Re: [osg-users] WPF and OpenGL popup window problem
Hi Brian, What you describe sounds like the WPF airspace limitation described here http://msdn.microsoft.com/en-us/library/aa970688.aspx. The short version is that each pixel can only belong to one render technology (WPF, DirectX, Win32 OpenGL). A workaround is to render your OSG scene off screen and give the bitmap to WPF. Brede On Wed, Mar 4, 2009 at 11:49 PM, Brian Stewart osgfo...@tevs.eu wrote: Hi, I have developed an application where I have an OSG window embedded in a windows application built with WPF. On certain Geforce cards there seems to be a bug where WPF popup windows (like menus) that have AllowTransparency set to true do not draw correctly over my OSG window. Basically whenever the OSG/OpenGL window updates, it overwrites all overlapping pixels, even if the popup is higher in the window manager's Z-order. I have isolated it to an issue with the OpenGL driver. It only occurs on Geforce cards, not Quadro cards (which is not surprising, since I've read the Geforce cards were optimized for DirectX). I'm not so much looking for a fix (though one would be welcome) - I'm just wondering if anyone else has encountered this. I have already filed a bug report with nvidia, and it might help if I could report that others are having issues with it too (or maybe I really am the only person out there foolish enough to try this). If anyone is interested, I can supply a small test project that uses WPF and OpenGL together to demonstrate the problem. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7967#7967 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] strange object clipping
HI Ben, On Thu, Mar 5, 2009 at 2:01 AM, Ben Axelrod baxel...@coroware.com wrote: Well, i tried it in osgviewer and there was no clipping. any ideas as to what might cause this in my app? If osgviewer works on the data, so it's only the viewer that is different then it points to your viewer setup as being the problem. However, you've not specified anything about how you have set up the viewer, so pray how might I have the knowledge required to diagnose this problem? Let me ask a similar question and see if you can answer it. Description of problem. I have a box, and inside that box is a ball. Question: I don't know what colour of the is ball is, could you tell me please. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] osgExp for 3ds Max 2008
Is there an osgExp plugin for 3ds Max 2008? [Rolling Eyes] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7980#7980 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgExp for 3ds Max 2008
Hi, Version 0.9.5 is the latest stable release with support for Max 2008/2009. see this at : http://sourceforge.net/project/platformdownload.php?group_id=148454 osgExp page : http://osgmaxexp.wiki.sourceforge.net/ Vincent. 2009/3/5 marwa3dz osgfo...@tevs.eu Is there an osgExp plugin for 3ds Max 2008? [Rolling Eyes] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7980#7980 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph
Hi Enrico, Wow, thanks for the note. I was completely unaware that Blueberry3D now supported OSG. Checking up the bionatics website I see a press release announcing OSG support back in July 2007.. so it seems I'm rather behind the times! Which version of the OSG does Blueberry3D currently support? Any online videos of it in action? Robert. On Thu, Mar 5, 2009 at 7:39 AM, Enrico Raue osgfo...@tevs.eu wrote: For those who aren't aware of it Blueberry3D exists in a version pluggable with OSG thanks to Blueberry3D SDK and OSG nodekit. Blueberry3D is pushing the limits in Real-Time visualization for OSG users. It is a tool for procedural generation of 3D databases directly from geographical raw data (orthographic images, elevation- and vector- data). Blueberry3D uses the raw data together with automatic procedural parameters, defined by the user, to calculate, in Real-Time, the polygons needed to display the terrain scene. Thanks to this approach Blueberry3D bypasses usual limits of number of polygons in databases and makes it possible to handle databases with no limit on size with very rich details. Also this procedural approach reduces the time and costs for production of databases. This technology in combination with classical static models enhances the performances and capacity of visual systems and fits smoothly into existing production and visualization work-flows. Send me a mail if you want to know more. Enrico r...@bionatics.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7977#7977 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin for COLLADA 1.5
Hi Roland, We need the kinematic info of the .dae file. I have opened a model with kinematics and i have seen it disassembled. The model attached is an example of this. This model is well displayed with the collada viewer and with Blender. :D If you will work on it we would like to know it... [Idea] Best regards Roland, Gus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7983#7983 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgExp for 3ds Max 2008
hey, thanks man! :D i hope it'll work well -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7984#7984 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] how can i get these files?
when i compile the source code,the compiler tell me:can not find these files: osgDB.lib osgDBd.lib osgGA.lib osgGAd.lib osgDBd.lib osgText.lib osgTextd.lib can you send me these files' copies? thank you! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how can i get these files?
Hi, When you compile, your compiler will generate theses files ... If you use Cmake, you would not have this kind of problem... Tell us more about how you did that, what you use... (Notice that the d in the lib name is for debug version) Vincent. 2009/3/5 glgosg glg...@163.com when i compile the source code,the compiler tell me:can not find these files: osgDB.lib osgDBd.lib osgGA.lib osgGAd.lib osgDBd.lib osgText.lib osgTextd.lib can you send me these files' copies? thank you! -- 网易邮箱,中国第一大电子邮件服务商 http://www.yeah.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Retrieve a vertexs list of a Node
Tanks for the answer. I have understood what i have to do. I think i will go with the Visitor Pattern since i do not really understand the how to use Functors (can't find tutorial). If u can point me to a good one (it would be great) I am still wondering if i can supose that every every vertices of every Geometry of my node are part of my loaded aircraft (May be i should ask this on the Flight Gear Mailing List)? If so how can i reduice the numbers of vertices obtained (i am only interested with the fuselage. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7986#7986 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin for COLLADA 1.5
Gus, I quickly glanced over the 1.5 spec to see what the kinematics is all about. Seems interesting, but there's probably a lot of functionality missing in osg to handle this data. Just like osg does not support physics out of the box. It could be a very useful addition, but then you would also need to extend osg to support kinematics info. I have no plans to add support for this to the Collada reader or extend the osg. -- Roland BTW. There was no data attached. Wrap it in a zip and resend, because .dae file extensions are not allowed on the forum. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7990#7990 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Plugin for COLLADA 1.5
Roland Smeenk wrote: Gus, I quickly glanced over the 1.5 spec to see what the kinematics is all about. Seems interesting, but there's probably a lot of functionality missing in osg to handle this data. Just like osg does not support physics out of the box. It could be a very useful addition, but then you would also need to extend osg to support kinematics info. I have no plans to add support for this to the Collada reader or extend the osg. -- Roland BTW. There was no data attached. Wrap it in a zip and resend, because .dae file extensions are not allowed on the forum. A lot of thanks Roland, Gus -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7991#7991 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph
Hello Robert, The OSG nodekit delivered with the SDK, existing today, is supporting version 1.0, 1.2 and 2.0. But actually with the API, also delivered with SDK, you would be able to modify the nodekit and adapt it to any versions. On link below you can find a fresh video: [url] http://www.bionatics.com/Blueberry3DGallery.php?category=31id=12[/url] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7994#7994 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] WPF and OpenGL popup window problem
I have a similar problem to the one described here, although with Windows Forms rather than WPF. Whenever my application renders a tooltip which overlaps the OSG window, the tooltip gets cut off on the next OSG frame. I've spent hours trying to find any information about how to work around the problem, but have drawn a blank. This seems to mainly be a problem on Windows XP; the systems with Vista I have tried do not exhibit this problem. I can't speak to whether different hardware/drivers have different behavior, though. Peter Brede Johansen wrote: Hi Brian, What you describe sounds like the WPF airspace limitation described here http://msdn.microsoft.com/en-us/library/aa970688.aspx. The short version is that each pixel can only belong to one render technology (WPF, DirectX, Win32 OpenGL). A workaround is to render your OSG scene off screen and give the bitmap to WPF. Brede On Wed, Mar 4, 2009 at 11:49 PM, Brian Stewart osgfo...@tevs.eu wrote: Hi, I have developed an application where I have an OSG window embedded in a windows application built with WPF. On certain Geforce cards there seems to be a bug where WPF popup windows (like menus) that have AllowTransparency set to true do not draw correctly over my OSG window. Basically whenever the OSG/OpenGL window updates, it overwrites all overlapping pixels, even if the popup is higher in the window manager's Z-order. I have isolated it to an issue with the OpenGL driver. It only occurs on Geforce cards, not Quadro cards (which is not surprising, since I've read the Geforce cards were optimized for DirectX). I'm not so much looking for a fix (though one would be welcome) - I'm just wondering if anyone else has encountered this. I have already filed a bug report with nvidia, and it might help if I could report that others are having issues with it too (or maybe I really am the only person out there foolish enough to try this). If anyone is interested, I can supply a small test project that uses WPF and OpenGL together to demonstrate the problem. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=7967#7967 ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VMAP Data
Is there a way to read in VMAP (Vector Smart Map) data into OSG? I'm interested in reading in Level 0 for now. Do I need GDAL, and/or VPB? Thanks, Paul P. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] WPF and OpenGL popup window problem
Hi Brian, (or maybe I really am the only person out there foolish enough to try this). Well, maybe the only person foolish enough to use WPF :-) We're using Qt in conjunction with OSG, and the Qt menus and dialogs draw correctly over our OSG QWidget. We even have a button overlapping the OSG window and it works fine, no flickering or anything. We're also using GeForce (mostly 8800, 9800) cards btw, not Quadro. This doesn't help you much, but at least you know it /could/ work, there's just something in how WPF does things that is making it not work for you. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgProducer link is broken
The link to osgProducer on the nodekits page is not working. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] (no subject)
Hi all, I'm using OSG to create a single 3D viewport window in an Windows MFC application (running on XP and Vista). I'm having problems with sometimes getting defective mouse coordinates for the OSG window after I have begun using OSG in the application (The window was previously drawn by pure OpenGL). Most of the time the mouse coordinates are correct, but about 1/100 of them are randomly displaced by up to 500 pixels or so. I know that this is probably something in OSG conflicting with some part of the existing applications readouts of the mouse position, but if any of you have experienced anything like it, I would appreciate any pointers. Regards, and thanks in advance. Jesper D. Thomsen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] (no subject)
Oh, and sorry about the no subject. I hit the Send button to soon. Jesper D. Thomsen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgProducer link is broken
HI Donn, On Thu, Mar 5, 2009 at 2:34 PM, Donn Mielcarek globalvisualizationproc...@gmail.com wrote: The link to osgProducer on the nodekits page is not working. Looks like the osgforge.org subdomains aren't working correctly. I'll got tinker on the Dreamhost web admin pages to see if I can fix it. In the mean time you can access the osgProducer webpage via: http://www.openscenegraph.org/projects/Producer Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Float textures seem to be clamped in GLSL
Brian R Hill wrote on Wednesday, March 04, 2009 5:41 PM: // disable clamping osg::ClampColor* clamp = new osg::ClampColor(); clamp-setClampVertexColor(GL_FALSE); clamp-setClampFragmentColor(GL_FALSE); clamp-setClampReadColor(GL_FALSE); scene-getOrCreateStateSet()-setAttribute(clamp, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); I am sad to report that that doesn't work either :( -osg-users-boun...@lists.openscenegraph.org wrote: - To: OpenSceneGraph Users osg-users@lists.openscenegraph.org From: Thrall, Bryan bryan.thr...@flightsafety.com Sent by: osg-users-boun...@lists.openscenegraph.org Date: 03/04/2009 05:05PM Subject: [osg-users] Float textures seem to be clamped in GLSL I'm rather new to using float textures and GLSL, so maybe I'm missing something. I'm trying to use a float texture as a lookup table in my fragment shader. I create the texture using osg::TransferFunction1D (see attached modified osgviewer.cpp), and use the following in my input file: ---8--- 50 0 0 0 0 0 50 ---8--- For example: osgviewer --pos implicit.pos implicit_surface.osg (the shaders need to be in a shaders/ subdirectory under implicit_surface.osg's directory) My shader takes these positions and renders implicit spheres around them, with the first line of the position file being the radius. However, the positions seem to be clamped to [0,1], since the resulting spheres overlap except for a little bit at the edge (changing the radius to 1 shows their centers are 1 unit apart). My understanding is that float textures should be passed through to the shader without clamping. Is there something I'm doing wrong with osg::TransferFunction1D, or is my understanding wrong? Thanks, -- Bryan Thrall FlightSafety International bryan.thr...@flightsafety.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] photos to be displayed in sequence
hello to all, I have a problem common to other users, I have a sequence of high resolution photos to be displayed in sequence (30fps), I used osgimagesequence but after a few seconds ul movie skips many frames. I thought to divide the images into pieces and associate them to a Node, but I do not know how to play them in a continuous sequence. thanks for the help -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8005#8005 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Float textures seem to be clamped in GLSL
Hi, Thrall, Bryan wrote: Brian R Hill wrote on Wednesday, March 04, 2009 5:41 PM: // disable clamping osg::ClampColor* clamp = new osg::ClampColor(); clamp-setClampVertexColor(GL_FALSE); clamp-setClampFragmentColor(GL_FALSE); clamp-setClampReadColor(GL_FALSE); scene-getOrCreateStateSet()-setAttribute(clamp, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); I am sad to report that that doesn't work either :( Is there something I'm doing wrong with osg::TransferFunction1D, or is my understanding wrong? I'm not familiar with osg::TransferFunction1D, but I'm sure that float texture data can reach shaders without clamping, we use it all the time. I'd suggest creating an osg::Image that is attached to a texture and see if the values then work properly, you can modify the image data directly. Have a look at the osgprerender example when the options --hdr and --image are enabled. There are e.g. negative values in the image. jp -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] photos to be displayed in sequence
Hi Salvatore ? take a look into this thread: Streaming of high resolution images (http://forum.openscenegraph.org/viewtopic.php?t=1630) You could find more info there. cheers, art -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8006#8006 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] strange object clipping
Its red of course :] Ducks and runs for cover , -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, March 05, 2009 3:48 AM To: OpenSceneGraph Users Subject: Re: [osg-users] strange object clipping HI Ben, On Thu, Mar 5, 2009 at 2:01 AM, Ben Axelrod baxel...@coroware.com wrote: Well, i tried it in osgviewer and there was no clipping. any ideas as to what might cause this in my app? If osgviewer works on the data, so it's only the viewer that is different then it points to your viewer setup as being the problem. However, you've not specified anything about how you have set up the viewer, so pray how might I have the knowledge required to diagnose this problem? Let me ask a similar question and see if you can answer it. Description of problem. I have a box, and inside that box is a ball. Question: I don't know what colour of the is ball is, could you tell me please. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] unresolved symbol error with release mode build?
Its likely to another osg/3rd party lib that is incorrectly linked or set up not to link its dependencies thus causing any thing uses it to have to link with the missing libs etc.. We use the feature 'Linker: Link Library Dependencies:NO' all the time, this can really help in not pulling wrong versions of the msvcrt/msvprt etc that can be pulled when using prebuild libs etc it can help make sure your end application links against the right and all its required libs etc.. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Wednesday, March 04, 2009 10:14 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] unresolved symbol error with release mode build? I've noticed that I must explicitly link with OT since about 2.7.5 or so. Something changed in OT that made this a requirement. Not sure why this would be different Debug versus Release, but I imagine it might be related to inlining. Paul Martz Skew Matrix Software LLC http://www.skew-matrix.com +1 303 859 9466 -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory Riddell Sent: Wednesday, March 04, 2009 4:48 PM To: OpenSceneGraph Users Subject: [osg-users] unresolved symbol error with release mode build? Today I switched my compiler settings over to test performance in release mode. For some reason, I'm getting an unresolved external symbol linker error for OpenThreads::Atomic::operator++(void). As far as I know, I'm not using any of the OpenThreads stuff explicitly, so I assume it is used internally by OSG. Any reason why I would need to like with OpenThreads.lib for a release build but not a debug build? Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] strange object clipping
Thanks guys, I found the problem. I was not dirtying the bound for all of my ShapeDrawables. I was only calling dirtyBound() on the parent geode. I guess this is not sufficient. -Ben -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: Thursday, March 05, 2009 3:48 AM To: OpenSceneGraph Users Subject: Re: [osg-users] strange object clipping HI Ben, On Thu, Mar 5, 2009 at 2:01 AM, Ben Axelrod baxel...@coroware.com wrote: Well, i tried it in osgviewer and there was no clipping. any ideas as to what might cause this in my app? If osgviewer works on the data, so it's only the viewer that is different then it points to your viewer setup as being the problem. However, you've not specified anything about how you have set up the viewer, so pray how might I have the knowledge required to diagnose this problem? Let me ask a similar question and see if you can answer it. Description of problem. I have a box, and inside that box is a ball. Question: I don't know what colour of the is ball is, could you tell me please. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] photos to be displayed in sequence
hello Robert, I have 40,000 photos in tga format with 1400x1050 definition and a frame rate of 30 fps, the load in this way: imageSequence- addImage (osgDB:: readImageFile (hh3fcenter/immage_.tga)); in the various attempts I have tried with 240 photos and goes very badly, I thought to pack 30 photos in a knot so as to obtain the nodes that represent a second, but I do not know how to play these nodes so that the sequence is continuous, thanks in advance -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8013#8013 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Are billboard capable of casting shadows?
I have been working with the osgshadow example using the lz.osg input file and noticed that the tree billboards aren't casting shadows. So my question is are billboards capable of casting shadows with the osgShadow implementation or would it have to be modified to make them capable of casting and receiving shadows? If the current implementation isn't capable of supporting billboards, could this be added to the current architecture or is there some re-design required. BTW: I have created a Visitor for dividing a billboard into spatial cells as in the example osgforest. Would this be useful as an optimization class for anyone else? Thanks for your support in advanced. Alan Dickinson -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8014#8014 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Are billboard capable of casting shadows?
Hi Alan, Even if you get your billboards to cast shadows, the result is usually unpleasant. Most of the time your billboards will appear to be split down the middle with a dark half and a light half. This is because the billboard has a different rotation with respect to the eye and the light source, and one half of the billboard ends up underneath its own shadow. If you fix this problem by keeping the billboard rotated to face the eye even when it is being rendered for the shadow map, you will see squashed shadows on the ground. I've had this problem with trees before. Making trees out of 2 crossed polygons looks better, although it is also not perfect. -- Terry Welsh / mogumbo 'at' gmail.com www.reallyslick.com / www.mogumbo.com I have been working with the osgshadow example using the lz.osg input file and noticed that the tree billboards aren't casting shadows. So my question is are billboards capable of casting shadows with the osgShadow implementation or would it have to be modified to make them capable of casting and receiving shadows? If the current implementation isn't capable of supporting billboards, could this be added to the current architecture or is there some re-design required. BTW: I have created a Visitor for dividing a billboard into spatial cells as in the example osgforest. Would this be useful as an optimization class for anyone else? Thanks for your support in advanced. Alan Dickinson ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Configuring OSG for stereo
What sets the 'depth' plane when using stereo? From the docs you have measured and entered values for the following in inches instead of meters. setEyeSeparation(EyeSeperation ); setScreenDistance(ScreenDistance); setScreenHeight(ScreenHeight); setScreenWidth(ScreenWidth); setProjectionMatrixAsPerspective(...); setFusionDistance(mode,value); I get stereo, its just that the objects are not in the right depth plane. My screen is 146 inches from the projector. I place an object at (0,0,-146) and while the size of the object is correct on the screen. The object is way behind the surface of the screen ( lots of overlap ). I have to move the object to (0,0,-14) to get zero overlap/disparity. -- Details -- Using WinXP + OSG 2.5.1 + 2 Projector horizontal span setup running 2048 x 768 resolution. I load an object created in blender that is a wire frame box 5 units from edge to edge. The test application lets me change the following parameters on the fly. ScreenDistance=146.00 ScreenHeight=64.00 ScreenWidth=87.00 EyeSeperation=2.50 ObjectDistance=146.00 With EyeSeperation set to 0.00 , the wire frame box appears on the projector screen and measures very close to the expected size of 5 inches across. When any of the parameters change. I call this: Code: void ResetGeometry(void) { float FOV_X = 2.0*atan2(ScreenHeight/2.0,(double)ScreenDistance)*180.0/3.14159; float FOV_Y = 2.0*atan2(ScreenWidth/2.0,(double)ScreenDistance)*180.0/3.14159; osg::DisplaySettings::instance()-setStereo(stereo); osg::DisplaySettings::instance()-setEyeSeparation(EyeSeperation ); osg::DisplaySettings::instance()-setScreenDistance(ScreenDistance); osg::DisplaySettings::instance()-setScreenHeight(ScreenHeight); osg::DisplaySettings::instance()-setScreenWidth(ScreenWidth); viewer-setFusionDistance(osgUtil::SceneView::FusionDistanceMode::USE_FUSION_DISTANCE_VALUE,ScreenDistance); printf(FusionDistance = %6.2f\n,viewer-getFusionDistanceValue()); if (stereo) viewer-getCamera()-setProjectionMatrixAsPerspective( FOV_Y,2.0*FOV_X/FOV_Y,0.01,100); else viewer-getCamera()-setProjectionMatrixAsPerspective( FOV_Y,FOV_X/FOV_Y,0.01,100); } At the beginning of the program I call this. ( this will be modified once all the other setup is verified ) Code: void SetView(void) { static osg::Vec3 vtrs; static osg::Quat qrot; osg::Matrixd R1; osg::Matrixd R2; qrot.makeRotate( osg::DegreesToRadians(0.0), osg::Vec3(1,0,0) ); vtrs.set( 0, 0, 0); R1.makeRotate( qrot ); R2.makeTranslate( vtrs ); viewer-getCameraManipulator()-setByMatrix( R2 * R1 ); } -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8018#8018 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] photos to be displayed in sequence
So you need @ minimum168 Mb/sec streaming bandwidth from your hard discs That's not utterly insane, but many older PC's won't be able to deliver that sort of bandwidth. On my current machine the burst transfer rate from cache (ie memory to memory copy) is only 184 Mb/sec. Reading from HD I only get 60 Mb/sec at peak so I couldn't run your program smoothly even if you haven't made any mistakes... If you want your program to work on anything other than very high end machines, you are going to have to change to a compressed image format. 2009/3/5 salvatore osgfo...@tevs.eu: hello Robert, I have 40,000 photos in tga format with 1400x1050 definition and a frame rate of 30 fps, the load in this way: imageSequence- addImage (osgDB:: readImageFile (hh3fcenter/immage_.tga)); in the various attempts I have tried with 240 photos and goes very badly, I thought to pack 30 photos in a knot so as to obtain the nodes that represent a second, but I do not know how to play these nodes so that the sequence is continuous, thanks in advance -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=8013#8013 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- http://www.ssTk.co.uk ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] division by zero in include/osgDB/DatabasePager
Hi! More division by zero trouble, this time in include/osgDB/DatabasePager line 331: double getAverageTimeToMergeTiles() const { return _totalTimeToMergeTiles/static_castdouble(_numTilesMerges); } Obviously divides by zero if _numTilesMerges is zero. -- Csaba ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] modifying vertexs
Found two different ways to tell OSG that vertexs were modified. Maybe these are circumventions that aren't proper (?). What is the one right way? Call dirtyDisplayList() ? ctor() : mVertexs(new osg::Vec3Array), mDrawArray(new osg::DrawArrays( osg::PrimitiveSet::POINTS,0,0)) { } void AddParticle( const osg::Vec3 v ) { mVertexs-push_back( v ); #if REGULAR_OPENGL_POINTS mDrawArray-setCount( mVertexs-size() ); #endif #if POINT_SPRITES // Passing same vertex array causes update. mGeom-setVertexArray( mVertexs.get() ); #endif } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org