[osg-users] glow

2010-02-11 Thread Trajce Nikolov
Hi Community,

has anyone experimented with  glow effect? I have spent some time with
research and I found only implementation as image post processing that
requires having your scene rendered into a frame buffer. I dont like this
way though, so I am looking for some alternative. Please let me know

Thanks
-Nick
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[osg-users] PagedLod : how to change priority for some nodes

2010-02-11 Thread Vincent Bourdier

Hi all,

Maybe my last question about PagedLod... I hope  ;-)

Starting my application, databasePager start to load thousand of 
PagedLod in my scene.
In this list, I would like to make some PagedLods nodes being loaded 
before the rest of the scene. (because thousands of node take sometimes 
more than 1 or 2 min to load)


How can I do that ? (Assuming it is possible...)

Thank you.

Regards,
  Vincent


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Re: [osg-users] 2D rendering priority...

2010-02-11 Thread Christiansen, Brad
Hi,

We used this approach for rendering a 2D scene using the painters
algorithm (i.e. render back to front according to our own order
definition). I have included the most relevent code snippets. No
comments on their quality please ;  ). 

1) Added a 'user data' object (which contains the rendering priority) to
each of our leaves. 

2) As required, we run a 'RenderPriorityVisitor' over the scene to set
the correct priorities into our user data objects.

3) Create a custom render bin and setup your 2D graph to use it:
e.g. root2DstateSet-setRenderBinDetails(0, RenderBin2D::BIN_NAME,
osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); 

We use OVERRIDE_RENDERBIN_DETAILS as some of the objects bellow the root
of our 2D scene are also rendered in 3D, in which case they may already
have different bin details set (e.g transparent bin).

The key bit of the custom bin is setting the sort callback. This
callback sorts the leaves based on the priority set in the 'user data'
object.

Hopefully this all makes sence. I implemented this code ~7 years ago so
there may be a neater way to do this now, but it is still working well
against the latest OSG releases. 

Cheers,

Brad

Code snippets:

 Custom Render Bin
/** Automatically registers the bin prototype. */
static osgUtil::RegisterRenderBinProxy
s_registerBin(RenderBin2D::BIN_NAME,new RenderBin2D());

RenderBin2D() { //extends RenderBin
  setSortCallback(new SortCallback2D());  
}

 SortCallback2D

void SortCallback2D::sortImplementation(osgUtil::RenderBin* renderBin) {
  renderBin-copyLeavesFromStateGraphListToRenderLeafList();
 
std::sort(renderBin-getRenderLeafList().begin(),renderBin-getRenderLea
fList().end(),RenderPrioritySortFunctor());  
}

--- RenderPrioritySortFunctor
int RenderPrioritySortFunctor::getRenderOrder(const osgUtil::RenderLeaf*
leaf) const {
const osg::Referenced* ud = leaf-getDrawable()-getUserData();
if(ud) { 
  const DrawableData* data = dynamic_castconst DrawableData*(ud);
  return data-getRenderOrder();
}
return 0;
}

bool RenderPrioritySortFunctor::operator() (const osg::Node* lhs,const
osg::Node* rhs) const {
int leftOrder = getRenderOrder(lhs);
int rightOrder = getRenderOrder(rhs);

if(m_sortMode == SORT_ASCENDING) {
  return leftOrder  rightOrder;
} else { //sort descending
  return leftOrder  rightOrder;
}
}



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 11:49 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Brad,

Please elaborate...:)

I have not played with RenderBin so any code snippets/examples would be
appreciated.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Wednesday, February 10, 2010 12:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

I use a RenderBin / NodeMask combination to exactly this and it works
well. I can elaborate more if you wish.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 8:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares,
simple line primitives, etc.). It's very rare that all levels are on
simultaneously but those that are on, need to stack in priority relative
to every other level/group that is on. Realistically, we'll have around
10-15 levels being rendered at the same time. Hopefully this
quantity/complexity won't present a problem.

I really didn't have any reservations per se about using the RenderBin
and NodeMask mechanisms. I suspected that I needed to use them but I
wanted to ping the group just to make sure I was on the right track.
When using OSG, it's always good to have a reality check before
proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
 I have a need to render a bunch of 2D geometry groups that have 
 different priorities for display (one group rendered on top of the 
 other according to their priority). I also need to have the ability to

 turn the rendering off and on for some of the groups while maintaining

 rendering priority.

How many different groups do you have, and what is the 

Re: [osg-users] PagedLod : how to change priority for some nodes

2010-02-11 Thread Robert Osfield
Hi Vincent,

PagedLOD has a prority offset and scale per child that allows you to
modify the priority computed from the distance range.  The PagedLOD
methods of interest are:

void setPriorityOffset(unsigned int childNo, float
priorityOffset) { expandPerRangeDataTo(childNo);
_perRangeDataList[childNo]._priorityOffset=priorityOffset; }
float getPriorityOffset(unsigned int childNo) const { return
_perRangeDataList[childNo]._priorityOffset; }
unsigned int getNumPriorityOffsets() const { return
_perRangeDataList.size(); }

void setPriorityScale(unsigned int childNo, float
priorityScale) { expandPerRangeDataTo(childNo);
_perRangeDataList[childNo]._priorityScale=priorityScale; }
float getPriorityScale(unsigned int childNo) const { return
_perRangeDataList[childNo]._priorityScale; }
unsigned int getNumPriorityScales() const { return
_perRangeDataList.size(); }


Robert.

On Thu, Feb 11, 2010 at 9:30 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
 Hi all,

 Maybe my last question about PagedLod... I hope  ;-)

 Starting my application, databasePager start to load thousand of PagedLod in
 my scene.
 In this list, I would like to make some PagedLods nodes being loaded before
 the rest of the scene. (because thousands of node take sometimes more than 1
 or 2 min to load)

 How can I do that ? (Assuming it is possible...)

 Thank you.

 Regards,
  Vincent


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Re: [osg-users] Transparent window

2010-02-11 Thread Serge Lages
Thank you very much Farshid, I'll try it as soon as I can, but it looks
definitely cool ! :)

On Thu, Feb 11, 2010 at 8:30 AM, Torben Dannhauer 
z...@saguaro-fight-club.de wrote:

 Hi,

 That looks cool!

 Where do I call the DwmEnableBlurBehindWindow function? Is this in OSg or
 just a c++ Windows API call?

 How many bits are requiered to set for alphachannel?

 Thank you!

 Cheers,
 Torben

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[osg-users] atomic pointer swap

2010-02-11 Thread Torben Dannhauer
Hi,

does OpenThreads provide an atomic, threadsafe and platform independent swap of 
two pointers?

Thank you!

Cheers,
Torben

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[osg-users] How to thange color of static Geometry using Switch and StateSet?

2010-02-11 Thread Andrius Kausinis
Hi,

i am OSG newbie. and i'm working with Java project which uses JavaOSG binding 
by NoodleGlue.

about the problem:

  1. I have static Geode with one drawable (geometry to draw Icosahedron). 
These geodes represents some specific points (lets name it diamonds) in scene 
(may be more than 100). Geometry has it's own StateSet: 

Code:

Material material = new Material();
material.setColorMode(MATERIALColorMode.AMBIENT_AND_DIFFUSE);

LightModel lightModel = new LightModel();
lightModel.setTwoSided(false);

StateSet stateset = new StateSet();
stateset.setMode(GL.GL_LIGHTING, STATEATTRIBUTEValues.ON_Val);
stateset.setMode(GL.GL_NORMALIZE, STATEATTRIBUTEValues.ON_Val);
stateset.setAttributeAndModes(material);
stateset.setAttributeAndModes(lightModel); 




   and color of it is set like this:

Code:

setColorArray(colors);
setColorBinding(GEOMETRYAttributeBinding.BIND_PER_PRIMITIVE_SET);



  
  2. In OSG scene i have as many Switches as visible diamonds are available. So 
OSG tree would look like this:

Code:

some ROOT switch
|
+--- MatrixTransform node for diamond (resizing diamond when mouse is over 
it)
|  |
|  +--- Switch for diamond (i would like to change diamond 
color there, when it is clicked by mouse)
|  |
|  +--- Geode representing the diamond
+--- MatrixTransform node for diamond (resizing diamond when mouse is over 
it)
|  |
|  +--- Switch for diamond (i would like to change diamond 
color there, when it is clicked by mouse)
|  |
|  +--- Geode representing the diamond
+--- MatrixTransform node for diamond (resizing diamond when mouse is over 
it)
|  |
|  +--- Switch for diamond (i would like to change diamond 
color there, when it is clicked by mouse)
|  |
|  +--- Geode representing the diamond
   ...



   3. So all i want is to change diamond color when it is clicked by mouse. If 
i change color directly on Geometry, then all visible diamonds changes color 
after one single diamond click, because it is static. I think Switch and 
StateSet of it is the best place to change color. I have wrote one StateSet, 
but it doesn't work:

Code:

Material material = new Material ();
material.setColorMode (MATERIALColorMode.DIFFUSE);
material.setDiffuse (MATERIALFace.FRONT_AND_BACK, highlightColor);

highlightStateSet.setAttributeAndModes(material, 
STATEATTRIBUTEValues.OVERRIDE_Val | STATEATTRIBUTEValues.ON_Val);



 i assume because color of Geometry is set using colors array. What i need to 
change to make it work?

Thank you!

Cheers,
Andrius

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Re: [osg-users] clear and switch buffers

2010-02-11 Thread Gottfried Gross
Hi JP,

thx for the quick response.

Yes, there is a ClearNode, but I'm not sure, if it makes much sense using it, 
because I think I will need a camera anyway to specify which colorbuffer 
exactly I want to clear. As far as I know I can only call setDrawBuffer() on a 
camera object, or is there another way?

Cheers,
Gottfried

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[osg-users] Fixed model on scene

2010-02-11 Thread Tufan Taş
Hi,

I want to add a model as a fixed image on scene and stay on scene while I 
translate the scene. I use the following code but the model does not seen.


ref_ptrNode myNode(readNodeFile(model.3ds));

ref_ptrStateSet stateSet = myNode-getOrCreateStateSet();
stateSet-setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateSet-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet-setRenderBinDetails(11, RenderBin);





ref_ptrMatrixTransform modelviewAbs (new MatrixTransform);
modelviewAbs-setMatrix(Matrix::translate(0, 100, 100));

modelviewAbs-addChild(UAVNode.get());

ref_ptrProjection projection (new Projection());
projection-setMatrix(Matrix::ortho2D(0, 1280, 0, 1024));
projection-addChild(modelviewAbs.get());
root-addChild(projection.get());

Thank you!

Cheers,
Tufan

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[osg-users] Geotiff rendering?

2010-02-11 Thread Akilan Thangamani
Hi,

Suppose when we add ive tiles to a group and render the group, all the tiles 
are placed
at corresponding places according to their lat and lon. But when I m trying to 
do the same using
just tif files it s not happening so. Instead, multiple tif tiles are overlaid 
one over other. Anyway tif is also having geo details rite?  What needs to be 
done to render tiff just like ive?

Thank you!

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Re: [osg-users] glow

2010-02-11 Thread Rafa Gaitan
Hi Trajce,

I always use this kind of glow. Glow tipically is a post process
effect, but If you find another way tell me! :).

I have implemented some filtering system with shaders based on OSG so
you can concantenate some filters (gaussian, radial, etc) to the
final image. If you want I could post you that code, but is based in a
previous render to a frame buffer object.

Greets,
Rafa.


On Thu, Feb 11, 2010 at 9:55 AM, Trajce Nikolov
nikolov.tra...@gmail.com wrote:
 Hi Community,
 has anyone experimented with  glow effect? I have spent some time with
 research and I found only implementation as image post processing that
 requires having your scene rendered into a frame buffer. I dont like this
 way though, so I am looking for some alternative. Please let me know
 Thanks
 -Nick

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Re: [osg-users] clear and switch buffers

2010-02-11 Thread J.P. Delport

Hi,

Gottfried Gross wrote:

Hi JP,

thx for the quick response.

Yes, there is a ClearNode, but I'm not sure, if it makes much sense
using it, because I think I will need a camera anyway to specify
which colorbuffer exactly I want to clear. As far as I know I can
only call setDrawBuffer() on a camera object, or is there another
way?


I'm not sure... There is
_Camera-setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f));
_Camera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

as well, but I'm not sure exactly what you want to do. I e.g. don't 
understand why you would want to call setDrawBuffer? Maybe if you could 
explain your problem in a bit more detail I can help. How many camera's 
do you want, how many buffers, swap in single frame or swap after frame, 
etc...


jp




Cheers, Gottfried

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Re: [osg-users] Geotiff rendering?

2010-02-11 Thread J.P. Delport

Hi,

if the tiffs don't have geo info embedded you will need to add it.

See gdaltranslate command...

gdal_translate -of GTiff -a_srs +proj=latlong +datum=WGS84 -a_ullr ...

jp

Akilan Thangamani wrote:

Hi,

Suppose when we add ive tiles to a group and render the group, all the tiles 
are placed
at corresponding places according to their lat and lon. But when I m trying to 
do the same using
just tif files it s not happening so. Instead, multiple tif tiles are overlaid 
one over other. Anyway tif is also having geo details rite?  What needs to be 
done to render tiff just like ive?

Thank you!

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Re: [osg-users] Geotiff rendering?

2010-02-11 Thread J.P. Delport

also...

J.P. Delport wrote:

Hi,

if the tiffs don't have geo info embedded you will need to add it.

See gdaltranslate command...

gdal_translate -of GTiff -a_srs +proj=latlong +datum=WGS84 -a_ullr ...


you cannot just read the tiffs directly then, you'll need to push them 
through vpb or osgearth...


jp



jp

Akilan Thangamani wrote:

Hi,

Suppose when we add ive tiles to a group and render the group, all the 
tiles are placed
at corresponding places according to their lat and lon. But when I m 
trying to do the same using
just tif files it s not happening so. Instead, multiple tif tiles are 
overlaid one over other. Anyway tif is also having geo details rite?  
What needs to be done to render tiff just like ive?


Thank you!

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Re: [osg-users] glow

2010-02-11 Thread Trajce Nikolov
Hi Rafa,

I have some post processing code I put together from the online resources.
But interested in what you have done. Thanks


-Nick


On Thu, Feb 11, 2010 at 3:08 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:

 Hi Trajce,

 I always use this kind of glow. Glow tipically is a post process
 effect, but If you find another way tell me! :).

 I have implemented some filtering system with shaders based on OSG so
 you can concantenate some filters (gaussian, radial, etc) to the
 final image. If you want I could post you that code, but is based in a
 previous render to a frame buffer object.

 Greets,
 Rafa.


 On Thu, Feb 11, 2010 at 9:55 AM, Trajce Nikolov
 nikolov.tra...@gmail.com wrote:
  Hi Community,
  has anyone experimented with  glow effect? I have spent some time with
  research and I found only implementation as image post processing that
  requires having your scene rendered into a frame buffer. I dont like this
  way though, so I am looking for some alternative. Please let me know
  Thanks
  -Nick
 
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Re: [osg-users] glow

2010-02-11 Thread J.P. Delport

Hi,

there is also a glow example in osgPPU.

jp

Trajce Nikolov wrote:

Hi Rafa,

I have some post processing code I put together from the online 
resources. But interested in what you have done. Thanks



-Nick


On Thu, Feb 11, 2010 at 3:08 PM, Rafa Gaitan rafa.gai...@gmail.com 
mailto:rafa.gai...@gmail.com wrote:


Hi Trajce,

I always use this kind of glow. Glow tipically is a post process
effect, but If you find another way tell me! :).

I have implemented some filtering system with shaders based on OSG so
you can concantenate some filters (gaussian, radial, etc) to the
final image. If you want I could post you that code, but is based in a
previous render to a frame buffer object.

Greets,
Rafa.


On Thu, Feb 11, 2010 at 9:55 AM, Trajce Nikolov
nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com wrote:
  Hi Community,
  has anyone experimented with  glow effect? I have spent some time
with
  research and I found only implementation as image post processing
that
  requires having your scene rendered into a frame buffer. I dont
like this
  way though, so I am looking for some alternative. Please let me know
  Thanks
  -Nick
 
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Re: [osg-users] glow

2010-02-11 Thread Trajce Nikolov
Thanks JP

-Nick


On Thu, Feb 11, 2010 at 3:33 PM, J.P. Delport jpdelp...@csir.co.za wrote:

 Hi,

 there is also a glow example in osgPPU.

 jp

 Trajce Nikolov wrote:

 Hi Rafa,

 I have some post processing code I put together from the online resources.
 But interested in what you have done. Thanks


 -Nick


 On Thu, Feb 11, 2010 at 3:08 PM, Rafa Gaitan rafa.gai...@gmail.commailto:
 rafa.gai...@gmail.com wrote:

Hi Trajce,

I always use this kind of glow. Glow tipically is a post process
effect, but If you find another way tell me! :).

I have implemented some filtering system with shaders based on OSG so
you can concantenate some filters (gaussian, radial, etc) to the
final image. If you want I could post you that code, but is based in a
previous render to a frame buffer object.

Greets,
Rafa.


On Thu, Feb 11, 2010 at 9:55 AM, Trajce Nikolov
nikolov.tra...@gmail.com mailto:nikolov.tra...@gmail.com wrote:
  Hi Community,
  has anyone experimented with  glow effect? I have spent some time
with
  research and I found only implementation as image post processing
that
  requires having your scene rendered into a frame buffer. I dont
like this
  way though, so I am looking for some alternative. Please let me know
  Thanks
  -Nick
 
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Re: [osg-users] PagedLod : how to change priority for some nodes

2010-02-11 Thread Vincent Bourdier

Hi Robert,

Thanks for the tip, I'll try that.

Regards,
  Vincent.

Robert Osfield a écrit :

Hi Vincent,

PagedLOD has a prority offset and scale per child that allows you to
modify the priority computed from the distance range.  The PagedLOD
methods of interest are:

void setPriorityOffset(unsigned int childNo, float
priorityOffset) { expandPerRangeDataTo(childNo);
_perRangeDataList[childNo]._priorityOffset=priorityOffset; }
float getPriorityOffset(unsigned int childNo) const { return
_perRangeDataList[childNo]._priorityOffset; }
unsigned int getNumPriorityOffsets() const { return
_perRangeDataList.size(); }

void setPriorityScale(unsigned int childNo, float
priorityScale) { expandPerRangeDataTo(childNo);
_perRangeDataList[childNo]._priorityScale=priorityScale; }
float getPriorityScale(unsigned int childNo) const { return
_perRangeDataList[childNo]._priorityScale; }
unsigned int getNumPriorityScales() const { return
_perRangeDataList.size(); }


Robert.

On Thu, Feb 11, 2010 at 9:30 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
  

Hi all,

Maybe my last question about PagedLod... I hope  ;-)

Starting my application, databasePager start to load thousand of PagedLod in
my scene.
In this list, I would like to make some PagedLods nodes being loaded before
the rest of the scene. (because thousands of node take sometimes more than 1
or 2 min to load)

How can I do that ? (Assuming it is possible...)

Thank you.

Regards,
 Vincent


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Re: [osg-users] clear and switch buffers

2010-02-11 Thread Gottfried Gross
Hi JP,

what I meant is, that I need to call glDrawBuffer (or setDrawBuffer in OSG) to 
select the buffer that I want to clear. Sorry, that I did not make it clear. 
The following OpenGL code example shows what I want to realize in OSG:


Code:

//for each frame do
id = id mod 2; // Id is switched in[0, 1]
glDrawBuffer(buffers[Id]); // select Buffer
glClearColor( 0.1, 0.2, 0.3,0. 4); // choose color
glClear(GL_COLOR_BUFFER_BIT); // apply color

glDrawBuffer(buffers[2]); // select Buffer
glClearColor(0, 0, 0, 0); // choose color
glClear(GL_COLOR_BUFFER_BIT); // apply color
id += 1;




So I have 3 buffers and want to initialize 2 of them each frame with different 
values and also switch one of them each frame. I hope this explains my 
problem(s).

Thx,
Gottfried[/code]

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Re: [osg-users] How to thange color of static Geometry using Switch and StateSet?

2010-02-11 Thread Paul Martz
With the situation you describe, in which the Geometry is shared, the 
best way to change color would be with a unique BlendColor on the 
MatrixTransform's StateSet. You'll need to enable blending for this, and 
set the blend function to reference the blend color and zero the dest 
color, like (GL_CONSTANT_COLOR, GL_ZERO) or something like that.


(I question your use of the word static. You seem to use it as if to 
mean it is shared by multiple parents. This is confusing, as one of the 
DataVariance enums is STATIC, which means the data will not be modified.)


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



Andrius Kausinis wrote:

Hi,

i am OSG newbie. and i'm working with Java project which uses JavaOSG binding 
by NoodleGlue.

about the problem:

  1. I have static Geode with one drawable (geometry to draw Icosahedron). These geodes represents some specific points (lets name it diamonds) in scene (may be more than 100). Geometry has it's own StateSet: 


Code:

Material material = new Material();
material.setColorMode(MATERIALColorMode.AMBIENT_AND_DIFFUSE);

LightModel lightModel = new LightModel();
lightModel.setTwoSided(false);

StateSet stateset = new StateSet();
stateset.setMode(GL.GL_LIGHTING, STATEATTRIBUTEValues.ON_Val);
stateset.setMode(GL.GL_NORMALIZE, STATEATTRIBUTEValues.ON_Val);
stateset.setAttributeAndModes(material);
stateset.setAttributeAndModes(lightModel); 





   and color of it is set like this:

Code:

setColorArray(colors);
setColorBinding(GEOMETRYAttributeBinding.BIND_PER_PRIMITIVE_SET);



  
  2. In OSG scene i have as many Switches as visible diamonds are available. So OSG tree would look like this:


Code:

some ROOT switch
|
+--- MatrixTransform node for diamond (resizing diamond when mouse is over 
it)
|  |
|  +--- Switch for diamond (i would like to change diamond 
color there, when it is clicked by mouse)
|  |
|  +--- Geode representing the diamond
+--- MatrixTransform node for diamond (resizing diamond when mouse is over 
it)
|  |
|  +--- Switch for diamond (i would like to change diamond 
color there, when it is clicked by mouse)
|  |
|  +--- Geode representing the diamond
+--- MatrixTransform node for diamond (resizing diamond when mouse is over 
it)
|  |
|  +--- Switch for diamond (i would like to change diamond 
color there, when it is clicked by mouse)
|  |
|  +--- Geode representing the diamond
   ...



   3. So all i want is to change diamond color when it is clicked by mouse. If 
i change color directly on Geometry, then all visible diamonds changes color 
after one single diamond click, because it is static. I think Switch and 
StateSet of it is the best place to change color. I have wrote one StateSet, 
but it doesn't work:

Code:

Material material = new Material ();
material.setColorMode (MATERIALColorMode.DIFFUSE);
material.setDiffuse (MATERIALFace.FRONT_AND_BACK, highlightColor);

highlightStateSet.setAttributeAndModes(material, 
STATEATTRIBUTEValues.OVERRIDE_Val | STATEATTRIBUTEValues.ON_Val);



 i assume because color of Geometry is set using colors array. What i need to 
change to make it work?

Thank you!

Cheers,
Andrius

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Re: [osg-users] 2D rendering priority...

2010-02-11 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Brad,

I'll look over your implementation. Thanks for sharing this...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Thursday, February 11, 2010 2:35 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

We used this approach for rendering a 2D scene using the painters
algorithm (i.e. render back to front according to our own order
definition). I have included the most relevent code snippets. No
comments on their quality please ;  ). 

1) Added a 'user data' object (which contains the rendering priority) to
each of our leaves. 

2) As required, we run a 'RenderPriorityVisitor' over the scene to set
the correct priorities into our user data objects.

3) Create a custom render bin and setup your 2D graph to use it:
e.g. root2DstateSet-setRenderBinDetails(0, RenderBin2D::BIN_NAME,
osg::StateSet::OVERRIDE_RENDERBIN_DETAILS); 

We use OVERRIDE_RENDERBIN_DETAILS as some of the objects bellow the root
of our 2D scene are also rendered in 3D, in which case they may already
have different bin details set (e.g transparent bin).

The key bit of the custom bin is setting the sort callback. This
callback sorts the leaves based on the priority set in the 'user data'
object.

Hopefully this all makes sence. I implemented this code ~7 years ago so
there may be a neater way to do this now, but it is still working well
against the latest OSG releases. 

Cheers,

Brad

Code snippets:

 Custom Render Bin
/** Automatically registers the bin prototype. */
static osgUtil::RegisterRenderBinProxy
s_registerBin(RenderBin2D::BIN_NAME,new RenderBin2D());

RenderBin2D() { //extends RenderBin
  setSortCallback(new SortCallback2D());  
}

 SortCallback2D

void SortCallback2D::sortImplementation(osgUtil::RenderBin* renderBin) {
  renderBin-copyLeavesFromStateGraphListToRenderLeafList();
 
std::sort(renderBin-getRenderLeafList().begin(),renderBin-getRenderLea
fList().end(),RenderPrioritySortFunctor());  
}

--- RenderPrioritySortFunctor
int RenderPrioritySortFunctor::getRenderOrder(const osgUtil::RenderLeaf*
leaf) const {
const osg::Referenced* ud = leaf-getDrawable()-getUserData();
if(ud) { 
  const DrawableData* data = dynamic_castconst DrawableData*(ud);
  return data-getRenderOrder();
}
return 0;
}

bool RenderPrioritySortFunctor::operator() (const osg::Node* lhs,const
osg::Node* rhs) const {
int leftOrder = getRenderOrder(lhs);
int rightOrder = getRenderOrder(rhs);

if(m_sortMode == SORT_ASCENDING) {
  return leftOrder  rightOrder;
} else { //sort descending
  return leftOrder  rightOrder;
}
}



-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 11:49 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Brad,

Please elaborate...:)

I have not played with RenderBin so any code snippets/examples would be
appreciated.

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christiansen, Brad
Sent: Wednesday, February 10, 2010 12:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Hi,

I use a RenderBin / NodeMask combination to exactly this and it works
well. I can elaborate more if you wish.

Cheers,
Brad

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, 10 February 2010 8:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Paul,

Thanks for the reply. We can have up to 57 levels of priority where each
level could have 100-200 simple geometries (i.e. circles, squares,
simple line primitives, etc.). It's very rare that all levels are on
simultaneously but those that are on, need to stack in priority relative
to every other level/group that is on. Realistically, we'll have around
10-15 levels being rendered at the same time. Hopefully this
quantity/complexity won't present a problem.

I really didn't have any reservations per se about using the RenderBin
and NodeMask mechanisms. I suspected that I needed to use them but I
wanted to ping the group just to make sure I was on the right track.
When using OSG, it's always good to have a reality check before
proceeding...:)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, February 09, 2010 4:07 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 2D rendering priority...

Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:

[osg-users] Problem with rotations using PositionAttitudeTransform

2010-02-11 Thread Manuel Garea
Hi, I'm trying to make some rotation of objects, but the results are not the 
desired

I want to draw the coordinate axis. The following function draw an axis with 
the given rotation:


Code:
osg::PositionAttitudeTransform* createAxis(osg::Vec4f color, osg::Quat 
rotation){

osg::StateSet* axisStateSet = createColorStateSet(color);
osg::Geode* axisGeode = new osg::Geode();
osg::Cylinder* axisCylinder = new 
osg::Cylinder(osg::Vec3(0.0f,0.0f,0.0f), 20, 5);
osg::ShapeDrawable* axisDrawable = new osg::ShapeDrawable(axisCylinder);
axisDrawable-setStateSet(axisStateSet);
osg::PositionAttitudeTransform* axisTransform = new 
osg::PositionAttitudeTransform;
axisTransform-setAttitude(rotation);
axisGeode-addDrawable(axisDrawable);
axisTransform-addChild(axisGeode);

return axisTransform;
}



And the following function draw the 3 axis giving the rotations:

Code:
osg::Group* createCoordinatesAxis(){

osg::PositionAttitudeTransform* xTransform = 
createAxis(osg::Vec4f(1,0,0,1), osg::Quat(osg::DegreesToRadians(90.0), 0, 1, 
0));
osg::PositionAttitudeTransform* yTransform = 
createAxis(osg::Vec4f(0,1,0,1), osg::Quat(osg::DegreesToRadians(90.0), 0, 0, 
1));
osg::PositionAttitudeTransform* zTransform = 
createAxis(osg::Vec4f(0,0,1,1), osg::Quat(0, 1, 0, 0));

osg::Group* axisGroup = new osg::Group();
axisGroup-addChild(xTransform);
axisGroup-addChild(yTransform);
axisGroup-addChild(zTransform);

return axisGroup;
}



The result is in the following image, but the axis (red, green and blue) are 
not turned 90 degrees!!! do someone know why???

Thank you!

Cheers,
Manuel[/code]

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Re: [osg-users] Problem with rotations using PositionAttitudeTransform

2010-02-11 Thread Vincent Bourdier

Hi Manuel,

You use the osg::Quat(x,y,z,w) constructor, but your arguments are not 
in the good order.

You may use osg::Quat(angle, osg::vec3d(x,y,z)) to be sure.

Hope this can help you.

Regards,
  Vincent.

Manuel Garea a écrit :

Hi, I'm trying to make some rotation of objects, but the results are not the 
desired

I want to draw the coordinate axis. The following function draw an axis with 
the given rotation:


Code:
osg::PositionAttitudeTransform* createAxis(osg::Vec4f color, osg::Quat 
rotation){

osg::StateSet* axisStateSet = createColorStateSet(color);
osg::Geode* axisGeode = new osg::Geode();
osg::Cylinder* axisCylinder = new 
osg::Cylinder(osg::Vec3(0.0f,0.0f,0.0f), 20, 5);
osg::ShapeDrawable* axisDrawable = new osg::ShapeDrawable(axisCylinder);
axisDrawable-setStateSet(axisStateSet);
osg::PositionAttitudeTransform* axisTransform = new 
osg::PositionAttitudeTransform;
axisTransform-setAttitude(rotation);
axisGeode-addDrawable(axisDrawable);
axisTransform-addChild(axisGeode);

return axisTransform;
}



And the following function draw the 3 axis giving the rotations:

Code:
osg::Group* createCoordinatesAxis(){

osg::PositionAttitudeTransform* xTransform = 
createAxis(osg::Vec4f(1,0,0,1), osg::Quat(osg::DegreesToRadians(90.0), 0, 1, 
0));
osg::PositionAttitudeTransform* yTransform = 
createAxis(osg::Vec4f(0,1,0,1), osg::Quat(osg::DegreesToRadians(90.0), 0, 0, 
1));
osg::PositionAttitudeTransform* zTransform = 
createAxis(osg::Vec4f(0,0,1,1), osg::Quat(0, 1, 0, 0));

osg::Group* axisGroup = new osg::Group();
axisGroup-addChild(xTransform);
axisGroup-addChild(yTransform);
axisGroup-addChild(zTransform);

return axisGroup;
}



The result is in the following image, but the axis (red, green and blue) are 
not turned 90 degrees!!! do someone know why???

Thank you!

Cheers,
Manuel[/code]

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Re: [osg-users] osgDB::writeImageFile() jpg vs png

2010-02-11 Thread Don Leich

Hi Jim,

I've been bit by this one.  It seems that osgDB::writeImageFile does not
correctly support images with pixelFormat = GL_RGBA for JPEG files.
I think you'll find that changing to GL_RGB will get you a good file.

-Don Leich


 Trying to save an osg::Image as a .jpg file malfunctions.
 Either false is returned or .jpg file has weird colors.

 But .png format works ok.

 osg::ref_ptrosg::Image image = mTextureObject-getImage();
 //osgDB::writeImageFile( *image, file.jpg );
 osgDB::writeImageFile( *image, file.png );

 Tried OSG 2.8.1, 2.8.2, 2.9.6 on Linux, FreeBSD, and that thing from Redmond.



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Re: [osg-users] osgDB::writeImageFile() jpg vs png

2010-02-11 Thread Robert Osfield
On Thu, Feb 11, 2010 at 5:12 PM, Don Leich d...@ilight.com wrote:
 Hi Jim,

 I've been bit by this one.  It seems that osgDB::writeImageFile does not
 correctly support images with pixelFormat = GL_RGBA for JPEG files.
 I think you'll find that changing to GL_RGB will get you a good file.

Standard JPEG doesn't support transparency.  So I can't see how the
JPEG could even support writing RGBA JPEG's...

The best we can do is fail gracefully.

Robert.
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Re: [osg-users] osgDB::writeImageFile() jpg vs png

2010-02-11 Thread Chris 'Xenon' Hanson
On 2/11/2010 10:12 AM, Don Leich wrote:
 Hi Jim,
 I've been bit by this one.  It seems that osgDB::writeImageFile does not
 correctly support images with pixelFormat = GL_RGBA for JPEG files.
 I think you'll find that changing to GL_RGB will get you a good file.

  It might be good to put a warning/error or something in there to alert people 
when they
get bit by this.

 -Don Leich

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon AlphaPixel.com
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Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-11 Thread Anders Backman
it has been Collada that has caused most of my grief. Iconv seems to be one
of the most introvert gcc projects on this planet.

I was happy for a while when I found this:
http://ftp.gnome.org/pub/GNOME/binaries/win32/dependencies/

But it turned out, that it does not link with VisualStudio.

Collada requires, part of boost, libxml2 and iconv.

I found this link:

https://collada.org/public_forum/viewtopic.php?f=12t=1221

https://collada.org/public_forum/viewtopic.php?f=12t=1221Where iconv,
libxml2, pcre and zlib is built with 64bit.

So, that should now make the list just about complete. Building the part I
need from boost in 64 bit should not cause problems I hope. jpeg, zlib, png
can easily be built from code. I hope this goes for FreeType too, not there
yet.
This really was more of a mess than I anticipated.

I heard that according to steam (which current connects to quite a few
window pc:s around the world) that the number of 64bit installations (due to
windows7) is increasing exponentially, so this means that we will soon leave
the 32bit world of applications.
Maybe we will be able to build these things without problem, just when all
other platforms has moved over to 128 but ;-)

/Anders

On Wed, Feb 10, 2010 at 9:27 PM, Mourad Boufarguine 
mourad.boufargu...@gmail.com wrote:

 Hi Anders,

 I  am also strugling to build OSG in 64 bits under Windows (MSVC9 SP1). For
 the moment, I have these 3rdParty libs built in 64 bits :

 - jpeg
 - png
 - tiff
 - jasper
 - zlib
 - ffmpeg

 The first 5 libs can be easily staticly built within the OpenCV project
 using CMake (http://sourceforge.net/projects/opencvlibrary/), the latter
 (ffmpeg) can be found here http://ffmpeg.arrozcru.org/autobuilds/

 http://ffmpeg.arrozcru.org/autobuilds/ If you don't have these libs yet,
 let me know, I'll send them to you. If you succeeded in building some
 others, please let me know.

 Regards,

 Mourad


 On Wed, Feb 10, 2010 at 10:30 AM, Anders Backman ande...@cs.umu.sewrote:

 I will, in case I succeed :-)

 /A


 On Wed, Feb 10, 2010 at 10:27 AM, Torben Dannhauer 
 z...@saguaro-fight-club.de wrote:

 Hi,

 I haven't seen this, but it would be great if you post your prebuild
 package on OSG website.

 Thank you!

 Cheers,
 Torben

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[osg-users] osgDB::serializer and alignment (pack(n))

2010-02-11 Thread Torben Dannhauer
Hi,

I#m thinking about usind the osg serializer to serialize a transportcontainer, 
transfere it over a network and de-serialize it on the other node.

Could osgDB::serializer be fast enough to do that every frame, or is it not 
fast enough caused by it's architecture? 

My second question is: what is the alignment of the serializer? Is it alignt by 
1 byte, by 4 bytes or anything else? Can I change it freely without side 
effects?

Thank you very much,
Torben

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Re: [osg-users] Build Osg with 64Bit (dependency)

2010-02-11 Thread Mourad Boufarguine
Thanks for the hints. I confirm, it is quite easy to build freetype. The
distribution comes with visual 2008 project file, you need just to add x64
config and build !

Mourad


On Thu, Feb 11, 2010 at 8:13 PM, Anders Backman ande...@cs.umu.se wrote:

 it has been Collada that has caused most of my grief. Iconv seems to be one
 of the most introvert gcc projects on this planet.

 I was happy for a while when I found this:
 http://ftp.gnome.org/pub/GNOME/binaries/win32/dependencies/

 But it turned out, that it does not link with VisualStudio.

 Collada requires, part of boost, libxml2 and iconv.

 I found this link:

 https://collada.org/public_forum/viewtopic.php?f=12t=1221

 https://collada.org/public_forum/viewtopic.php?f=12t=1221Where iconv,
 libxml2, pcre and zlib is built with 64bit.

 So, that should now make the list just about complete. Building the part I
 need from boost in 64 bit should not cause problems I hope. jpeg, zlib, png
 can easily be built from code. I hope this goes for FreeType too, not there
 yet.
 This really was more of a mess than I anticipated.

 I heard that according to steam (which current connects to quite a few
 window pc:s around the world) that the number of 64bit installations (due to
 windows7) is increasing exponentially, so this means that we will soon leave
 the 32bit world of applications.
 Maybe we will be able to build these things without problem, just when all
 other platforms has moved over to 128 but ;-)

 /Anders


 On Wed, Feb 10, 2010 at 9:27 PM, Mourad Boufarguine 
 mourad.boufargu...@gmail.com wrote:

 Hi Anders,

 I  am also strugling to build OSG in 64 bits under Windows (MSVC9 SP1).
 For the moment, I have these 3rdParty libs built in 64 bits :

 - jpeg
 - png
 - tiff
 - jasper
 - zlib
 - ffmpeg

 The first 5 libs can be easily staticly built within the OpenCV project
 using CMake (http://sourceforge.net/projects/opencvlibrary/), the latter
 (ffmpeg) can be found here http://ffmpeg.arrozcru.org/autobuilds/

 http://ffmpeg.arrozcru.org/autobuilds/ If you don't have these libs
 yet, let me know, I'll send them to you. If you succeeded in building some
 others, please let me know.

 Regards,

 Mourad


 On Wed, Feb 10, 2010 at 10:30 AM, Anders Backman ande...@cs.umu.sewrote:

 I will, in case I succeed :-)

 /A


 On Wed, Feb 10, 2010 at 10:27 AM, Torben Dannhauer 
 z...@saguaro-fight-club.de wrote:

 Hi,

 I haven't seen this, but it would be great if you post your prebuild
 package on OSG website.

 Thank you!

 Cheers,
 Torben

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Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-11 Thread Allen Saucier
Hi Rafa

Ok, setting the JAVA_HOME env variable did help.  What must  JAVA_INCLUDE_PATH 
and JAVA_INCLUDE_PATH2 be set to?

I do have a jdk installed on ubuntu and the consistent errors I keep getting 
are with the JAVA_HOME and JAVA_INCLUDE variables.  Setting the JAVA_HOME 
environment variable got rid of one CMake/Mvn error.

Thx for the note on the composite viewer.  Once I get this up and running, I'll 
see how I can use the composite viewer in osgvp and see if it works for me.

Best regards,
Allen

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Re: [osg-users] How to change color of static Geometry using Switch and StateSet?

2010-02-11 Thread Andrius Kausinis
Hi,

Static means that Geode object is constant (static final in Java) and Data 
variance of this object is set to STATIC.

Thank you!

Cheers,
Andrius

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Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-11 Thread Allen Saucier
Rafa,

My latest attempt synopsis:

1. set the Java home variable
2. set the java include path variable
3. set the java include path2 variable

and then I re-ran 
mvn clean
mvn install -Dmaven.test.skip

I still had a crash.  maven would not work.  THen I decided to run maven as 
root:

sudo mvn install -Dmaven.test.skip

and all of the sudden, maven started to work.  I am now seeing a lot of files 
being downloaded and I have NEVER seen that before while attempting to run mvn.

I did not know I had to run mvn with root priviledges.  I also googled the 
JAVA_INCLUDE_PATH and figured out how to set those 2 variables correctly.

So... now I am waiting for maven to finish.  However, I do notice I get 
checksum failed for a few packages.  I hope this does not cause a problem.

Thx Rafa,
Allen

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Re: [osg-users] [ANN] OSG Virtual Planets, the core of gvSIG3D.

2010-02-11 Thread Allen Saucier
Ok,
well, I keep getting the same errors from maven or cmake and I really don't  
understand what is wrong.

No matter what I do, the JAVA_INCLUDE_PATH and JAVA_INCLUDE_PATH2 are not 
recognized as being set but they are.  I have included my output from maven and 
I really do not understand it.

Why do you think the java include paths are not being recognized but I have set 
them and they are correct.  The Java home variable has been set correctly, too.

And I am using your latest CMakeLists.txt file, as well.



Best regards,
Allen

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Re: [osg-users] How to change color of static Geometry using Switch and StateSet?

2010-02-11 Thread Paul Martz

Andrius Kausinis wrote:

Hi,

Static means that Geode object is constant (static final in Java) and Data 
variance of this object is set to STATIC.


Then I misunderstood your original post.

So are you saying that the problem you are trying to solve is this:
   How to change the color of a static Geometry?

If so, then sync the draw threads in the main loop with viewer.sync() 
then just go ahead and change the color array.


Or is this the problem:
   How to have unique colors on a shared Geode/Geometry multiparented 
to several transforms?


If so, then use my BlendColor suggestion.
   -Paul
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Re: [osg-users] Problem with rotations using PositionAttitudeTransform

2010-02-11 Thread Manuel Garea
Thank you very much Vincent!

That was my error, I was calling to the osg::Quad constructor with a wrong 
order in the params

Cheers,
Manuel

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[osg-users] Stereo with pre-split images streams

2010-02-11 Thread Bruce Wheaton
I'm about to drop OSG into an app and I'm looking at how to do various  
things. The built-in stereo support is great, but I'm not sure how to  
do something that's easy in my current code - handle pre-split images.


I have to take a variety of images, mainly in streams, and handle them  
correctly in the left and right eye. The formats I deal with are:


1. Dual-stream, for instance two images, or two tracks in a Quicktime  
movie or AVI file (3D Blu-ray too, someday),

2. Left-Right,
3. Top-Bottom,
4. Possibly, interleaved.

Right now I've dealt mostly with 2  3, by padding two sets of tex  
coords along with 3D images. I intend to deal with 1 and 4 by  
splitting textures, maybe using 2 FBO attachments.


The issues/options seem to be:

Draw the images billboarded and at screen depth, so there's no extra  
parallax introduced.


It would be great to be able to mask or draw a frame 'in-front' of the  
image, even though it's at zero, so the edges appear to be at the same  
depth as the content (or can be manipulated).


Then I can either use a cull callback, since I believe cull runs once  
per eye, and reset tex-coords and/or which texture (or attachment of  
an FBO) to use,
or place a duplicate item of each 3D texture in the graph, set it  
correctly on update, then set the stereo cullsettings correctly.


Any suggestions? Did I miss a better technique?

Regards,

Bruce Wheaton


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Re: [osg-users] node names not preserved going from flt to ive/osg

2010-02-11 Thread Ted Morris
Hey all

Yep -- setting OSG_OPTIMIZER to off  and 
preserveFace and preserveObject options did the trick.

thanks all! 

Ted

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