Re: [osg-users] Multi display systems with an offset viewpoint

2008-02-28 Thread J.P. Delport
Maybe have a look at this: http://orihalcon.jp/projdesigner/ cheers jp Murray Curtis wrote: I have driving simulators with three projected screens 4.5 metres wide arranged in half a hexagon that are viewed from slightly off center. The car is centered but the driver is off to the left or

Re: [osg-users] Vector class Hacks?

2008-02-28 Thread Robert Osfield
On Wed, Feb 27, 2008 at 10:06 PM, Night Hawk [EMAIL PROTECTED] wrote: Surprising indeed. I was about to override the Array classes to use native c-style arrays. But now it seems OSG can convert vectors to C-style arrays fast enough :) The OSG wouldn't do it if it wasn't efficient, its

Re: [osg-users] FBO, osg::image and compositeviewer

2008-02-28 Thread Robert Osfield
On Wed, Feb 27, 2008 at 11:59 PM, nicolas peña [EMAIL PROTECTED] wrote: A little correction (to my self); I have done more tests and the image is not set exactly to the size window, (as I previously said) but changes its value in a similar manner. I suspect the automatic window resize

Re: [osg-users] osgcompositeviewer -1 issues

2008-02-28 Thread Robert Osfield
Hi Paul, On Thu, Feb 28, 2008 at 12:39 AM, Paul Martz [EMAIL PROTECTED] wrote: First, the app requires a model file name on the command line, but appears to ignore it in this case (-1 always loads and displays fountain.osg). Probably just an oversight; I imagine the intent was to use

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... who wins?

2008-02-28 Thread Robert Osfield
On Thu, Feb 28, 2008 at 1:05 AM, Vican, Justin E. [EMAIL PROTECTED] wrote: Hi Justin, 1.) Are postDrawCallbacks supposed to be called before the POST_RENDER camera sub graphs are rendered? A camera post draw callback should be called after its whole subgraph is rendered. 2.)Is there

Re: [osg-users] VPB and PagedDatabase performance.

2008-02-28 Thread Robert Osfield
On Thu, Feb 28, 2008 at 1:24 AM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I built the data base as 16 tiles of 4kx4k each tile running osgdem -l 6 , would running -l 8 help performance? It won't make any real difference. Things should scale comfortable to level 18 and beyond. Level 6 and

Re: [osg-users] Using Particle : how to add particle group to the scenegraph ?

2008-02-28 Thread Vincent Bourdier
Hi, Thank you very much, it works great. To be precise, I've added the Geode with ParticleSystem to the root node, and the ParticleSystemUpdater and the Emitter to the target node, which permit to work in relative coords and to render the particles well. Thanks, Vincent 2008/2/28, J.P.

Re: [osg-users] osgVolume example bug?

2008-02-28 Thread Robert Osfield
Many thanks for the fix He, it works a treat, best appreciated when exaggerating the field of view. The fix is now merged and submitted to SVN. On Wed, Feb 27, 2008 at 2:30 PM, hesicong2006 [EMAIL PROTECTED] wrote: Hi, robert: Call me He is ok, He Sicong is my Chinese name :-) I attached my

Re: [osg-users] Problem to consider: Shadow maps and LOD computation

2008-02-28 Thread Wojciech Lewandowski
Hi Everyone interested in this topic. Solution was very simple. All I had to do was to change my ShadowMap camera RefernceFrame to ABSOLUTE_RF_INHERIT_VIEWPOINT. Thanks to for solving this problem before Robert ;-) Btw. osgShadow::ShadowMap still sets ABSOLUTE_RF maybe we could change it ? I

[osg-users] Getting correct angles from osg::Matrixd in the 4'th Quadrant

2008-02-28 Thread filip.holm
I've run into a problem using Quaternion rotation with osg::Matrixd that I can't seem to figure out. Consider the following test example and resulting output: #define DEG2RAD(d) d*(2*M_PI/360.0) #define RAD2DEG(r) r*360.0/2*M_PI void testQuaternionRotation() { osg::Matrixd osgTrans;

Re: [osg-users] [Fwd: Re: to draw landscapes beginning from a matrix]

2008-02-28 Thread aurora restivo
Hi Mike! I have resolved the problem of the visualization of the skirt, using osgTerrain::Locator, osgTerrain::NoDataValue, and drawing with osgTerrain::GeometryTechnique instead of drawing the HeightFieldLayer with ShapeDrawable. I am using Locator however I don't want my terrain to be

Re: [osg-users] [Fwd: Re: to draw landscapes beginning from a matrix]

2008-02-28 Thread Robert Osfield
On Thu, Feb 28, 2008 at 2:14 PM, aurora restivo [EMAIL PROTECTED] wrote: I am using Locator however I don't want my terrain to be drawn using the locator-setCoordinateSystemType(osgTerrain::Locator::GEOCENTRIC) I have tried to apply GEOGRAPHIC but it doesn't visualize anything. I

Re: [osg-users] VPB and PagedDatabase performance.

2008-02-28 Thread Paul Martz
I built the data base as 16 tiles of 4kx4k each tile running osgdem -l 6 , would running -l 8 help performance? In the first case, you have 6 levels of detail, in the second you have 8. The presence of additional levels of detail will not affect the rendering performance of the existing 6

Re: [osg-users] Getting correct angles from osg::Matrixd in the 4'th Quadrant

2008-02-28 Thread J.P. Delport
Hi, seems like the matrix.getrotate is broken again. 'osgunittests quat' also reports lots of problems. I'm comparing with old working versions, will let you know. jp [EMAIL PROTECTED] wrote: I've run into a problem using Quaternion rotation with osg::Matrixd that I can't seem to figure

Re: [osg-users] osgcompositeviewer -1 issues

2008-02-28 Thread Jean-Sébastien Guay
Hi Paul, Second, and more worrisome, the TrackballManipulator appears to be ignored with the -1 argument. In other words: 1) Run osgcompositeviewer -1 cow.osg on a dual-screen Windows system. 2) Two fullscreen windows open, displaying fountain.osg. 3) Use left or right mouse motion in

Re: [osg-users] osgcompositeviewer -1 issues

2008-02-28 Thread Jean-Sébastien Guay
Hi Robert, There is a bug and bug fix relating to picking and CompositeViewer, but I haven't yet had the time to investigate if this bug or review the bug fix. There is chance its related to the above. It is. :-) J-S -- __ Jean-Sebastien

Re: [osg-users] osgcompositeviewer -1 issues

2008-02-28 Thread Robert Osfield
On Thu, Feb 28, 2008 at 3:02 PM, Jean-Sébastien Guay [EMAIL PROTECTED] wrote: I haven't gotten any news about it being integrated into SVN yet, and your report seems to confirm it hasn't... Any reason for that Robert? Is there anything I need to do to get it integrated? I haven't reviewed

Re: [osg-users] osgText::Text aspect ratio using SCREEN_COORDS

2008-02-28 Thread Jonas Dehlin
Hi, When using osgText::Text with SCREEN_COORDS I have experienced similar problems as disussed in the referenced thread and I'm wondering if this suggested patch has been implemented? If not, why? I'm currently using OSG 2.0. Regards Jonas On Mon, Dec 10, 2007 at 1:18 PM, Thibault Genessay

Re: [osg-users] SSAO : Screen Space Ambient Occlusion

2008-02-28 Thread Andreas Lindmark
I did not use osgPPU but it seems like it's ideal for the job! I don't want to think about how much time I've could have saved by using it.. There is however the question of how to apply the result. Ambient occlusion should of course only apply to ambient part of the light model. Something like

Re: [osg-users] Getting correct angles from osg::Matrixd in the 4'th Quadrant

2008-02-28 Thread J.P. Delport
Hi, J.P. Delport wrote: Hi, seems like the matrix.getrotate is broken again. 'osgunittests quat' also reports lots of problems. sorry, I've spoken too soon. Matrix.getrotate is fine. The unittests report false positives (q = -q is OK), will fix this. For your problem angles,

Re: [osg-users] osgcompositeviewer -1 issues

2008-02-28 Thread Jean-Sébastien Guay
Hi Robert, I haven't reviewed it yet. I did mostly clear my backlog on my return, but since then have had to get on with other tasks, and the backlog has grown back again... W.r.t merging submissions it tends to be first submitted gets reviewed first unless the submission itself requires

Re: [osg-users] Getting correct angles from osg::Matrixd in the 4'th Quadrant

2008-02-28 Thread J.P. Delport
Hi, seems like the matrix.getrotate is broken again. 'osgunittests quat' also reports lots of problems. sorry, I've spoken too soon. Matrix.getrotate is fine. The unittests report false positives (q = -q is OK), will fix this. I promise to still fix the unittests... For your problem

Re: [osg-users] Example code: Using CompositeViewer to visualize theview frustum

2008-02-28 Thread Jeremy Moles
This is a really cool example. :) Is there any way an option could be added so that the 3rd person view is rendered on top of the regular view (eliminating the need for 2 windows?) This would be informative when someone wants to create a rear-view mirror display or something. Or, does

Re: [osg-users] Example code: Using CompositeViewer to visualize theview frustum

2008-02-28 Thread Robert Osfield
On Thu, Feb 28, 2008 at 4:14 PM, Jeremy Moles [EMAIL PROTECTED] wrote: This is a really cool example. :) Is there any way an option could be added so that the 3rd person view is rendered on top of the regular view (eliminating the need for 2 windows?) This would be informative when someone

Re: [osg-users] Vector class Hacks?

2008-02-28 Thread Jeremy Moles
On Thu, 2008-02-28 at 09:11 +, Robert Osfield wrote: On Wed, Feb 27, 2008 at 10:06 PM, Night Hawk [EMAIL PROTECTED] wrote: Surprising indeed. I was about to override the Array classes to use native c-style arrays. But now it seems OSG can convert vectors to C-style arrays fast enough

[osg-users] Migrating from 1.2 to 2.2

2008-02-28 Thread Brian
Hi, I've skimmed the OSG website, but I could not find any quick guides to migrating from version 1.2 to 2.2. Is there such a place on the website? In particular, I'm running into problems with various OSG and Producer functions that are no longer supported such as

Re: [osg-users] Getting correct angles from osg::Matrixd in the 4'th Quadrant

2008-02-28 Thread filip.holm
Thanks J.P. for all the help, this problem was starting to give me a headach. For future refrence, this is how to get the correct angle of rotation about the z-axis: quat.getRotate(angle,axis); double zAxisRotation = angle*axis.z(); -Original Message- From: [EMAIL

Re: [osg-users] Migrating from 1.2 to 2.2

2008-02-28 Thread Brian
Oops, I meant Producer::Camera::setProjectionRectangle. There is no osg::Camera class. On Thu Feb 28 12:32 , Brian [EMAIL PROTECTED] sent: Hi, I've skimmed the OSG website, but I could not find any quick guides to migrating from version 1.2 to 2.2. Is there such a place on the website?

Re: [osg-users] Migrating from 1.2 to 2.2

2008-02-28 Thread Robert Osfield
Hi Brian, On Thu, Feb 28, 2008 at 5:43 PM, Brian [EMAIL PROTECTED] wrote: Oops, I meant Producer::Camera::setProjectionRectangle. There is no osg::Camera class. The OSG uses OpenGL naming conventions, so its just plain Viewport (as in glViewport) rather than ProjectionRectangle. So what

Re: [osg-users] Migrating from 1.2 to 2.2

2008-02-28 Thread Robert Osfield
On Thu, Feb 28, 2008 at 5:32 PM, Brian [EMAIL PROTECTED] wrote: Hi, I've skimmed the OSG website, but I could not find any quick guides to migrating from version 1.2 to 2.2. Is there such a place on the website? It's not too extensive, but a start at least:

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-28 Thread Paul Martz
Hi Justin -- Are you clearing the depth buffer before rendering the HUD? camera-setClearMask(GL_DEPTH_BUFFER_BIT); -Paul Hi Robert, Thanks for getting back to me. I still seem to be having an issue with this. I've attached 3 simple images illustrating the issue. The text overly

[osg-users] Calculating Up Vector

2008-02-28 Thread Cysneros, Nelson SPAWAR
I'm having a problem trying to calculate the UP vector of a node as it makes a 360 roll. I'm setting the camera viewpoint like this: //Update View osg::Vec3 eye( cameraX, cameraY, cameraZ); osg::Vec3 center(nodeX,nodeY,nodeZ); osg::Vec3 up(nodeX,nodeY,nodeZ);

Re: [osg-users] osgcompositeviewer -1 issues

2008-02-28 Thread Paul Martz
That's fine, I totally understand, I was just wondering if there was something wrong but if it's just for lack of time I totally understand. (note that I'm not totally sure I did the right thing in the fix, I just did what worked for me - I don't know the related code that well so I

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-28 Thread Vican, Justin E.
Hi Paul, Yes. I based it almost verbatim off of the osghud example. If you look at the top ~20 lines of createHUD in osghud.cpp, that is exactly what I am doing. Thanks, Justin -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Thursday,

Re: [osg-users] readNodeFile function couldn't find and readfilename with russian letters 2

2008-02-28 Thread GMD GammerMaxyandex.ru
Problem found: ReaderWriterOSG.cpp 107 line - std::ifstream fin(fileName.c_str()); if (fin) //FALSE { return readNode(fin, local_opt.get()); } return 0L; // The open method on pre-MSVC8 ifstream implementations doesn't accept

Re: [osg-users] Migrating from 1.2 to 2.2

2008-02-28 Thread Brian
Hi Robert, Something is always better than nothing. Thanks for the tip on setViewport. I'll most likely have other questions in the near future. Brian On Thu Feb 28 13:24 , 'Robert Osfield' [EMAIL PROTECTED] sent: On Thu, Feb 28, 2008 at 5:32 PM, Brian [EMAIL PROTECTED] wrote: Hi,

Re: [osg-users] Migrating from 1.2 to 2.2

2008-02-28 Thread Thrall, Bryan
Brian wrote on Thursday, February 28, 2008 1:37 PM: Hi Robert, Something is always better than nothing. Thanks for the tip on setViewport. I'll most likely have other questions in the near future. And, of course, it's a wiki, so feel free to add to that something :)

Re: [osg-users] osg to VRML

2008-02-28 Thread John F. Richardson
Hello, The following 2 posts are copied from the COIN mailing list Peder is a Systems In Motion person. John F. Richardson = FROM COIN MAILING LIST === John Pye wrote: Hi all I've been reading the Inventor Mentor book and there is talk about

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-28 Thread Wojciech Lewandowski
Hi Justin, Look at void osgUtil::RenderStage::draw(osg::RenderInfo renderInfo,RenderLeaf* previous) method.(Line 825 in currnt SVN src/osgUtil/RenderStage.cpp). Its all there. 1: Prerender cameras add Prerender stages. Prerender stages are drawn first. Line 833:

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-28 Thread Wojciech Lewandowski
Hi again, I should problably add one note here: One may say that Camera has getView method. This method returns NULL for graph nested cameras. I pressume its valid only for main views and slaves. Cheers, Wojtek -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf

[osg-users] Extracting visible geometry

2008-02-28 Thread John Wilde
Hello OSG users: I am wondering what OSG can provide in solving the following problem: Given a scene with on the order of 100s of simple geometry elements (perhaps osg::Box types) and given an (x,y,z) position in that scene, I'd like 1) A list of all polygonal planes that are *visible* from the

Re: [osg-users] Camera POST_RENDER vs. postDrawCallback ... whowins?

2008-02-28 Thread Vican, Justin E.
Hi Wojtek, Yeah, I tried the osg::Camera::getView method with a nested callback implementation, but was similarly disappointed. For now I think correctly rendering at runtime is more important than accurate screen grabs, so I'm going to go with a POST_RENDER HUD camera and write a bug against my

Re: [osg-users] Extracting visible geometry

2008-02-28 Thread Brian R Hill
I'd use OSG for this, although not the rendering portions. You'll need to learn a whole lot about the scenegraph structure, how to traverse it, accumulate tranformations, how to access geometric elements (tris, quads,..), how to access normals, vertexs, colors, front vs back facing, All

Re: [osg-users] Calculating Up Vector

2008-02-28 Thread Cysneros, Nelson SPAWAR
I got it working!!! In case anyone is interested, this is what I did. I took a local point on the -Z axis of the entity. localX = 0, localY=0, localZ=-1; Converted it to World Coordinates (wX, wY, wZ), subtracted the center of the entity in world coordinates. Wx -= entityXWorld; Wy -=

[osg-users] Complete darkness

2008-02-28 Thread Necdet Can Atesman
Hi folks, I am unable to create complete darkness in osg. I'm setting the only light source to not emit anything, but the objects in my scene are still visible, although very faintly. Is there something wrong with the code, or is it just osg/opengl? osg::Light* light = new osg::Light();

[osg-users] OSG with TerraPage. Buildings and lights flickering

2008-02-28 Thread Kiff Loh
Hi I have a large area TerraPage visual database loaded in OSG. When my 3D building models and light points (flt or ive) are planted close to the origin, everything works well. But when they are planted at somewhere far away, everything starts shaking and flickering, even at distances of less