[osg-users] Image - terrain, Simple question

2008-06-09 Thread Anders Backman
Simple question from someone that hasn't follow the development in
detail for a long while


What is the simplest way of generating a terrain mesh from a 2D image
with heights? Im not looking for paging textures, terrain etc, just
image- mesh.

There use to be the osgDem app that did this, but now you have to
install and build VirtualPlanetBuilder, right?

Is there anyway to do this with osg-only right now?

/Anders

-- 



 Anders Backman Email: [EMAIL PROTECTED]
 HPC2N/VRlab Phone: +46 (0)90-786 9936
 Umea university Cellular: +46 (0)70-392 64 67
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[osg-users] Multithreading and Qt

2008-06-09 Thread Peter Wraae Marino
Hi users

I've noticed that the Qt examples set the threading model to SingleThreaded.
I tried changing the threading model (by using the ThreadingModelHandler)
but it crashes right after changing the threading model. I am guessing this
has something to do with the fact that one is only allowed to make GUI calls
in Qt on the main thread. Is anyone working on a solution, so that one can
have the benefits of multithreading inside Qt windows?

Osg version 2.4, Qt version 4.4.0, Windows Vista.

Sincerely,
Peter Wraae Marino  Michael Bach
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Re: [osg-users] Multithreading and Qt

2008-06-09 Thread Paul Melis

Hi Peter,

Peter Wraae Marino wrote:

I've noticed that the Qt examples set the threading model to 
SingleThreaded. I tried changing the threading model (by using the 
ThreadingModelHandler) but it crashes right after changing the 
threading model. I am guessing this has something to do with the fact 
that one is only allowed to make GUI calls in Qt on the main thread. 
Is anyone working on a solution, so that one can have the benefits of 
multithreading inside Qt windows?


It's not just the Qt example, the wxWidgets one also uses the 
single-threaded model while it has the same restriction from which 
thread GUI calls can be made. This seems to be a common GUI limitation 
as far as their API is concerned.


Not sure if anyone is working on a solution though...

Paul



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[osg-users] Compiler discomfort on IRIX at OpenFlight plugin

2008-06-09 Thread Martin Spott
After a while I finally took the time to replace my old 2.3.7
installation on IRIX with 2.4.0. Apparently the MIPSPro compiler
dislikes one little piece in the following changeset:

  http://www.openscenegraph.org/projects/osg/changeset/7756


--- snip --
[ 84%] Building CXX object 
src/osgPlugins/OpenFlight/CMakeFiles/osgdb_openflight.dir/AncillaryRecords.o
/usr/bin/CC  -LANG:libc_in_namespace_std=OFF  -Dosgdb_openflight_EXPORTS
  -O2 -DNDEBUG -I/usr/local/src/OpenSceneGraph-2.4.0/include
  -o 
src/osgPlugins/OpenFlight/CMakeFiles/osgdb_openflight.dir/AncillaryRecords.o
  -c 
/usr/local/src/OpenSceneGraph-2.4.0/src/osgPlugins/OpenFlight/AncillaryRecords.cpp
[... tons of WARNINGs ...]
cc-1367 CC: ERROR File = 
/usr/local/src/OpenSceneGraph-2.4.0/include/osg/ref_ptr, Line = 30
  A pointer to an incomplete class type is not allowed.

  ~ref_ptr() { if (_ptr) _ptr-unref();  _ptr = 0; }
 ^
  detected during instantiation of
osg::ref_ptrflt::PrimaryRecord::~ref_ptr() at line 64
of

/usr/local/src/OpenSceneGraph-2.4.0/src/osgPlugins/OpenFlight/Record.h

1 error detected in the compilation of 
/usr/local/src/OpenSceneGraph-2.4.0/src/osgPlugins/OpenFlight/AncillaryRecords.cpp.
--- snip --


Reverting the change in 'src/osgPlugins/OpenFlight/Record.h' at line 64 to read:

  virtual ~Record();

 makes the compiler happy - yet I don't have the slightest clue if
this has any influence on proper functionality   :-)

Martin.
-- 
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[osg-users] Using VRJuggler and osgViewer library

2008-06-09 Thread Frauciel Luc
Hi all,

I'm currently developping VRJuggler/OSG apps, based on osgUtil::SceneView.
I'm considering using  osgViewer::CompositeViewer instead.
Does someone have an experience of porting a VRJ/SceneView app to VRJ/osgViewer 
? (I've seen an old thread in the list but no follow up).
I'm looking for hints, examples, whatever that could reduce the pain (since 
I've learned the VRJ/OSG mix is always painful).

   Luc

Luc FRAUCIEL - BRGM
Unité Calcul, 3D et réalité virtuelle
Service Systèmes et Technologies de l'Information 
3, av C. Guillemin BP 36009 - 45060 Orléans Cedex 2, France 
Tél. 02 38 64 35 65 
Fax 02 38 64 39 70
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Re: [osg-users] Image - terrain, Simple question

2008-06-09 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Anders,

I believe osgdem is part of VPB now. When you build VPB, it compiles to
osgdem that can be run from the command line just as in the past.

-Shayne

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Anders
Backman
Sent: Monday, June 09, 2008 6:25 AM
To: OpenSceneGraph Users
Subject: [osg-users] Image - terrain, Simple question

Simple question from someone that hasn't follow the development in
detail for a long while


What is the simplest way of generating a terrain mesh from a 2D image
with heights? Im not looking for paging textures, terrain etc, just
image- mesh.

There use to be the osgDem app that did this, but now you have to
install and build VirtualPlanetBuilder, right?

Is there anyway to do this with osg-only right now?

/Anders

-- 



 Anders Backman Email: [EMAIL PROTECTED]
 HPC2N/VRlab Phone: +46 (0)90-786 9936
 Umea university Cellular: +46 (0)70-392 64 67
 S-901 87 UMEA SWEDEN Fax: +46 90-786 6126
 http://www.cs.umu.se/~andersb
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Re: [osg-users] Image - terrain, Simple question

2008-06-09 Thread Mike Weiblen
Hi Anders,

at one point, this used to work, don't know if it does still:

osgviewer --dem elevations.png

-- mew



 -Original Message-
 From: [EMAIL PROTECTED] [mailto:osg-users-
 [EMAIL PROTECTED] On Behalf Of Anders Backman
 Sent: Monday, June 09, 2008 7:25 AM
 To: OpenSceneGraph Users
 Subject: [osg-users] Image - terrain, Simple question
 
 Simple question from someone that hasn't follow the development in
 detail for a long while
 
 
 What is the simplest way of generating a terrain mesh from a 2D image
 with heights? Im not looking for paging textures, terrain etc, just
 image- mesh.
 
 There use to be the osgDem app that did this, but now you have to
 install and build VirtualPlanetBuilder, right?
 
 Is there anyway to do this with osg-only right now?
 
 /Anders
 
 --
 
 
 
  Anders Backman Email: [EMAIL PROTECTED]
  HPC2N/VRlab Phone: +46 (0)90-786 9936
  Umea university Cellular: +46 (0)70-392 64 67
  S-901 87 UMEA SWEDEN Fax: +46 90-786 6126
  http://www.cs.umu.se/~andersb

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[osg-users] Precompiled 64-bit OSG dependencies available?

2008-06-09 Thread Reed McKenna
We are building OSG for the x64 configuration using Visual Studio 2005 SP1.
OSG compiles successfully but it appears that I will need to do some more
work on the plug-ins in the 3rd Party dependencies. Has anyone posted
step-by-step instructions for that or has anyone posted any precompiled
64-bit dependency plug-ins? I have not found it by searching the web, as of
now.

 

Thanks,

Reed McKenna

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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-09 Thread Brian Keener
Robert Osfield wrote:
 On Fri, Jun 6, 2008 at 12:00 AM, Brian Keener [EMAIL PROTECTED] 
wrote:
  Robert Osfield wrote:
  CMake shouldn't find WxWidgets.  Could you try rm CMakeCache.txt and
  then rerun ./configure, and then if you still get the error send us
  the CMakeCache.txt, perhaps this might gleen something.
 
  I actually deleted my whole build directory and redid it (twice I think)
  but I'll redo it all fresh again and double check - that  way I can get
  the CMakeCache.txt fresh.
 
 This suggests that CMake isn't behaving properly - perhaps it's the
 Win32 3rd party plugin stuff is breaking things.
 
 Out of curiousity is the the wrappers being built by default as well?
 
 Are you using CMakeSetup or cmake/ccmake?

Robert,

I tried twice to send this replay with the CmakeCache.txt as an attachment and 
keep getting this message - I am now this without the attachment to see if 
that is the problem.  The response I keep getting is:

You are not allowed to post to this mailing list, and your message has
been automatically rejected.  If you think that your messages are
being rejected in error, contact the mailing list owner at
[EMAIL PROTECTED]

I have uninstalled the build, done a make clean then removed everthing in 
the build directory.  I then updated my source (/usr/src/OpenSceneGraph) 
from svn and then using cmake in my build directory I did a ccmake 
/usr/src/OpenSceneGraph from within my empty build directory.  Had an empty
cache so selected configure to get the fields populated in cmake and then 
only changed the option to build examples - no debug or anything and then 
did a configure and then a generate - actually took 2 configures I think 
before I could generate.  I have attached the CmakeCache.txt and as to the 
wrappers I cannot see that is is building them - I 
find no osgWrapper in my build directory.

Then from within my build directory I did a simple make

results:

Linking CXX executable ../../bin/osgvertexprogram.exe
[ 99%] Built target example_osgvertexprogram
Scanning dependencies of target example_osgvolume
[ 99%] Building CXX object 
examples/osgvolume/CMakeFiles/example_osgvolume.dir/o
sgvolume.o
Linking CXX executable ../../bin/osgvolume.exe
[ 99%] Built target example_osgvolume
Scanning dependencies of target example_osgwindows
[ 99%] Building CXX object 
examples/osgwindows/CMakeFiles/example_osgwindows.dir
/osgwindows.o
Linking CXX executable ../../bin/osgwindows.exe
[ 99%] Built target example_osgwindows
Scanning dependencies of target example_osgviewerGLUT
[ 99%] Building CXX object 
examples/osgviewerGLUT/CMakeFiles/example_osgviewerGL
UT.dir/osgviewerGLUT.o
Linking CXX executable ../../bin/osgviewerGLUT.exe
[ 99%] Built target example_osgviewerGLUT
examples/osgviewerWX/CMakeFiles/example_osgviewerWX.dir/build.make:91: 
*** targe
t pattern contains no `%'.  Stop.
make[1]: *** 
[examples/osgviewerWX/CMakeFiles/example_osgviewerWX.dir/all] Error
 2
make: *** [all] Error 2

[EMAIL PROTECTED] /usr/develop/obj/osg
$


bk




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Re: [osg-users] Precompiled 64-bit OSG dependencies available?

2008-06-09 Thread Gordon Tomlinson
Quote from the Mighty Mew : All my 3rdParty build documentation and scripts
are checked in to the osgToy repository with the binaries.
 
So have a look at Mikes thingamajigs in the repostiory ( you will have to
setup the 64bit stuff )
 

__
Gordon Tomlinson 

Email   : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com 


__

Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival 
-Master Tambo Tetsura 

 

  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Reed
McKenna
Sent: 09 June 2008 17:11
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Precompiled 64-bit OSG dependencies available?



We are building OSG for the x64 configuration using Visual Studio 2005 SP1.
OSG compiles successfully but it appears that I will need to do some more
work on the plug-ins in the 3rd Party dependencies. Has anyone posted
step-by-step instructions for that or has anyone posted any precompiled
64-bit dependency plug-ins? I have not found it by searching the web, as of
now.

 

Thanks,

Reed McKenna

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[osg-users] question of camera computeLocalToWorldMatrix

2008-06-09 Thread huiliang yang
Hi, 

I have a question about computeLocalToWorldMatrix in camera class. 
First, since the openscenegraph use row matrix instead column matrix like 
opengl, I thought the default matrix multiply should be post multiply so that : 
  V' = M*V  (opengl premultiply) chanage to 
  V' = VT*MT   ( osg post multiply)
but looks like the camera still use pre_multiply as default, but the 
_viewmatrix define in camera class is apparently  is  a  row matrix  MT. 

Second, even as the default pre_multiply, then let's say: 
 V' = M*V  if (_transformOrder==PRE_MULTIPLY)
then its inverse should be 
 V = M-1* V' , 
why in function computeWorldToLocalMatrix 
it changes to 
 V = V'* M-1 if (_transformOrder==PRE_MULTIPLY)

only possibility is that V' has been transposed in computeWorldToLocalMatrix. 
which is 
 VT = M-1T*V'T

but that is too confused, because you define column matrix in 
computeLocalToWorldMatrix so that you can use pre_multiply, then in 
computeWorldToLocalMatrix it becomes row matrix. 



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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-09 Thread Jean-Sébastien Guay

Hi Brian,

I tried twice to send this replay with the CmakeCache.txt as an attachment and 
keep getting this message - I am now this without the attachment to see if 
that is the problem. 


Your two posts came through, but were empty for some reason (no text, no 
attachment, just the headers - to, from, subject etc.).


Just wanted to let you know, and perhaps knowing that someone can fix 
the problem... How large was the attachment BTW?


J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] OpenGL commands

2008-06-09 Thread Paul Martz
Producer should still work with current OSG.
   -Paul


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Hugo Juarez Corrá
 Sent: Sunday, June 08, 2008 8:38 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] OpenGL commands
 
 Hi Robert,
 
 Thanks for you response. A few years ago we develop a GUI 
 design project based on openGL to create buttons, widgets, 
 edit box etc. Our window system is based on inheriting 
 Producer. We have a class inside our project to render 3d 
 objects using OSG and we have a separate project using OSG to 
 render and manipulate our visual database.
 
 Since OSG dropped Producer we got stuck in the version 1.2 
 because we have to many ties to Producer and we have decided 
 to drop it and use osgViewer instead to render our window 
 system but we do not want to redesign all our gui objects.
 
 We have studied that this can be done using a Wrapper and 
 calling the function DrawImplementation. We would like to 
 know the best way to port our project to OSG 2, and 
 consequently, the best way to implement osgViewer on our system.
 
 Thanks,
 Hugo.
 
  Message: 7
  Date: Thu, 5 Jun 2008 08:36:09 +0100
  From: Robert Osfield [EMAIL PROTECTED]
  Subject: Re: [osg-users] OpenGL commands
  To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 
  Hi Hugo,
 
  Using a Camera DrawCallback would be one way, or 
 implementing your own 
  GraphicsOperation that is attached to the GraphicsWindow.
 
  Could you explain a bit more about what you are trying to do.  It 
  almost sounds like you want to do just OpenGL rendering, no OSG 
  rendering at all.
 
  Robert.
 
  On Wed, Jun 4, 2008 at 10:09 PM, Hugo Juarez Corr? 
 [EMAIL PROTECTED] wrote:
  Hi All,
 
  Can I use OpenGL commands directly on osgViewer (without a 
 wrapper)??
  I don't want create an object that inherits osg::Drawable 
 to render 
  my OpenGL commands.
  I would like use osgViewer just to render my OpenGL 
 commands, is it possible?
 
  Thanks in advance,
  Hugo.
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Re: [osg-users] question of camera computeLocalToWorldMatrix

2008-06-09 Thread Paul Melis

Hello,

huiliang yang wrote:

I have a question about computeLocalToWorldMatrix in camera class.
First, since the openscenegraph use row matrix instead column matrix 
like opengl, I thought the default matrix multiply should be post 
multiply so that :

  V' = M*V  (opengl premultiply) chanage to
  V' = VT*MT   ( osg post multiply)

Ok
but looks like the camera still use pre_multiply as default, but the 
_viewmatrix define in camera class is apparently  is  a  row matrix  MT.

How do you get to this statement, which section of the code do you refer to?

It also depends on your definition of 'pre-multiply'. If you say VT*MT 
is post multiply (as you do above), then this implies that you 
actually mean MT post-multiplies VT. This is turn also means that VT 
pre-multiplies MT. So it depends from which operand you look at it how 
you describe the operation.


Second, even as the default pre_multiply, then let's say:
 V' = M*V  if (_transformOrder==PRE_MULTIPLY)
then its inverse should be
 V = M-1* V' ,
why in function computeWorldToLocalMatrix
Which class? You say V, which implies a vector usually, but, for 
example, Camera::computeWorldToLocalMatrix works on a matrix as input. 
If you indeed refer to Camera::computeWorldToLocalMatrix() then I would 
say that that method does the inverse operation of 
computeLocalToWorldMatrix(). Assuming _referenceFrame==RELATIVE_RF and 
_transformOrder==PRE_MULTIPLY then the method computeLocalToWorldMatrix 
pre-multiplies its argument matrix with _viewMatrix. I.e.


 matrix.preMult(_viewMatrix);

actually does

 matrix = _viewMatrix * matrix;

Method computeWorldToLocalMatrix() does the inverse of this operation, 
so instead of pre-multiplying with _viewMatrix it post-multiplies with 
the inverse of _viewMatrix (the comments also say this).


Regards,
Paul

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[osg-users] OcclusionQueryNode woes

2008-06-09 Thread Eduard Trulls

Hi all,

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


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


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

2008-06-09 Thread Steven Thomas
There's a Sourceforge project written by Heinrich Fink which adds some
support for ColladaFX to OSG's Collada plugin.

http://sourceforge.net/projects/collada-cg2glsl/

The code is in the osgdae_patch folder. I've never used the code and I
don't know if it'll need to be modified to get it working with the OSG
trunk. I do know that AMD built a ColladaFX viewer based on OSG that
uses Heinrich's code though, so at some point it worked.

Steve

On Fri, 2008-06-06 at 23:12 -0300, Carlos Sanches wrote:
 Hello guys ! This is my first post and I m Brazilian then execuse me
 any errors in my english.
 I want to know what are the features that can I load with a collada
 file ?
 I generated some collada files with FXComposer 2 and RenderMonkey in
 windows but when I load these files with osgviewer on Linux only apear
 the mesh object without the effects :(
 
 I thought that the effects would be loaded to.
 Thank you!
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[osg-users] Coordinate Systems and Quaternions

2008-06-09 Thread Mrs. Mister

hi,

i am working with osg 2.4, osgCal 0.3.0 and cal 3d 0.11.

in the cal3d faq i read:

It should also be noted that Cal3D's math classes assume a left-handed 
rotation system.


i have trouble with setting the quaternions from osg to the cal3d model.

which coordinate system do osg::Quat use?
or, where can i read about the coordinate systems used in osg?

bye
henry

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Re: [osg-users] Coordinate Systems and Quaternions

2008-06-09 Thread Paul Martz
OSG doesn't assume left- or right-handed coordinates. It is based on OpenGL,
in which object coordinate space is left-handed, but can easily be switched
to right-handed with a negative scale.

In my experience, most transformation confusion stems from not knowing
whether to pre- or post-multiply matrices or quats together. To be
completely honest, I find it's easier (for me, personally) to simply try it
both ways to determine which one produces the results I want, rather than
try to keep track in my head of which API works which way. It doesn't help
that OSG uses the opposite of the OpenGL API that it's built upon.

Hope that helps,

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


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mrs. Mister
 Sent: Monday, June 09, 2008 2:14 PM
 To: OpenSceneGraph Users
 Subject: [osg-users] Coordinate Systems and Quaternions
 
 hi,
 
 i am working with osg 2.4, osgCal 0.3.0 and cal 3d 0.11.
 
 in the cal3d faq i read:
 
 It should also be noted that Cal3D's math classes assume a 
 left-handed rotation system.
 
 i have trouble with setting the quaternions from osg to the 
 cal3d model.
 
 which coordinate system do osg::Quat use?
 or, where can i read about the coordinate systems used in osg?
 
 bye
 henry
 
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Re: [osg-users] OcclusionQueryNode woes

2008-06-09 Thread Paul Martz
 I'm having some issues regarding OcclusionQueryNode. I draw 
 an object as a set of faces and a set of edges, and I can't 
 seem to get OQN to deal with both as a single entity, 
 resulting in an artifact where for a fixed camera position 
 the object becomes intermittent (disappears, then reappears 
 on the next cycle, and so on). I reckon once either faces or 
 edges are occluded the other set has enough room to render 
 itself, but in turn occludes the former, or something along 
 those lines; just my guess, though. The setup is as simple as 
 an OQN over a node that reads a .osg file with two children 
 geodes (said sets).

So I can reproduce the problem by running osgocclusionquery
yourfile.osg? (all that example does is place an OQN above the .osg file
that is loaded.) If so, please post your .osg file so I can take a look at
the problem.

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

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

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

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


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[osg-users] Scribe outline only

2008-06-09 Thread Mike Greene
Trying to modify the osgscribe example. I want to display the scribe 
lines, without the underlying model beneath it.


The code does the following:

root-addChild(decorator);

decorator-addChild(loadedModel);

The decorator setups up the scribe mode.  If I then set the nodeMask 
of the loadedModel to 0 :


loadedModel-setNodeMask(0), nothing appears. Intuitively, I would have 
thought this would show the scribe lines only. How do I achieve this effect?

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Re: [osg-users] Scribe outline only

2008-06-09 Thread Paul Martz
If you mean you just want to display your model in wireframe, you could use
the PolygonMode StateAttribute for that.
   -Paul



 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of Mike Greene
 Sent: Monday, June 09, 2008 1:01 PM
 To: osg-users@lists.openscenegraph.org
 Subject: [osg-users] Scribe outline only
 
 Trying to modify the osgscribe example. I want to display the 
 scribe lines, without the underlying model beneath it.
 
 The code does the following:
 
 root-addChild(decorator);
 
 decorator-addChild(loadedModel);
 
 The decorator setups up the scribe mode.  If I then set the 
 nodeMask of the loadedModel to 0 :
 
 loadedModel-setNodeMask(0), nothing appears. Intuitively, I 
 would have
 thought this would show the scribe lines only. How do I 
 achieve this effect?
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Re: [osg-users] question of camera computeLocalToWorldMatrix

2008-06-09 Thread huiliang yang
Hi, 


Hello

huiliang yang wrote:
 I have a question about computeLocalToWorldMatrix in camera class.
 First, since the openscenegraph use row matrix instead column matrix 
like opengl, I thought the default matrix multiply should be post 
 multiply so that :
   V' = M*V  (opengl premultiply) chanage to
  V' = VT*MT   ( osg post multiply)
Ok
 but looks like the camera still use pre_multiply as default, but the 
 _viewmatrix define in camera class is apparently  is  a  row matrix  MT.
How do you get to this statement, which section of the code do you refer to?

no any specific code for above statement. but I do trace the code and find 
_viewmatrix in camera class 
is a row matrix, which means the translation (x, y, z) is at last row. So, if 
the matrix is a row matrix, only way for multiply is 
by  matrix = matrix*_viewmatrix. or matrix.postmultiply(_viewmatrix). is that 
correct?
That is why I say why the default multiply in camera class is premultiply, in 
computeLocalToWorldMatrix, 
it  use matrix = _viewmatrix*matrix or matrix.premultiply(_viewmatrix), if 
_viewmatrix is a row matrix, it looks weird. 


It also depends on your definition of 'pre-multiply'. If you say VT*MT 
is post multiply (as you do above), then this implies that you 
actually mean MT post-multiplies VT. This is turn also means that VT 
pre-multiplies MT. So it depends from which operand you look at it how 
you describe the operation.

 Second, even as the default pre_multiply, then let's say:
  V' = M*V  if (_transformOrder==PRE_MULTIPLY)
 then its inverse should be
  V = M-1* V' ,
 why in function computeWorldToLocalMatrix
Which class? You say V, which implies a vector usually, but, for 
example, Camera::computeWorldToLocalMatrix works on a matrix as input. 
If you indeed refer to Camera::computeWorldToLocalMatrix() then I would 
say that that method does the inverse operation of 
computeLocalToWorldMatrix(). Assuming _referenceFrame==RELATIVE_RF and 
_transformOrder==PRE_MULTIPLY then the method computeLocalToWorldMatrix 
pre-multiplies its argument matrix with _viewMatrix. I.e.

  matrix.preMult(_viewMatrix);

actually does

  matrix = _viewMatrix * matrix;

Method computeWorldToLocalMatrix() does the inverse of this operation, 
so instead of pre-multiplying with _viewMatrix it post-multiplies with 
the inverse of _viewMatrix (the comments also say this).

That is I don't understand, if matrix' = _viewMatrix*matrix, then the inverse 
operation is 
matrix = _viewMatrix-1*matrix', right?
why here it change the order of multiply? 


Regards,
Paul


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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-09 Thread Brian Keener
 wrote:
 Hi Brian,
 
  I tried twice to send this replay with the CmakeCache.txt as an attachment 
  and 
  keep getting this message - I am now this without the attachment to see if 
  that is the problem. 
 
 Your two posts came through, but were empty for some reason (no text, no 
 attachment, just the headers - to, from, subject etc.).
 
 Just wanted to let you know, and perhaps knowing that someone can fix 
 the problem... How large was the attachment BTW?

Hmmm, must have been the attachment since you saw everything on this one.  
Attachment was only 47kb - you wouldn't think that would be a stopper unless it 
was 
just the fact it had an attachment.

Thanks J-S for letting me know I was getting through

bk



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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-09 Thread Jean-Sébastien Guay

Hi Brian,

Hmmm, must have been the attachment since you saw everything on this one.  
Attachment was only 47kb - you wouldn't think that would be a stopper unless it was 
just the fact it had an attachment.


Weird, I remember bigger attachments being sent to osg-users (screen 
captures, etc.)... Not sure what's going on.


Sorry I can't be more help...

J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Coordinate Systems and Quaternions

2008-06-09 Thread Paul Melis

Paul Martz wrote:

OSG doesn't assume left- or right-handed coordinates. It is based on OpenGL,
in which object coordinate space is left-handed, but can easily be switched
to right-handed with a negative scale.
  
Errr, LEFT-handed? X to the right, Y up, negative Z axis away from the 
viewer, right?
That's right-handed.  


Paul

In my experience, most transformation confusion stems from not knowing
whether to pre- or post-multiply matrices or quats together. To be
completely honest, I find it's easier (for me, personally) to simply try it
both ways to determine which one produces the results I want, rather than
try to keep track in my head of which API works which way. It doesn't help
that OSG uses the opposite of the OpenGL API that it's built upon.

Hope that helps,

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


  

-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf 
Of Mrs. Mister

Sent: Monday, June 09, 2008 2:14 PM
To: OpenSceneGraph Users
Subject: [osg-users] Coordinate Systems and Quaternions

hi,

i am working with osg 2.4, osgCal 0.3.0 and cal 3d 0.11.

in the cal3d faq i read:

It should also be noted that Cal3D's math classes assume a 
left-handed rotation system.


i have trouble with setting the quaternions from osg to the 
cal3d model.


which coordinate system do osg::Quat use?
or, where can i read about the coordinate systems used in osg?

bye
henry

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Re: [osg-users] Coordinate Systems and Quaternions

2008-06-09 Thread Paul Martz
 Paul Martz wrote:
  OSG doesn't assume left- or right-handed coordinates. It is 
 based on 
  OpenGL, in which object coordinate space is left-handed, but can 
  easily be switched to right-handed with a negative scale.

 Errr, LEFT-handed? X to the right, Y up, negative Z axis away 
 from the viewer, right?
 That's right-handed.  

Sorry if I had them switched. My point was that it is wrong for an API to
have _any_ internal assumptions when it is so much easier for the API to
simply allow the app to use either one.
   -Paul

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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-09 Thread Brian Keener
 wrote:
 Hi Brian,
 
  Hmmm, must have been the attachment since you saw everything on this one.  
  Attachment was only 47kb - you wouldn't think that would be a stopper 
  unless it was 
  just the fact it had an attachment.
 
 Weird, I remember bigger attachments being sent to osg-users (screen 
 captures, etc.)... Not sure what's going on.
 
 Sorry I can't be more help...


Thanks for the help.  Should be another blank one there now where I just tried 
posting 
the same file as a zip but that was refused too.  

I'll wait and see what Robert says - I guess I could put the whole 
CmakeCache.txt  
in-line in a message.

Thanks again

bk



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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-09 Thread Jean-Sébastien Guay

Hi Brian,

Thanks for the help.  Should be another blank one there now where I just tried posting 
the same file as a zip but that was refused too.  


Yep. Sorry...

I'll wait and see what Robert says - I guess I could put the whole CmakeCache.txt  
in-line in a message.


That would work I'd guess, and I've seen worse. And someone else might 
be able to see a solution to your problem once the contents of the file 
are accessible, without needing to wait for Robert to come back. Give it 
a shot.


J-S
--
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   http://www.cm-labs.com/
http://whitestar02.webhop.org/
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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-09 Thread Paul Speed
For what it's worth... the whole messages are coming through for me but 
they are just not visible.  If I view the message source then I can see 
the contents... including the encoded attachment.  I'm not sure why 
Thunderbird is getting confused by them.


It's weird because other posters seem to come through with an empty 
attachment for their e-mails with no attachments.


The only thing I can find different about your messages upon quick 
glance is that the Content-Type: boundary designator is very high in the 
header.  And it contains a line break... which in my limited experience 
seems a little odd.  As does the :thesoftwaresource.com part but that 
should be ok, I think.


It's clear that a strict interpretation of:
Content-Type: multipart/mixed; boundary=Next part of message
(VA.181d.0185f8c3:thesoftwaresource.com)

Would not find the real separators:
--Next part of message (VA.181d.0185f8c3:thesoftwaresource.com)

But I'm reaching at straws.
-Paul

Brian Keener wrote:

 wrote:

Hi Brian,

Hmmm, must have been the attachment since you saw everything on this one.  
Attachment was only 47kb - you wouldn't think that would be a stopper unless it was 
just the fact it had an attachment.
Weird, I remember bigger attachments being sent to osg-users (screen 
captures, etc.)... Not sure what's going on.


Sorry I can't be more help...



Thanks for the help.  Should be another blank one there now where I just tried posting 
the same file as a zip but that was refused too.  

I'll wait and see what Robert says - I guess I could put the whole CmakeCache.txt  
in-line in a message.


Thanks again

bk



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Re: [osg-users] Manually setting osgManipulator transformations

2008-06-09 Thread Guy
Hello Julian,
 What EXACTLY are you trying to achieve?
Do you need some objects (GUI objects if I understand correctly) to have
their own transformations without being affected by the Manipulator?
If so, you can use set the transformation to ABSOLUTE_RF.
   transform-setReferenceFrame(osg::Transform::ABSOLUTE_RF);

You can also use billboards so their position will change with the
manipulator transformation, but they will always direct towards the
observer.

And of course, you might want to check osgWidget that supply GUI tools
for osg scenes, (And if I'm wrong with the description I apologies).

Good luck,
 Guy.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Julian
Looser
Sent: Monday, June 09, 2008 5:04 AM
To: OpenSceneGraph Users
Subject: [osg-users] Manually setting osgManipulator transformations

Hi,

I posted a question a while ago about osgManipulator, but didn't get any

replies. My problem is that I want to be able to set the transformation 
matrix directly on a selected object, in addition to using the various 
osgManipulator widgets. That is, setting the matrix in code should 
update the widgets, and interacting with the widgets should update the 
matrix. From what I can tell, it's currently only possible to generate 
the transformation matrix with osgManipulator - you can't modify the 
transformation matrix and see that change reflected back in the widgets.

I would be surprised if nobody has run into this problem before. It 
seems like required functionality for many applications where the 
widgets in osgManipulator would be most helpful. In my case, I'm trying 
to recreate a rudimentary 3D editor and the ability to type specific 
translation and rotation values into the GUI is just as important as 
being able to directly drag the handles on the manipulator widgets.

I've reached the conclusion that I can't do this with osgManipulator so 
I'm considering reimplementing something to suit my needs. I'd really 
appreciate it if someone could tell me:

a) that I'm wrong and osgManipulator *can* do this (would be great!)
b) is anybody working on osgManipulator who I could collaborate with on 
adding what I need?
c) would it be easier/cleaner/faster to simply start from scratch?

I only propose (c) because it looks to me like osgManipulator is 
designed as a sort of message-passing system that incrementally modifies

a transformation matrix. Trying to make that process work backwards 
sounds tricky, and making it so you can seamlessly jump between manual 
(typing) and direct (click and drag) editing modes sounds even harder.

As always, thanks for listening. :-)

Cheers,
Julian.
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Re: [osg-users] Build from svn in Cygwin still tries to build osgviewerWX but no WX

2008-06-09 Thread Guy
Brian
Maybe you can try sending the attachment from different mail account?
Guy.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Speed
Sent: Tuesday, June 10, 2008 5:33 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Build from svn in Cygwin still tries to build
osgviewerWX but no WX

For what it's worth... the whole messages are coming through for me but 
they are just not visible.  If I view the message source then I can see 
the contents... including the encoded attachment.  I'm not sure why 
Thunderbird is getting confused by them.

It's weird because other posters seem to come through with an empty 
attachment for their e-mails with no attachments.

The only thing I can find different about your messages upon quick 
glance is that the Content-Type: boundary designator is very high in the

header.  And it contains a line break... which in my limited experience 
seems a little odd.  As does the :thesoftwaresource.com part but that 
should be ok, I think.

It's clear that a strict interpretation of:
Content-Type: multipart/mixed; boundary=Next part of message
(VA.181d.0185f8c3:thesoftwaresource.com)

Would not find the real separators:
--Next part of message (VA.181d.0185f8c3:thesoftwaresource.com)

But I'm reaching at straws.
-Paul

Brian Keener wrote:
  wrote:
 Hi Brian,

 Hmmm, must have been the attachment since you saw everything on this
one.  
 Attachment was only 47kb - you wouldn't think that would be a
stopper unless it was 
 just the fact it had an attachment.
 Weird, I remember bigger attachments being sent to osg-users (screen 
 captures, etc.)... Not sure what's going on.

 Sorry I can't be more help...
 
 
 Thanks for the help.  Should be another blank one there now where I
just tried posting 
 the same file as a zip but that was refused too.  
 
 I'll wait and see what Robert says - I guess I could put the whole
CmakeCache.txt  
 in-line in a message.
 
 Thanks again
 
 bk
 
 
 
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