thread Robert Osfield
Hi Rick,

Have a look at the osg::GraphicsContext::WindowingSystemInterface.
The setScreenResolution method is what you want.  Its implemented
under Windows, and under Linux if you enable the support, I don't
recall the details off the cuff though.

Robert.


On Mon, Mar 24, 2008 at 8:35 PM, Rick Pingry [EMAIL PROTECTED] wrote:
 Hello all,

 Is there a way to set the resolution of the screen itself for gaming?  Lets
 say you have your viewer window full screen, but the player is on a machine
 that does not have quite the hot graphics card, so they want to dump their
 resolution to keep the frame rate up.  Are there any other things they can
 tweak in addition to this?  I had already thought of providing lower level
 of detail models, turning off extra lights, turning off anti-aliasing, and
 using lower res images.  Anything else I can do for my players that are GPU
 challenged?

 Thanks,
 -- Rick
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Re: [osg-users] Should RELEASE event have a button mask?

2008-03-25 Thread Robert Osfield
Hi Paul and Paul :)

On Mon, Mar 24, 2008 at 10:11 PM, Paul Speed [EMAIL PROTECTED] wrote:
 I can't be sure because my memory is fuzzy... but as I recall, osgGA
  events only tell you the current state of the buttons.  This is true for
  down or up and is evident when you are pressing more than one button at
  a time.

  At least, I'm pretty sure our application had to track button state
  separately so that we could detect which button was pressed or released
  for a given event.

Yes this is correct, the getButtonMask returns the current state of
the mouse, while getButton() returns the actual button related to the
event.

Robert.
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Re: [osg-users] build errors when integrating vterrain into existing app

2008-03-25 Thread Robert Osfield
Hi Bryan,

I think there the best place to ask support questions about compiling
VTP examples is VTP lists.  There are people who staddle the OSG and
VPB communities, so you may be lucky in catching the attention of one
of these that just so happens to also know about VTP + MFC
integration, but your chances of a useful reply and much higher on VTP
lists.

Robert.

On Mon, Mar 24, 2008 at 11:00 PM, Bryan Berg [EMAIL PROTECTED] wrote:




 Hi all,



 I'm currently working with vterrain, and offshoot of osg
 (http://vterrain.org/index.html), which uses osg libraries.



 I'm trying to incorporate it into an existing application, looking at the
 mfcSimple app, but currently only using the CreateScene() method from that
 project.



 If you're not familiar with this method it might not matter, I'm mainly
 seeking assistance in building my new app.



 The mfcSimple app builds fine, but when I import vtlib, vtdata, and vtosg
 into my existing app and try to build I get the following errors (at the
 bottom).



 I reckon there is some #include not put somewhere, but haven't seemed to be
 able to locate what I missed.



 To clear up confusion, the vterrain app uses osg2.0 binaries and headers,
 which were downloaded as prepackaged.



 Thanks so much !



 -Bryan : * )~



 (and to clear up any confusion, I wish to be addressed as Bryan, but Bryan :
 * )~ will do : * )~





 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(85):
 error C2143: syntax error : missing ';' before '*'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(85):
 error C2433: 'vtStructure3d::vtGeom' : 'virtual' not permitted on data
 declarations

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(85):
 error C2501: 'vtStructure3d::vtGeom' : missing storage-class or type
 specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(85):
 error C2501: 'vtStructure3d::GetGeom' : missing storage-class or type
 specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(85):
 warning C4183: 'GetGeom': missing return type; assumed to be a member
 function returning 'int'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(150):
 error C2143: syntax error : missing ';' before '*'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(150):
 error C2501: 'vtStructInstance3d::vtGeom' : missing storage-class or type
 specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Structure3d.h(150):
 error C2501: 'vtStructInstance3d::m_pHighlight' : missing storage-class or
 type specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\TerrainLayers.h(63):
 error C2143: syntax error : missing ';' before '*'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\TerrainLayers.h(63):
 error C2501: 'vtImageLayer::vtMultiTexture' : missing storage-class or type
 specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\TerrainLayers.h(63):
 error C2501: 'vtImageLayer::m_pMultiTexture' : missing storage-class or type
 specifiers

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(20):
 error C2065: 'vtMesh' : undeclared identifier

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(20):
 error C2059: syntax error : ''

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(22):
 error C2143: syntax error : missing ';' before '}'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(73):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(84):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(85):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(86):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(116):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(118):
 error C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\AbstractLayer.h(160):
 error C2143: syntax error : missing ';' before '}'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Engine.h(36): error
 C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Engine.h(39): error
 C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Engine.h(48): error
 C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Engine.h(50): error
 C2143: syntax error : missing ';' before '{'

 c:\vterrain\vtp-src-080114\VTP\TerrainSDK\vtlib\core\Engine.h(50): error
 C2065: 'ptr' : undeclared identifier

 

Re: [osg-users] What is the idea of CoordinateSystemNode?

2008-03-25 Thread Robert Osfield
Hi Umit,

VPB, when generating a geocentric database, decorates it with a
CoordinateSystemNode, so just find this node when you load your
database then use you camera position as the XYZ to input into the
EllipsoidModel::convertXYZToLatLongHeight(..) method.  You get the
EllipsoidModel from the CoordinateSystemNode.

Robert.

On Mon, Mar 24, 2008 at 9:53 PM, ümit uzun [EMAIL PROTECTED] wrote:

  Hi Robert,

  I have whole earth database which is created with bluemarble original 
 georeferenced data and I want to flight on it. So how can I get the lat/lot 
 information while the plane is flying on the earth model?
  Thanks so much,


  ÜMİT UZUN

  
   Date: Mon, 24 Mar 2008 21:24:36 +
   From: [EMAIL PROTECTED]
   To: osg-users@lists.openscenegraph.org
   Subject: Re: [osg-users] What is the idea of CoordinateSystemNode?

 
   HI Umit,
  
   The CoordinateSystemNode decorate a scene graph assigning a coordinate
   system string and ellipsoid for it.  Its really useful for whole earth
   databases where you can use it to get lat and logs, heights above
   ellipsoid and up vector.
  
   Robert.
  

  On Mon, Mar 24, 2008 at 8:36 PM, ümit uzun  wrote:
  
Hi All;
  
Actually I can't understand CoordinateSystemNode meaning. What does it 
 do? Which condition should I use this node?
Is there any usage sample like osgSimulation?
  
Thanks.
  
ÜMİT UZUN
  
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Re: [osg-users] Detailed description of VPB osgdem options

2008-03-25 Thread Robert Osfield
Hi Scott,

There isn't a more detailed list of the options yet.  I'm still
fighting to make time to do this.

In the meantime please just ask specific questions and well try to explain them.

Robert.

On Tue, Mar 25, 2008 at 3:45 AM, Hulet, Scott S [EMAIL PROTECTED] wrote:


 I am looking for a more detailed description of the VPB osgdem command line
 options.  The --help option descriptions are fairly abbreviated.

 I have checked the VPB and OSG sites.  I have also performed several
 unsuccessful searches in an attempt to find more information.

 If desired, I can provide a specific list of the options in which I am
 interested.

 Thanks!

 Scott S. Hulet *
 Simulation Training and Support

 They never forget who they're dying for...
 We can never forget who we're working for...


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Re: [osg-users] Settings for the GPU Challenged?

2008-03-25 Thread Robert Osfield
On Mon, Mar 24, 2008 at 11:16 PM, Stephan Huber [EMAIL PROTECTED] wrote:
 Robert Osfield schrieb

  Its implemented under Windows, and under Linux
  aaand OS X ;)

  couldn't resist, Stephan

Thanks for the correction, like J-S even I forgot stuff that rattles
it way into the OSG ;-)

Robet.
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Re: [osg-users] ScalarBar bug (Robert Osfield)

2008-03-25 Thread Robert Osfield
Hi Steven,

On Tue, Mar 25, 2008 at 12:42 AM, IceSharK [EMAIL PROTECTED] wrote:
 -

 So that , scalarBar's Title can not display chinese by std::string 
 freetype235.

 In OSG , one way to show chinese word is using wchar_t ,  freetype235 
 chinese local font.

This limitation is one that hasn't been reported before, the OSG is
developed rapid development style - on as needed basis, rather than
guess ahead of the game when and where it might be used as doing so
tends to over engineer things.  When limitations are hit up against
bits of the OSG that are limiting things are often refactored - and
often by those hitting up against the limit.

You can use 8 bit encoding with standard strings, osgText::String
supports this, but my guess is that you won't be able to use this
route through given the text will just be set the usual default
methods.  Refactoring ScalarBar to use osgText::String is a
possibility.  I'm afraid I'm rushed off my feet as usual so if you
would like this change you'll need to chase it up yourself.  If you do
find a sensible fix then just send the changes into a osg-submissions
and I can then review to see if they are in keeping with the basic
design/implementation of ScalarBar and the wider OSG.   This is how
much of the OSG has evolved.

Robert.
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Re: [osg-users] Appeal for use of human names

2008-03-25 Thread Robert Osfield
Hi Rizzen,

  Rizzen is far from my real name. It is a random generated fictional name.

  From past replies to my posts on this mailing list, Robert has had no
  problems referring to me as Rizzen, showing that even fictional names do
  work. :)

Yes, the key is *use* you psuedo name in place of true name, rather
than just not using a name at all.

The real problem is posts that address no one, and have no signature,
where there is absolutely no indication how one is addressed.  Its
rude communitcation that all too easily can stem from hiding behind
anonymity.

Polite discussions go like this:

Hi X,

Some text

Post from X:
 Some other points

Regards,
Z

Drop the address and your have:

Some text:

 Some other point

Now which of these is likely to be taken the wrong way, and to lead to
deterioration in communications?  This is basics of human
communication.

Personally I find anonymity a slippery slow, its communication that
from the outset is based on one party being deceitful.
As Nicolas pointed out, anonymity can be used to avoid accountability,
which in turn can all too easily lead to peoples conduct dropping.

As someone who's working life is very entwined with the osg-users
community I am very exposed this conduct dropping.  Sadly poor conduct
in one poster can then rub off on to others, and all too soon its a
rabble and thoroughly unpleasant place for everybody to hang out.   As
project lead and mailing list administrator its my role to try and
sheppard things in a better direction.  This does occasionally mean
calling out behaviour which I feel is not acceptable to myself and
others.

Robert.
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