Re: [osg-users] WPF and OpenGL popup window problem

2009-03-05 Thread Brede Johansen
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!

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Re: [osg-users] strange object clipping

2009-03-05 Thread Robert Osfield
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.
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[osg-users] [osgPlugins] osgExp for 3ds Max 2008

2009-03-05 Thread marwa3dz
Is there an osgExp plugin for 3ds Max 2008?  [Rolling Eyes]

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Re: [osg-users] [osgPlugins] osgExp for 3ds Max 2008

2009-03-05 Thread Vincent Bourdier
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]

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Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph

2009-03-05 Thread Robert Osfield
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

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Re: [osg-users] [osgPlugins] Plugin for COLLADA 1.5

2009-03-05 Thread Gustavo Puche
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

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Re: [osg-users] [osgPlugins] osgExp for 3ds Max 2008

2009-03-05 Thread marwa3dz
hey, thanks man! :D i hope it'll work well

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[osg-users] how can i get these files?

2009-03-05 Thread glgosg
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!
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Re: [osg-users] how can i get these files?

2009-03-05 Thread Vincent Bourdier
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!


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Re: [osg-users] Retrieve a vertexs list of a Node

2009-03-05 Thread Diallo
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.

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Re: [osg-users] [osgPlugins] Plugin for COLLADA 1.5

2009-03-05 Thread Roland Smeenk
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.

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Re: [osg-users] [osgPlugins] Plugin for COLLADA 1.5

2009-03-05 Thread Gustavo Puche

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

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Re: [osg-users] Blueberry3D high detail terrain solution for OpenSceneGraph

2009-03-05 Thread Enrico Raue
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]

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Re: [osg-users] WPF and OpenGL popup window problem

2009-03-05 Thread Peter Amstutz
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!

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[osg-users] VMAP Data

2009-03-05 Thread paul1492

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.


  
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Re: [osg-users] WPF and OpenGL popup window problem

2009-03-05 Thread Jean-Sébastien Guay

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
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[osg-users] osgProducer link is broken

2009-03-05 Thread Donn Mielcarek
The link to osgProducer on the nodekits page is not working.
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[osg-users] (no subject)

2009-03-05 Thread Jesper D. Thomsen
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

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Re: [osg-users] (no subject)

2009-03-05 Thread Jesper D. Thomsen
Oh, and sorry about the no subject. I hit the Send button to soon.

Jesper D. Thomsen

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Re: [osg-users] osgProducer link is broken

2009-03-05 Thread Robert Osfield
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.
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Re: [osg-users] Float textures seem to be clamped in GLSL

2009-03-05 Thread Thrall, Bryan
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,



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[osg-users] photos to be displayed in sequence

2009-03-05 Thread salvatore
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

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Re: [osg-users] Float textures seem to be clamped in GLSL

2009-03-05 Thread J.P. Delport

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




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Re: [osg-users] photos to be displayed in sequence

2009-03-05 Thread Art Tevs
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

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Re: [osg-users] strange object clipping

2009-03-05 Thread Tomlinson, Gordon
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.
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Re: [osg-users] unresolved symbol error with release mode build?

2009-03-05 Thread Tomlinson, Gordon
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
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-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
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Re: [osg-users] strange object clipping

2009-03-05 Thread Ben Axelrod
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.
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Re: [osg-users] photos to be displayed in sequence

2009-03-05 Thread salvatore
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

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[osg-users] Are billboard capable of casting shadows?

2009-03-05 Thread Alan Dickinson
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

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Re: [osg-users] Are billboard capable of casting shadows?

2009-03-05 Thread Terry Welsh
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

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[osg-users] Configuring OSG for stereo

2009-03-05 Thread Eric Heft
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 );
}




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Re: [osg-users] photos to be displayed in sequence

2009-03-05 Thread Simon Hammett
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

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 http://forum.openscenegraph.org/viewtopic.php?p=8013#8013





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-- 
http://www.ssTk.co.uk
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[osg-users] division by zero in include/osgDB/DatabasePager

2009-03-05 Thread Csaba Halász
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
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[osg-users] modifying vertexs

2009-03-05 Thread Jim Brooks
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

}
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