Re: [osg-users] Text rendering order
Hi Serge, you can tune this by the Z coordinates of your quad and the text. Make the Z of the quad for example -0.1, and for the text -0.2 (or something like that, play with it). It should hide the text then -Nick On Tue, Mar 2, 2010 at 4:49 PM, Serge Lages serge.la...@gmail.com wrote: Hi all, I am having a problem with text rendering for a simple HUD, here is what I am trying to do : - Create an HUD camera with a osg::Camera with an ortho 2D projection - Write a simple text with osgText - Put a quad above the text to hide the text So my scene graph looks like that : osg::Camera | --- osg::Geode - osgText::Text | --- osg::Geode - osg::Geometry My camera has GL_DEPTH_TEST to OFF but with this setup the text is rendered above my quad. You can find attached a picture showing the problem and my code. Am I doing something wrong ? Do I need to set the renderbins of my objects manually to get them rendered in the correct order ? Thanks in advance for your help. Cheers, -- Serge Lages http://www.tharsis-software.com ___ 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] OpenFlight - Palette Records prevent using of ReaderWriter Callback
I know this command in Creator but we want to automatize the process because we work on hundred of files like this. Building a creator API is maybe a solution but I don't know if there is a function to remove unused texture on a Openflight model. I will look for this. you dont need any api for this. simply download the openflight spec, read the palette record, parse the face record and count the used textures, and clone all the records into new file. Very simple -Nick On Tue, Mar 2, 2010 at 10:07 AM, Alexandre Amalric alex.pix...@gmail.comwrote: Hi Paul, *You'd need to modify the OpenFlight plugin to support this.* I tried to do this but in the TexturePalette::readRecord function there is no way to know if a texture is used or not by the model. The only parameters we get from a texture (RecordInputStream) are : - the filename - the index - X - Y hi Tomlinsom, Simplest way would be to open up the file in Creator and use the remove unused textures command I know this command in Creator but we want to automatize the process because we work on hundred of files like this. Building a creator API is maybe a solution but I don't know if there is a function to remove unused texture on a Openflight model. I will look for this. Kind regards, 2010/3/2 Tomlinson, Gordon gtomlin...@overwatch.textron.com Simplest way would be to open up the file in Creator and use the remove unused textures command You could also write a simple Creator API app to do this on a list of flight files Another option would be to load the file in to OSG and save out as OSG or IVE file again you could write a simple script to do this for many files Gordon Tomlinson Product Manager 3d Technology Project Wyvern Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Monday, March 01, 2010 10:29 AM To: OpenSceneGraph Users Subject: Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback Alexandre Amalric wrote: Hi osg-users, I have a question concerning the palette texture record. When converting a flt model which texture palette contains useless texture, they are even read. Is there a way to read only used texture. Let's say I have a simple model file using 1 texture but my texture palette in corresponding openflight model contains 100 textures, so 99% are useless but the plugin read them. I know that it is a special case, but when working on Openflight models with Multigen Paradigm it happens a lot. Any suggestion ? You'd need to modify the OpenFlight plugin to support this. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or ghttp://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 -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ 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] Text rendering order
Hi Trajce, Thanks for your help but it doesn't work, I need to enable depth tests to make it work but it's not possible in my case. I think the only solution will be to set manually renderbins to my objects to control the order. Cheers, On Wed, Mar 3, 2010 at 9:13 AM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi Serge, you can tune this by the Z coordinates of your quad and the text. Make the Z of the quad for example -0.1, and for the text -0.2 (or something like that, play with it). It should hide the text then -Nick On Tue, Mar 2, 2010 at 4:49 PM, Serge Lages serge.la...@gmail.com wrote: Hi all, I am having a problem with text rendering for a simple HUD, here is what I am trying to do : - Create an HUD camera with a osg::Camera with an ortho 2D projection - Write a simple text with osgText - Put a quad above the text to hide the text So my scene graph looks like that : osg::Camera | --- osg::Geode - osgText::Text | --- osg::Geode - osg::Geometry My camera has GL_DEPTH_TEST to OFF but with this setup the text is rendered above my quad. You can find attached a picture showing the problem and my code. Am I doing something wrong ? Do I need to set the renderbins of my objects manually to get them rendered in the correct order ? Thanks in advance for your help. Cheers, -- Serge Lages http://www.tharsis-software.com ___ 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 -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] (no subject)
Hi John, I would suggest adding the directory where the collada lib is into your lib search path. I can't recall exactly what this is under windows, could it just be PATH? The other alternative is to copy the lib into the directory where you've installed the OSG libs. Robert. On Tue, Mar 2, 2010 at 6:29 PM, Montgomery, John T. j.t.montgom...@abdn.ac.uk wrote: Hello All, I am trying, for the first time, to export a Blender model into OSG - specifically, present3D. I have compiled OSG debug version with Collada, Exported a DAE from Blender 'eye.dae'. Run this in the standard plain vanilla way for present3D - within a slide/layer: slide background/background titleEye Modelled in Blender/title duration20/duration layer model coordinate_frame=slide scale=1.0images/eye.dae/model /layer /slide Run with: C:\2010-02-22_OSG\bin\present3Dd.exe C:\dropbox\tutorial\eye.p3d (Some of the) console debug output: SlideShowConstructor::addModel(images/eye.dae) readNode(images/eye.dae) itr='C:\2010-02-22_OSG\bin' FindFileInPath() : trying C:\2010-02-22_OSG\bin\osgPlugins-2.9.7\osgdb_daed.dll ... FindFileInPath() : USING C:\2010-02-22_OSG\bin\osgPlugins-2.9.7\osgdb_daed.dll DynamicLibrary::failed loading osgPlugins-2.9.7/osgdb_daed.dll No valid object found for images/eye.dae Warning: Could not find plugin to read objects from file images/eye.dae. end of SlideShowConstructor::addModel(images/eye.dae) In the running application, a dialogue reports. This application has failed to start because libcollada14dom2l-d.dll was not found. Re-installing the application may fix this problem. ( Technically, the application isn't installed, I didn't build 'INSTALL'. Does this matter? ) The dll is in the folder C:\2010-02-22_OSG\bin\osgPlugins-2.9.7\osgdb_daed.dll, however, libcollada14dom2l-d.dll is in C:\OSG_dev\collada \dom\build\vc9-1.4-d\libcollada14dom21-d.dll (miles away) This directory \collada\ is at the same level, *but not inside* the OSG 3rdParty dependencies folder. I have an environmental variable COLLADA_DIR= C:\OSG_dev\collada Also, have C:\OSG_dev\collada \dom\build\vc9-1.4-d\ in PATH variable. I tried copying the DLL to C:\2010-02-22_OSG\bin\osgPlugins-2.9.7 - but, didn't help. The minimal slide contains two things, and I don't think is the cause of the problem: 1. The title which displays and handles as normal, 2. The DAE model (not) - which of course doesn't appear. I would be grateful for any ideas what might be going wrong here, please? :-) John Montgomery, Glassel, Scotland. The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ 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] OSG 2.9.6 GeometryTechnique and transparency
Hi Brad, On Tue, Mar 2, 2010 at 9:03 PM, Brad Colbert bcolb...@rscusa.com wrote: Robert, I just upgraded everything to 2.9.6. In the process I built one of our sensor capable databases which relies on data that is in the alpha channel of the terrain imagery. To my surprise, the terrain was no translucent. I found that in GeometryTechnique that a stateset is set for each PagedLOD that enables blending if the image is RGBA. I guess my question is if this is absolutely necessary? This is a bit of a big hammer solution, I think. Can't the user just enable blending on the osg::Node* that represents the entire database? osgTerrain doesn't know that your alpha is not a real alpha, it is simply trying to do the right thing by your data. The fact that you are interpreting alpha in a non standard way, I presume in a shader, suggests that osgTerrain needs extra controls for specifying whether it should require blending or not, or be automatic - i.e. RGB no blending, RGBA to enable blending. VirtualPlanetBuilder would need this option as well. Adding an enum hint into osgTerrain::Terrain would probably be the best way to tackle this, and then add support for this into GeometryTechnique and VirtualPlanetBuilder. Feel free to dive in and implement it :-) Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeVisitor for PagedLOD was RE: OSG 2.9.6 GeometryTechnique and transparency
Hi Brad, On Wed, Mar 3, 2010 at 12:55 AM, Brad Colbert bcolb...@rscusa.com wrote: Does anyone have an example of how one would implement the equivalent of a NodeVisitor for a PagedLOD object such that it visits all of the paged in LODs? The OpenSceneGraph/applications/osgfilecache application is a tool for recursively loading and storing locally in the OSG_FILE_PATH directory, which makes it ideal for pulling down a paged database from a remote server. The code in this application will show you how to load PagedLOD children. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] (no subject)
Hi John, Is there a reason why you write libcollada14dom2l-d.dll with an L rather than a 1 ? Mourad On Tue, Mar 2, 2010 at 7:29 PM, Montgomery, John T. j.t.montgom...@abdn.ac.uk wrote: Hello All, I am trying, for the first time, to export a Blender model into OSG - specifically, present3D. I have compiled OSG debug version with Collada, Exported a DAE from Blender 'eye.dae'. Run this in the standard plain vanilla way for present3D - within a slide/layer: slide background/background titleEye Modelled in Blender/title duration20/duration layer model coordinate_frame=slide scale=1.0images/eye.dae/model /layer /slide Run with: C:\2010-02-22_OSG\bin\present3Dd.exe C:\dropbox\tutorial\eye.p3d (Some of the) console debug output: SlideShowConstructor::addModel(images/eye.dae) readNode(images/eye.dae) itr='C:\2010-02-22_OSG\bin' FindFileInPath() : trying C:\2010-02-22_OSG\bin\osgPlugins-2.9.7\osgdb_daed.dll ... FindFileInPath() : USING C:\2010-02-22_OSG\bin\osgPlugins-2.9.7\osgdb_daed.dll DynamicLibrary::failed loading osgPlugins-2.9.7/osgdb_daed.dll No valid object found for images/eye.dae Warning: Could not find plugin to read objects from file images/eye.dae. end of SlideShowConstructor::addModel(images/eye.dae) In the running application, a dialogue reports. This application has failed to start because libcollada14dom2l-d.dll was not found. Re-installing the application may fix this problem. ( Technically, the application isn't installed, I didn't build 'INSTALL'. Does this matter? ) The dll is in the folder C:\2010-02-22_OSG\bin\osgPlugins-2.9.7\osgdb_daed.dll, however, libcollada14dom2l-d.dll is in C:\OSG_dev\collada \dom\build\vc9-1.4-d\libcollada14dom21-d.dll (miles away) This directory \collada\ is at the same level, *but not inside* the OSG 3rdParty dependencies folder. I have an environmental variable COLLADA_DIR= C:\OSG_dev\collada Also, have C:\OSG_dev\collada \dom\build\vc9-1.4-d\ in PATH variable. I tried copying the DLL to C:\2010-02-22_OSG\bin\osgPlugins-2.9.7 - but, didn't help. The minimal slide contains two things, and I don't think is the cause of the problem: 1. The title which displays and handles as normal, 2. The DAE model (not) - which of course doesn't appear. I would be grateful for any ideas what might be going wrong here, please? :-) John Montgomery, Glassel, Scotland. The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ 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] (no subject)
Hi Robert, (Sorry about the 'no subject'.) You gave me an idea - put 'libcollada14dom2l-d.dll' in the System32 folder - and it worked! Thanks very much. :-) John Montgomery, Glassel, Scotland. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield Sent: 03 March 2010 08:46 To: OpenSceneGraph Users Subject: Re: [osg-users] (no subject) Hi John, I would suggest adding the directory where the collada lib is into your lib search path. I can't recall exactly what this is under windows, could it just be PATH? The other alternative is to copy the lib into the directory where you've installed the OSG libs. Robert. The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] (no subject)
Hi Mourad, You have eagle eyes! :-) Reason: I used irfanview's OCR to translate the error message in the dialogue screenshot, and didn't notice it had mistranslated. But, it's working now, thanks for your interest. :-) John Montgomery, Glassel, Scotland. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad Boufarguine Sent: 03 March 2010 09:01 To: OpenSceneGraph Users Subject: Re: [osg-users] (no subject) Hi John, Is there a reason why you write libcollada14dom2l-d.dll with an L rather than a 1 ? Mourad The University of Aberdeen is a charity registered in Scotland, No SC013683. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Vicon tracking
Hey, I was wondering if anyone knows what would be the best solution for building an application where the camera is headtracked using motion captured data provided in realtime from a Vicon system in OpenSceneGraph. I can get the position and rotation of the 'real' camera (cap with infrared markers) at every frame but was not successful in using these to move the camera in OpenSceneGraph. Also I have to mention that the application is rendered in a stereo projector. Right now I'm only using the --stereo QUAD_BUFFER command line argument but I'm not sure if this is the appropriate way to do this. I apologise if this has been answered somewhere else. Any help is much appreciated. Thank you! Cheers, Mel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25082#25082 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] own load implementation for pagedLOD
Hi, im pretty new to OSG. i want to visualize a large set of small images (sometimes more then 10) like a big chess board but each tile with different height. So pagedLOD seems what im searching for. The images are not loaded from disk, they are loaded from RAM. (they are compressed ByteArrays). and i want to avoid to temporary save them to disk. So here are my questions: 1. Is it possible to implement my own load routine for pagedLOD so it will use the compressed ByteArrays instead of load images from disk? 2. If i decompress the images they are QImages from Qt-Gui-Toolkit. Is there a simple way to convert them to a osg::Image or later a texture? 3. How do i know which Node correspond to which Image? For example: One Node needs to load a texture, because the viewing distance decreases. How does it know it have to load image number 75367? Thank you! Cheers, Sid -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25086#25086 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback
Hi Andreas, Have a look at Remo 3D (www.remograph.com) which supports removing unused textures in OpenFlight files very easily through scripting. A simple Lua script would let you remove unused textures in a large number of files. I just tested Remo3d scripting in Lua, it's very usefull. Unfortunately it isn't free, if we want to save models with more than 100 polygons we have to purchase the product. Hi Jason, I think what Paul meant is that you'd have to modify the plugin to only load the texture when it encounters a reference to it in the traversal of the main document. Currently, it loads the texture palette at the beginning. You'd have to modify it in some way to delay the actual texture load until a primary record references it. I think about this solution since the begining but I'm not sure that those modifications won't bring errors when using the plugin in a normal way. Maybe that the original author from this plugin can tell me if the texture palette record has to be read or not, so we may decide to skip it. 2010/3/3 Trajce (Nick) Nikolov nikolov.tra...@gmail.com I know this command in Creator but we want to automatize the process because we work on hundred of files like this. Building a creator API is maybe a solution but I don't know if there is a function to remove unused texture on a Openflight model. I will look for this. you dont need any api for this. simply download the openflight spec, read the palette record, parse the face record and count the used textures, and clone all the records into new file. Very simple -Nick On Tue, Mar 2, 2010 at 10:07 AM, Alexandre Amalric alex.pix...@gmail.comwrote: Hi Paul, *You'd need to modify the OpenFlight plugin to support this.* I tried to do this but in the TexturePalette::readRecord function there is no way to know if a texture is used or not by the model. The only parameters we get from a texture (RecordInputStream) are : - the filename - the index - X - Y hi Tomlinsom, Simplest way would be to open up the file in Creator and use the remove unused textures command I know this command in Creator but we want to automatize the process because we work on hundred of files like this. Building a creator API is maybe a solution but I don't know if there is a function to remove unused texture on a Openflight model. I will look for this. Kind regards, 2010/3/2 Tomlinson, Gordon gtomlin...@overwatch.textron.com Simplest way would be to open up the file in Creator and use the remove unused textures command You could also write a simple Creator API app to do this on a list of flight files Another option would be to load the file in to OSG and save out as OSG or IVE file again you could write a simple script to do this for many files Gordon Tomlinson Product Manager 3d Technology Project Wyvern Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Monday, March 01, 2010 10:29 AM To: OpenSceneGraph Users Subject: Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback Alexandre Amalric wrote: Hi osg-users, I have a question concerning the palette texture record. When converting a flt model which texture palette contains useless texture, they are even read. Is there a way to read only used texture. Let's say I have a simple model file using 1 texture but my texture palette in corresponding openflight model contains 100 textures, so 99% are useless but the plugin read them. I know that it is a special case, but when working on Openflight models with Multigen Paradigm it happens a lot. Any suggestion ? You'd need to modify the OpenFlight plugin to support this. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or ghttp://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 -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue Perrin-Solliers 13006 Marseille http://www.pixxim.fr ___ 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 -- Alexandre AMALRIC Ingénieur RD === PIXXIM S.A. 73E, rue
[osg-users] [forum] 1000 Users mark broken !!!
Hello dear OSG-Community, today we have something to celebrate: our forum community has reached now 1000 users mark after being online for around 1 year and 3 months!!! Congratulations to all of you !!! Statistics: September, 2009: 1865 mailing list users, 601 forum users Overlap of 159 users Total amount of users: 2307 users March, 2010: 1916 mailing list users, 1001 forum users, Overlap of 203 users Total amount of users: 2714 users Amount raised in the last half year: total amount raised by 17.5% number of ML users grew by 0.2% number of forum users grew by 66.6% Our top 5 visitor countries are: USA, Germany, France, China, Great Britain We are reachable now from around 20 search engines. The number of visitors on our forum webpage has grown continuously from 104 in the first week till 4200 in the last week. The forum team wishes all the best to the growing OSG-Community and hopes that the trend will continue for the next years! We wish you all a bug-free season :) ! Your OSGForum-Team -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25099#25099 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback
Hi Alex, No it's not free but it's at least much cheaper than Creator. :-) /Andreas On 3 mar 2010 11:50 Alexandre Amalric alex.pix...@gmail.com wrote: Hi Andreas, Have a look at Remo 3D (http://www.remograph.com) which supports removing unused textures in OpenFlight files very easily through scripting. A simple Lua script would let you remove unused textures in a large number of files. I just tested Remo3d scripting in Lua, it's very usefull. Unfortunately it isn't free, if we want to save models with more than 100 polygons we have to purchase the product. Hi Jason, I think what Paul meant is that you'd have to modify the plugin to only load the texture when it encounters a reference to it in the traversal of the main document. Currently, it loads the texture palette at the beginning. You'd have to modify it in some way to delay the actual texture load until a primary record references it. I think about this solution since the begining but I'm not sure that those modifications won't bring errors when using the plugin in a normal way. Maybe that the original author from this plugin can tell me if the texture palette record has to be read or not, so we may decide to skip it. 2010/3/3 Trajce (Nick) Nikolov nikolov.tra...@gmail.com I know this command in Creator but we want to automatize the process because we work on hundred of files like this. Building a creator API is maybe a solution but I don't know if there is a function to remove unused texture on a Openflight model. I will look for this. you dont need any api for this. simply download the openflight spec, read the palette record, parse the face record and count the used textures, and clone all the records into new file. Very simple -Nick On Tue, Mar 2, 2010 at 10:07 AM, Alexandre Amalric alex.pix...@gmail.com wrote: Hi Paul, You'd need to modify the OpenFlight plugin to support this. I tried to do this but in the TexturePalette::readRecord function there is no way to know if a texture is used or not by the model. The only parameters we get from a texture (RecordInputStream) are : - the filename - the index - X - Y hi Tomlinsom, Simplest way would be to open up the file in Creator and use the remove unused textures command I know this command in Creator but we want to automatize the process because we work on hundred of files like this. Building a creator API is maybe a solution but I don't know if there is a function to remove unused texture on a Openflight model. I will look for this. Kind regards, 2010/3/2 Tomlinson, Gordon gtomlin...@overwatch.textron.com Simplest way would be to open up the file in Creator and use the remove unused textures command You could also write a simple Creator API app to do this on a list of flight files Another option would be to load the file in to OSG and save out as OSG or IVE file again you could write a simple script to do this for many files Gordon Tomlinson Product Manager 3d Technology Project Wyvern Overwatch(r) An Operating Unit of Textron Systems -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz Sent: Monday, March 01, 2010 10:29 AM To: OpenSceneGraph Users Subject: Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback Alexandre Amalric wrote: Hi osg-users, I have a question concerning the palette texture record. When converting a flt model which texture palette contains useless texture, they are even read. Is there a way to read only used texture. Let's say I have a simple model file using 1 texture but my texture palette in corresponding openflight model contains 100 textures, so 99% are useless but the plugin read them. I know that it is a special case, but when working on Openflight models with Multigen Paradigm it happens a lot. Any suggestion ? You'd need to modify the OpenFlight plugin to support this. -Paul ___ osg-users mailing list
Re: [osg-users] [forum] 1000 Users mark broken !!!
Hi Art, Great news! And as a supplement, the Chinese forum (bbs.osgchina.org) has 2618 members now. We are already a big family now. :-) Cheers, Wang Rui 2010/3/3 Art Tevs arti_t...@yahoo.de: Hello dear OSG-Community, today we have something to celebrate: our forum community has reached now 1000 users mark after being online for around 1 year and 3 months!!! Congratulations to all of you !!! Statistics: September, 2009: 1865 mailing list users, 601 forum users Overlap of 159 users Total amount of users: 2307 users March, 2010: 1916 mailing list users, 1001 forum users, Overlap of 203 users Total amount of users: 2714 users Amount raised in the last half year: total amount raised by 17.5% number of ML users grew by 0.2% number of forum users grew by 66.6% Our top 5 visitor countries are: USA, Germany, France, China, Great Britain We are reachable now from around 20 search engines. The number of visitors on our forum webpage has grown continuously from 104 in the first week till 4200 in the last week. The forum team wishes all the best to the growing OSG-Community and hopes that the trend will continue for the next years! We wish you all a bug-free season :) ! Your OSGForum-Team -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25099#25099 ___ 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] Text rendering order
unsubscribe-Original Message- From: Serge LagesSent: Mar 3, 2010 3:36 AM To: OpenSceneGraph Users Subject: Re: [osg-users] Text rendering order Hi Trajce,Thanks for your help but it doesn't work, I need to enable depth tests to make it work but it's not possible in my case. I think the only solution will be to set manually renderbins to my objects to control the order. Cheers,On Wed, Mar 3, 2010 at 9:13 AM, Trajce (Nick) Nikolov nikolov.tra...@gmail.com wrote: Hi Serge,you can tune this by the Z coordinates of your quad and the text. Make the Z of the quad for example -0.1, and for the text -0.2 (or something like that, play with it). It should hide the text then -Nick On Tue, Mar 2, 2010 at 4:49 PM, Serge Lages serge.la...@gmail.com wrote: Hi all,I am having a problem with text rendering for a simple HUD, here is what I am trying to do :- Create an HUD camera with a osg::Camera with an ortho 2D projection - Write a simple text with osgText- Put a quad above the text to hide the textSo my scene graph looks like that :osg::Camera| --- osg::Geode - osgText::Text|--- osg::Geode - osg::GeometryMy camera hasGL_DEPTH_TEST to OFF but with this setup the text is rendered above my quad. You can find attached a picture showing the problem and my code. Am I doing something wrong ? Do I need to set the renderbins of my objects manually to get them rendered in the correct order ? Thanks in advance for your help.Cheers,-- Serge Lageshttp://www.tharsis-software.com ___ 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 -- Serge Lageshttp://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Text rendering order
On Wednesday 03 Mar 2010 13:18:51 clark...@earthlink.net wrote: unsubscribe Easy to do it yourself, if you follow the link sent with every message on this list: osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org On that web-page, scroll to the bottom and follow the instructions. HTH, Regards, Magnus Kessler ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vicon tracking
I did something similar a very long time ago with OSG. I set the ModelView and Projection matrix of the SceneView directly: setProjectionMatrix( _mtx_proj ) setViewMatrix(vmtx) for model view you would calculate matrix::makeLookAt and for the projection matrix you need to compute your frustum. Depends on the application how you set these up. OSGers-- I'm talking *very old versions* of OSG-- is there now a bundled 'convenience' class that takes care of this monkey business? t On Tue, Mar 2, 2010 at 6:09 PM, Mel Av melinos...@hotmail.com wrote: Hey, I was wondering if anyone knows what would be the best solution for building an application where the camera is headtracked using motion captured data provided in realtime from a Vicon system in OpenSceneGraph. I can get the position and rotation of the 'real' camera (cap with infrared markers) at every frame but was not successful in using these to move the camera in OpenSceneGraph. Also I have to mention that the application is rendered in a stereo projector. Right now I'm only using the --stereo QUAD_BUFFER command line argument but I'm not sure if this is the appropriate way to do this. I apologise if this has been answered somewhere else. Any help is much appreciated. Thank you! Cheers, Mel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25082#25082 ___ 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] OpenGL3.0
Hi all, I built the osg2.9.7. I tried to create the project with the OSG_GL3_AVAILABLE, and he rest GL flags disabled. But when I run the simplest example, osgviewer with the cow.osg to render, it renders nothing and display warnings as TexGen::apply - not supported and some other stuff. I dug into the code and found that this is due that I disabled the OSG_GL_FIXED_FUNCTION_AVAILABLE. Does it mean that with OpenGL3 there is not fixed pipeline and all should be written by shaders? What about the projections of the objects from the 3D world to the camera plan, are they done by OpenGL or should I write them too? And if all should be done by shaders, does it mean that most of the code of OSG won't work under GL3 if no appropriate shaders would be written? Thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL3.0
Hi Guy I would recommend a search thru the OSG mailing archives on the subject of OpenGL 3.0 and the fixed pipe line deprecating , there have been many good and useful conversations on this, that would help you understand the fundamental shift in Opengl 3.X going forward and how OSG is proposing to tackle the shift in paradigms Gordon Tomlinson Product Manager 3d Technology Project Wyvern Overwatch(r) An Operating Unit of Textron Systems From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy Sent: Wednesday, March 03, 2010 9:35 AM To: OpenSceneGraph Users Subject: [osg-users] OpenGL3.0 Hi all, I built the osg2.9.7. I tried to create the project with the OSG_GL3_AVAILABLE, and he rest GL flags disabled. But when I run the simplest example, osgviewer with the cow.osg to render, it renders nothing and display warnings as TexGen::apply - not supported and some other stuff. I dug into the code and found that this is due that I disabled the OSG_GL_FIXED_FUNCTION_AVAILABLE. Does it mean that with OpenGL3 there is not fixed pipeline and all should be written by shaders? What about the projections of the objects from the 3D world to the camera plan, are they done by OpenGL or should I write them too? And if all should be done by shaders, does it mean that most of the code of OSG won't work under GL3 if no appropriate shaders would be written? Thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] MFC and keyboard handling
I have an MFC/OSG app that works well as far as mouse/manipulator functionality is concerned. But it seems as if the standard way I do keyboard handling does not. Does MFC intercept keyboard commands? Is there an example somewhere of how to passthrough the OSG keyboard commands? Mike Greene ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] JP2 plugin compilation
Thanks, Mourad. Exactly as what you said, with Debug multithreaded DLL (/MDd), the errors are all gone. best, Zhenlong ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OpenFlight - Palette Records preventusing of ReaderWriter Callback
Alexandre Amalric wrote: I think what Paul meant is that you'd have to modify the plugin to only load the texture when it encounters a reference to it in the traversal of the main document. Currently, it loads the texture palette at the beginning. You'd have to modify it in some way to delay the actual texture load until a primary record references it. I think about this solution since the begining but I'm not sure that those modifications won't bring errors when using the plugin in a normal way. We're talking about a fundamental change to the plugin, so this would become the normal way :-) Maybe that the original author from this plugin can tell me if the texture palette record has to be read or not, so we may decide to skip it. I'm not the original author (Paul is, I believe), but I'm pretty familiar with OpenFlight. You definitely need to refer to the texture palette because that's the only place where the filenames for the textures are stored. You don't necessarily have to load the entire texture palette, though. You only need to load a given texture if there is a face or mesh that uses it. This is what I was talking about above. You have the choice of modifying the OSG OpenFlight plugin to do this at load time, you can use the OpenFlight API to create an application to do it offline, or you can refer to the OpenFlight spec and do your own parsing and modifications as Nick suggested. They're all essentially the same task, just three different ways to get it done. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vicon tracking
ted morris wrote: OSGers-- I'm talking *very old versions* of OSG-- is there now a bundled 'convenience' class that takes care of this monkey business? I'd think all you should need to do is call setViewMatrix() on the Camera node. The sticky part is usually that the tracking system's coordinate frame is different from what your OSG app is expecting. Do you know what the coordinate system is for your tracking space? Also, in what format does the Vicon system send its data? Do you get a vector and Euler angles, a matrix, a quaternion?You said that you weren't successful in using the tracking data to move the OSG camera. Can you elaborate? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vicon tracking
ted morris wrote: OSGers-- I'm talking *very old versions* of OSG-- is there now a bundled 'convenience' class that takes care of this monkey business? I'd think all you should need to do is call setViewMatrix() on the Camera node. The sticky part is usually that the tracking system's coordinate frame is different from what your OSG app is expecting. Do you know what the coordinate system is for your tracking space? Also, in what format does the Vicon system send its data? Do you get a vector and Euler angles, a matrix, a quaternion?You said that you weren't successful in using the tracking data to move the OSG camera. Can you elaborate? --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgAnimation hardware skinning
Hi Cedric, I was able to fix the issue by changing the way in which I was loading vertex data. My native data is X3D (similar to VRML), so I was loading the geometry using the method in the existing OSG VRML import plugin. I replaced this method with the data loading used in the osgskinning example and the geometry rendered fine. However, attaching texture coordinates and normals to the RigGeometry via setTexCoordArray() and setNormalArray() seems to pretty much ignored or perhaps corrupted in some way. Have you been able to successfully manually load normals and tex coordinates to a rig geometry? Do you have an example? osghardwareskinning loads directly from .osg, so it's not much help. Thanks again, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25112#25112 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL3.0
Guy wrote: Does it mean that with OpenGL3 there is not fixed pipeline and all should be written by shaders? What about the projections of the objects from the 3D world to the camera plan, are they done by OpenGL or should I write them too? Short answer is yes. OpenGL 3 does not have a fixed-function pipeline, and all rendering must be done with shaders. There is a compatibility extension that allows you to use most of the fixed-function pipeline, but that really goes against the purpose of OpenGL 3. For the long version, I'll echo Gordon's advice to read the list archives. You might also want to refer to the specifications at http://www.opengl.org/documentation/specs/ --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgAnimation hardware skinning
Hi Jamie, If you want to use tex coord you will have to customize the vertex and fragment shader. I guess you will find ressource on the net how to do it. About the normal array it should work out of the box because in the default vertex shader used as example works. Cheers, Cedric -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Wed, 2010-03-03 at 16:08 +, Garrett Cope wrote: Hi Cedric, I was able to fix the issue by changing the way in which I was loading vertex data. My native data is X3D (similar to VRML), so I was loading the geometry using the method in the existing OSG VRML import plugin. I replaced this method with the data loading used in the osgskinning example and the geometry rendered fine. However, attaching texture coordinates and normals to the RigGeometry via setTexCoordArray() and setNormalArray() seems to pretty much ignored or perhaps corrupted in some way. Have you been able to successfully manually load normals and tex coordinates to a rig geometry? Do you have an example? osghardwareskinning loads directly from .osg, so it's not much help. Thanks again, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25112#25112 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] JP2 plugin compilation
Glad it helped! Mourad On Wed, Mar 3, 2010 at 4:35 PM, zhenlong li zxl1...@gmail.com wrote: Thanks, Mourad. Exactly as what you said, with Debug multithreaded DLL (/MDd), the errors are all gone. best, Zhenlong ___ 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] osgAnimation hardware skinning
Sorry, the texture thing was just me being dumb! Normals still don't work, but I'll work it out. Thanks for all of your help. I guess there is still an issue with the plugin not liking vertices loaded with a different method. Sorry I couldn't come up with a small example. I'll let you know if I figure out the root cause. Thanks again, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25118#25118 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] transparency with multiple geometries
Hello, In my scene, I have differents animated objects. Their size can change during animation and For example, I have 3 objects A,B and C. C can be include in A and A can be include in B After in the animation, B can be include in C and C can be include in A So, their order change and for the transparency I have some problems because depend of the order of the rendering sometimes objects desappears when they graws... I have this for each geometry: stateset-setMode(GL_BLEND,osg::StateAttribute::ON); stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); a le dessiner en dernier. I have added : stateset-setRenderBinDetails(11, DepthSortedBin); for one object and it seems ok (until a bigger one include it). So, is-there an automatic way to render multiple transparents objects thaht size change during time or should I compute their rendering order and use stateset-setRenderBinDetails(order, DepthSortedBin); for each geometry ? Thank you. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25120#25120 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] DatabasePager: re-factored to not take references, please test widely as possible.
Hi All, I have just checked into svn/trunk a re-factor of DatabasePager that hopefully will address some of the outstanding issues with use of paged databases that users which deleted subgraphs independantly from the DatabasePager, or for paged databases where subgraphs are cached independently from the DatabasePager. In both these cases it was possible to create subgraphs that were effectively orphaned and never cleaned up properly. My hope that this issue will now be fixed and users who wish to use file caching in conjunction with paged databases will be free to do so. There have been reports of clean up issues with the txp database which again todays changes should help clear up (in conjunction with some other recent changes checked into txp plugin.) The re-factor also makes it possible to load new PagedLOD subgraphs and merge them with the scene graph independently from the DatabasePager without the need to call DatabasePager::registerPagedLODs(..) on these subgraphs, as the registerPagedLODs will now happen automatically the first time once any children of PagedLOD are requested by the cull traversal. Applications that missed such a call previously when loading new databases were exposed to issues of the DatabasePager not knowing about the new subgraphs and therefor never expiring them. With any changes there is the potential for regressions, in build across platforms, performance and stability - I have done lots of testing today but don't have access to all your applications, data and usage models so please test the new pager now checked into svn/trunk. I make this request to everybody - those who've not been seeing any problems with the pager, and those who have come up against the above issues. Please let me know about how things work out for you, both successes and any remaining issues. Thanks for your help in testing, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vicon tracking
Hey all, Many thanks for your answers. The Vicon system uses a z-up coordinate system, with millimeter units. It sends x,y,z coordinates for a given tracked object(in that case the cap you are wearing) as well as rotation information in axis/angle form. The client I'm using converts this to three different forms I can use interchangeably: 1. Euler angles 2. Global rotation matrix 3. Quaternion Right now I am just using the viewer-getCamera()-setViewMatrix() call before the viewer.frame() call. The problem seems to be that the matrix I pass to setViewMatrix() does not seem to be correct. I use the x,y,z coordinates for the cap to set the translation matrix ( tr.makeTranslate() ) and the quaternion to set the rotation matrix ( rot.makeRotate() ). I then multiply tr * rot and pass this to setViewMatrix(). The result is that when I move closer to the projected image, the rendered objects seems to come closer, which is correct behavior, but when i rotate my head this causes the rendered objects to rotate in the opposite direction. The code I use is from the OSG Quick start guide and it was supposed to change the view according to its description. However this does not seem to be the case for two reasons, from what I found out last night reading one old camera tutorial: 1. You have to inverse the tr*rot result first 2. After you do that, you have to rotate -90 degrees about the x-axis because Matrix classes use a Y-up coordinate frame whereas the viewer uses a Z-up coordinate frame. Will these two corrections solve the problem? Will I also need to do something more advanced like dynamically changing the frustum according to the head position? Thank you! Cheers, Mel P.S Sorry if my questions seem nub. I just thought I had the necessary background for understanding rotation and translation transformations but I'm completely confused by how OSG handles these and why it uses different coordinate frames in different situations. Anw, perhaps I'm confused by DirectX because camera manipulation was much easier with the separation of the Modelview matrix in two different matrices whereas in OpenGL you may be moving/rotating objects instead of the actual camera viewpoint. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25121#25121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
J.P. Delport wrote: Hi Ben, I'm not sure if you are still scaling the image... If you are using Texture2D you can call texture-setResizeNonPowerOfTwoHint(false); on them to do not scale before uploading. Modern GPU are quite OK with non power of two textures. You can also use TextureRectangle instead of Texture2D. Sounds interesting! I assume that using TextureRectangle does not auto-resize the image file like Texture2D does? If so, that would solve one of my pet peeves in my life! Not to mention a consequence of letting users add graphic map images in my project – since I don’t expect them to understand the powers of two problem. That would save me some future grief! D Glenn! D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your Desk! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25123#25123 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?
Hi Ryan, Today I checked changes to the DatabasePager to use a custom observer_ptr rather than a ref_ptr with the intention of fixing the outstanding issues with the pager such as the ones you've observered with multiple views. Could you please test the svn/trunk version of the OSG and see if the issue has been addressed for you app? Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Refactoring DatabasePagerNeedToRemovestringflaggingtechnique
I'm just chipping back into this old thread to say that re-factor of the DatabasePager that I checked in today remove the usage of marking of the PagedLOD as being deleted using the node name. The use of a custom observer_ptr rather than a ref_ptr internally in the DatabasePager makes the need to keep track of removals in the original way unnecessary. If you were having issues related to the issues discussed in this thread please check out the svn/trunk and see if the issues are now addressed. Thanks, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Scriptable Plugin for Firefox
Hi all, I am glad to announce that we have published a preliminary version of our scriptable plugin for Firefox[1]. We are currently developing a Firefox plugin which shows 3D objects in a web. It uses OpenSceneGraph to set up the render canvas. Moreover the plugin also features scripting capacities based on NPAPI technology that allow access to the plugin functions and variables from web application itself. The plugin has been tested successfully on Windows XP, Vista, 7 and Ubuntu 9.10 Linux (only 32 bits). Currently we are working to port the plugin to MacOSX. Installation is easy: The first time you open the example webhttp://www2.ai2.upv.es/difusion/osgplugin/simpleearth/ [2], Firefox will ask about additional plugins needed for its proper visualization. Plugin installation will start once you allow it by pressing the button that appears on the top-right corner of the browser. After the plugin installation, Firefox will ask you to restart it in order to visualize the web content. If the plugin installation doesn't http://draft.blogger.com/start automatically, you should download the link provided in the examplehttp://www2.ai2.upv.es/difusion/osgplugin/simpleearth/ page. Once downloaded, drag the .xpi file and drop it into a Firefox window to start the installation process. In this example we show how to change the viewer background color by accessing the color variable of the plugin and assigning a new color to it. The plugin will take charge of all the internal operations needed to manage the background color via javascript calls (eg.onchange= pluginobj.col=colorpick.value). This wouldn't be possible without the information offered from Andreas Goebel and Ralph Kern and their previous work. [1] gvSIG3D blog: http://gvsig3d.blogspot.com/ [2] Example test web: http://www2.ai2.upv.es/difusion/osgplugin/simpleearth/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL3.0
Thanks, I got the main idea, but what about all the OSG foundations? A lot of the code, algorithms and effects are based on the fixed pipeline, am I wrong? Is all this work goes to waste? From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Wednesday, March 03, 2010 6:09 PM To: OpenSceneGraph Users Subject: Re: [osg-users] OpenGL3.0 Guy wrote: Does it mean that with OpenGL3 there is not fixed pipeline and all should be written by shaders? What about the projections of the objects from the 3D world to the camera plan, are they done by OpenGL or should I write them too? Short answer is yes. OpenGL 3 does not have a fixed-function pipeline, and all rendering must be done with shaders. There is a compatibility extension that allows you to use most of the fixed-function pipeline, but that really goes against the purpose of OpenGL 3. For the long version, I'll echo Gordon's advice to read the list archives. You might also want to refer to the specifications at http://www.opengl.org/documentation/specs/ --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 64bit build works but osgDB::Registry::instance() fails in a plugin
Hi Gordon, Thanks for the reply. Yes, we have all the dependencies build in x64. The code actually runs in Debug x64 configuration, so we are getting close. Regards, Reed -Reed http://www.linkedin.com/in/reedwhit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25127#25127 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] own load implementation for pagedLOD
On 3/3/2010 1:09 AM, Sid Vic wrote: 1. Is it possible to implement my own load routine for pagedLOD so it will use the compressed ByteArrays instead of load images from disk? 2. If i decompress the images they are QImages from Qt-Gui-Toolkit. Is there a simple way to convert them to a osg::Image or later a texture? 3. How do i know which Node correspond to which Image? For example: One Node needs to load a texture, because the viewing distance decreases. How does it know it have to load image number 75367? Use a pseudo-loader to load files named things like 75367.myloader and register a plugin to catch loads to .myloader format files. At that point, you can parse the 75367 string and generate and return a Node whatever way you want, it doesn't have to involve files, or the 75367 filename at all. I can't comment on the Qt QImage conversion. Cheers, Sid -- Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com PixelSense Landsat processing now available! http://www.alphapixel.com/demos/ There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Symbols Font display
Hi all, I have to draw some military symbols, i found a True type fonts of the NATO standard APP-6a. http://www.mapsymbs.com/app-6a.html But this font does not display correctly in OSG (I try both osgfont and my app), i get juste a square whatever the letter. My system* didn't problem with this font, as ftview (a simple freetype based viewer). I tried to play with UTF-8 encoded strings without success. any ideas are welcome ! * RHEL 5 64 bits, osg 2.8.2 Thanks -- Linares Antonin ONERA - DCSD ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RefactoringDatabasePagerNeedToRemovestringflaggingtechnique
Thank You, I will check how our system performs after your changes. I will probably do the testing tomorrow or friday. I will let you know how it went. Big Thanks, Wojtek Lewandowski - Original Message - From: Robert Osfield To: OpenSceneGraph Users Sent: Wednesday, March 03, 2010 6:20 PM Subject: Re: [osg-users] RefactoringDatabasePagerNeedToRemovestringflaggingtechnique I'm just chipping back into this old thread to say that re-factor of the DatabasePager that I checked in today remove the usage of marking of the PagedLOD as being deleted using the node name. The use of a custom observer_ptr rather than a ref_ptr internally in the DatabasePager makes the need to keep track of removals in the original way unnecessary. If you were having issues related to the issues discussed in this thread please check out the svn/trunk and see if the issues are now addressed. Thanks, 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] Migrating from 2.8.2 to 2.9.6
Hi, Garret I got the same warning message after migrating from OSG 2.8.2 to OSG 2.9.7. I started tracking the problem until I realized that OSG 2.8.2 was not properly uninstalled. After fixing it, everything runs well. By the way, my current OS is Ubuntu 9.10 and I just figured out what the problem was after checking the library dependencies of osgviewer (ldd command). I hope it could be helpful. Cheers, Jan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25137#25137 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg ac3d texture problem.
Hi Mathias. Unfortunately we have to use the full path. And we are having troubles when using the writeNodeFile too. Andre 2010/2/24 Mathias Fröhlich m.froehl...@science-computing.de On Tuesday 23 February 2010, Andre Simoes wrote: Hello all. I had a behavior with ac3d objects and osgconv that i think can be a wrong behavior and i'd like to check with you. I have an ac3d model with textures that are being saved on different path. /home/simoes/model/ac3d_model.ac /home/simoes/texture/ac3d_texture.rgb I shall emphasize here that my texture declaration path inside ac3d_model.acis pointing to the right path: texture /home/simoes/texture/ac3d_texture.rgb And that ac3d program opens the model together with the texture correctly. when i use osgviewer on my ac3d_model.ac the texture is not being loaded together. It just consider ac3d textures that are on my OSG_FILE_PATH or on the current directory that i'm calling osgviewer. It appers to not consider the full path declared within the ac file. Also when working with osgconv the path is not parsed inside the converted osg file. it just add file ac3d_texture.rgb You can see the problem by using any ac3d model with a texture being held on a different path together with osgviewer/osgconv Hmm, the file paths are stripped away. I do not know the original reason why this was done. But I assume that ac3d often has absolute filenames in the files without the need to do so. But, thinking about the attached change: At first try the filename as it is in the file and if that does not work, try the bare filename without path. Does that help four you? Greetings Mathias -- Dr. Mathias Fröhlich, science + computing ag, Software Solutions Hagellocher Weg 71-75, D-72070 Tuebingen, Germany Phone: +49 7071 9457-268, Fax: +49 7071 9457-511 -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ 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] OpenFlight - Palette Records prevent using of ReaderWriter Callback
Hi Alexandre, On Wed, Mar 3, 2010 at 11:50 AM, Alexandre Amalric alex.pix...@gmail.com wrote: Maybe that the original author from this plugin can tell me if the texture palette record has to be read or not, so we may decide to skip it. I'm the original author of the OpenFlight reader, the write capability was later added by Paul. You have to read the texture palette record but you can delay the loading of textures until they are actually used by a face or mesh. But it would require some modifications to the loader as others have already explained. Having said that, I want to add that OpenFlight is not a runtime format made for fast loading. Also, the OpenFlight loader was not made with fast load times in mind but rather to preserve the structure and information in the flt file. Gordon wrote this on this mailing list a long time ago: The problem with the OpenFlight format along with most other Modeling formats is that they contain a lot of information that the Modeling package contains and needs and has to support a wide range of uses, Packages, 3d API packages etc. But the runtime API typically does not need most of the information So really there is not too much you can do to speed up the reading of an OpenFlight file, there are some things you can do such as combine textures into one texture ( there are tools in Creator to do this etc) etc. but the gain will not be that great. All 3d APIs have there own binary format that is more or less a binary dump of the tree ( yes I know they are more than that), thus the native binary format is always nearly faster than using a native modeling format such as OpenFlight, Geo, 3ds, Max etc.. That's why OSG has IVE, Vega had FST, Vega Prime has VSB, Performer has PFB etc.. So if you want fast loading convert (osgconv) your OpenFlight files to ive or the new binary osg format. Regards, Brede ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vicon tracking
Hi, Mel, Mel Av wrote: 1. You have to inverse the tr*rot result first This probably comes from the fact that you're setting a View matrix, which is essentially the inverse of a model matrix. The transform in the OSG scene forms the Model matrix, which is combined with the view matrix in the camera to get the overall modelview matrix passed to OpenGL. If you're already getting accurate position tracking, though, I don't think you'll get correct behavior if you invert the result. 2. After you do that, you have to rotate -90 degrees about the x-axis because Matrix classes use a Y-up coordinate frame whereas the viewer uses a Z-up coordinate frame. There's no inherent coordinate frame in the Matrix classes, or in OpenGL, or OSG. The coordinate frame depends primarily on the scene that you create. Typically, OSG scenes are Z-up, but this isn't necessarily true. If you do need to convert a rotation between coordinate systems, the correct way to do this is M * R * Minv, where M is the matrix needed to rotate one coordinate system to the other, Minv is the inverse of that matrix, and R is the rotation that needs conversion. Will these two corrections solve the problem? I don't think so, simply because you're already getting correct behavior from your position tracking. It's only the orientation tracking where you're having issues. Oftentimes, tracking systems use one coordinate system for the overall tracking space, and a different one to report the orientation. Are you sure you've got the correct coordinate system for the tracked object? From what you said above, it sounds to me like your tracked object might be Z-down (even though the overall tracking space is Z-up). Will I also need to do something more advanced like dynamically changing the frustum according to the head position? No, you shouldn't need anything like that. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenGL3.0
Guy wrote: Thanks, I got the main idea, but what about all the OSG foundations? A lot of the code, algorithms and effects are based on the fixed pipeline, am I wrong? Is all this work goes to waste? You'll have to read the long version (i.e.: the list archives) for that. There have been lots of discussions about this. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] transparency with multiple geometries
Miguel Lokida wrote: So, is-there an automatic way to render multiple transparents objects thaht size change during time or should I compute their rendering order and use stateset-setRenderBinDetails(order, DepthSortedBin); for each geometry ? This question has come up a few times recently. The short answer is no, there's no automatic way to do this. You might want to look at the osgdepthpeeling example for one possible solution, or you can manage it manually as you suggested. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
David Glenn wrote: Sounds interesting! I assume that using TextureRectangle does not auto-resize the image file like Texture2D does? Both Texture2D and TextureRectangle can work with non-power of two textures, if your graphics hardware supports it. Every OpenGL 2.0-compatible graphics card should handle this without a problem. The main difference with TextureRectangle is that it uses non-normalized texture coordinates, so if you have a 640x480 image, your texture coordinates on your geometry must range from 0-639 and 0-479 to show the whole image. The simplest thing to do is to call setResizeNonPowerOfTwoHint(false) on your Texture2D object, and all should be well. If so, that would solve one of my pet peeves in my life! Not to mention a consequence of letting users add graphic map images in my project – since I don’t expect them to understand the powers of two problem. That would save me some future grief! Yeah, the power of two restriction was removed with the release of OpenGL 2.0. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Scriptable Plugin for Firefox
Leonardo Salom Muñoz wrote: In this example we show how to change the viewer background color by accessing the color variable of the plugin and assigning a new color to it. The plugin will take charge of all the internal operations needed to manage the background color via javascript calls (eg.onchange=pluginobj.col=colorpick.value). Sounds cool. I wish it worked ;-) It seems that the dependent libraries are a bit outdated on RHEL 5. Not a big deal, just letting you know in case you want to try and support it. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
Yep, now I can use the full camera resolution of 1024x768. I knew OpenGL 2.x could handle non-power of two textures ... didn't realize it was possible to circumvent the resize. Thanks much Jason. Kudos! On 3/3/10, Jason Daly jd...@ist.ucf.edu wrote: Both Texture2D and TextureRectangle can work with non-power of two textures, if your graphics hardware supports it. Every OpenGL 2.0-compatible graphics card should handle this without a problem. The simplest thing to do is to call setResizeNonPowerOfTwoHint(false) on your Texture2D object, and all should be well. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Migrating from 2.8.2 to 2.9.6
Hi, Garrett I got the same warning message after migrating from OSG 2.8.2 to OSG 2.9.7. I started tracking the problem until I realized that OSG 2.8.2 was not properly uninstalled. After fixing it, everything runs well. By the way, my current OS is Ubuntu 9.10 and I just figured out what the problem was after checking the library dependencies of osgviewer (ldd command). I hope it could be helpful. Cheers, Jan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25137#25137 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
Jason Daly wrote: David Glenn wrote: Both Texture2D and TextureRectangle can work with non-power of two textures, if your graphics hardware supports it. Every OpenGL 2.0-compatible graphics card should handle this without a problem. The main difference with TextureRectangle is that it uses non-normalized texture coordinates, so if you have a 640x480 image, your texture coordinates on your geometry must range from 0-639 and 0-479 to show the whole image. The simplest thing to do is to call setResizeNonPowerOfTwoHint(false) on your Texture2D object, and all should be well. Funny thing J, for what it's worth, the Performer code still gives me the Magic Number Error if I feed it any texture that is wrong and I know I'm using OpenGL 2.0. So I thought in that case it was a performer thing. Well I’m talking about 5+ year old code at best, that was hacked from something that was designed to run on an old SGI box. God knows what I'm going to get out of it! D Glenn D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your Desk! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25148#25148 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] representing connected entities in a scene graph
How are you representing connected entities in your scene graph? For example, say you wanted to create a model of a guitar from headstock, fretboard, and body objects. I've been doing this with scene graphs that look like: Transform #1 Headstock geode Transform #2 Fretboard geode Transfrom #3 body geode Here I'm using indentation to specify parent-child relationships. For example, Transform #2 has transform #1 for a parent and the fretboard and tranform #3 nodes for children. This seems somewhat awkward and I'm thinking that I'm not seeing something obvious. Care to clue me in? Cory ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Rapidly updating texture data
David Glenn wrote: Funny thing J, for what it's worth, the Performer code still gives me the Magic Number Error if I feed it any texture that is wrong and I know I'm using OpenGL 2.0. So I thought in that case it was a performer thing. Well I’m talking about 5+ year old code at best, that was hacked from something that was designed to run on an old SGI box. God knows what I'm going to get out of it! Yeah, Performer wasn't written for OpenGL 2.0. OSG wasn't originally either, which is why it defaults to resizing all images. The resize hint was added for OpenGL 2.0 (actually for the ARB_texture_non_power_of_two extension) so the resize could be avoided if the hardware supported it. You could argue that it should default to not resize if the hardware supports it (i.e.: if the extension is present in the driver's extension string), but drivers have been known to lie in the past :-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] representing connected entities in a scene graph
I'm thinking about this more and I think the scene graph structure is probably solid. I'm really having problems coming up with object representations that facilitate generating the correct transforms and I that's not really an OSG issue and thus, is offtopic. Sorry. On 3/3/2010 3:57 PM, Cory Riddell wrote: How are you representing connected entities in your scene graph? For example, say you wanted to create a model of a guitar from headstock, fretboard, and body objects. I've been doing this with scene graphs that look like: Transform #1 Headstock geode Transform #2 Fretboard geode Transfrom #3 body geode Here I'm using indentation to specify parent-child relationships. For example, Transform #2 has transform #1 for a parent and the fretboard and tranform #3 nodes for children. This seems somewhat awkward and I'm thinking that I'm not seeing something obvious. Care to clue me in? Cory ___ 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] OSG Scriptable Plugin for Firefox
Leonardo Salom Muñoz wrote: Hi all, I am glad to announce that we have published a preliminary version of our scriptable plugin for Firefox[1]. We are currently developing a Firefox plugin which shows 3D objects in a web. It uses OpenSceneGraph to set up the render canvas. Moreover the plugin also features scripting capacities based on NPAPI technology that allow access to the plugin functions and variables from web application itself. Great to hear there is someone else who is going along this (tiring) path... I had the impression that web apps was a topic with little appealing in this community: maybe after Google Earth plugin,O3D, Unity and WebGL web 3d will be considered even here Is your project going to be released on open source license? In that case, I' ll be glad to cooperate. We have worked on ffox plugin since quite a long time, mainly on windows, as this platform is by far the most attractive for web browser app,: both for number of users as well as for ease of deployment (building cross distrib linux binaries was quite difficult sic) did not found an easy way of building distribution neutral linux binaries and it seem even you got some problems, at least on my amd64 kububtu 9, it does not seem to work... sic Did you used npruntime for javascript wrapping? When we started our www,virtualrome.it effort, npruntime was not available, but now it seem the right way to go. We run some experiment on Linux porting but not done scripting yet. I see your plugin is running in the same process as FFox, this means that a crash on the plugin crashes also FFx itself. For this reason we are experimenting with separate process (a la Google Earth plugin ) You can see example here: http://muvi.cineca.it/3d/sites/muvi/3d.html?Plug=simple_runprocessExe=osg_embed_viewer_2Core=FunCoreURL=http://muvi.cineca.it/3d/sites/muvi/model_30_new/top_ti_eo.ive click on Mostra 3d click on Install osg4web_t...@cineca.it http://3d.cineca.it/storage/OSG4Web_test/downloads/Windows/update_osg4web_t...@cineca.it_0.0.1.3_.xpi click on Allow in upper right tab click on install now in the extension popup it should download the extension OSG Viewer Firefox Plugin 0.0.1.3 I think it would really be good to join effort on this topic. On my side, I keep my work in a bazaar repo: if interested, check it out doing bzr checkout http://3d.cineca.it/storage/bazaar_repo/BrowserEmbed/test_merge/ Regards Luigi ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Scriptable Plugin for Firefox
Hi Luigi, On Thu, Mar 4, 2010 at 1:26 AM, Luigi Calori l.cal...@cineca.it wrote: Great to hear there is someone else who is going along this (tiring) path... I had the impression that web apps was a topic with little appealing in this community: maybe after Google Earth plugin,O3D, Unity and WebGL web 3d will be considered even here Is your project going to be released on open source license? Yes, we are planning to made it public with the OSGPL license. We also want to submit it as an OSG example, so others could improve it and make the port to other platforms, or even do a kind of NodeKit for web thoughts?. In that case, I' ll be glad to cooperate. Nice! :) We have worked on ffox plugin since quite a long time, mainly on windows, as this platform is by far the most attractive for web browser app,: both for number of users as well as for ease of deployment (building cross distrib linux binaries was quite difficult sic) did not found an easy way of building distribution neutral linux binaries and it seem even you got some problems, at least on my amd64 kububtu 9, it does not seem to work... sic We only tested on ubuntu 32 bits, not a 64 bits build yet. Yes, deploy a firefox plugin on linux is a crazy task, we deployed the linux version with OSG(2.9.7) compiled in static, and it gave us lots of problems (OSG files are not able to load, and so on), but at least we have a first version working. Did you used npruntime for javascript wrapping? When we started our www,virtualrome.it effort, npruntime was not available, but now it seem the right way to go. Leo could answer you better to this question! :). I see your plugin is running in the same process as FFox, this means that a crash on the plugin crashes also FFx itself. For this reason we are experimenting with separate process (a la Google Earth plugin ) mmh interesting, I'll tell Leo study this too. You can see example here: http://muvi.cineca.it/3d/sites/muvi/3d.html?Plug=simple_runprocessExe=osg_embed_viewer_2Core=FunCoreURL=http://muvi.cineca.it/3d/sites/muvi/model_30_new/top_ti_eo.ive click on Mostra 3d click on Install osg4web_t...@cineca.it http://3d.cineca.it/storage/OSG4Web_test/downloads/Windows/update_osg4web_t...@cineca.it_0.0.1.3_.xpi click on Allow in upper right tab click on install now in the extension popup it should download the extension OSG Viewer Firefox Plugin 0.0.1.3 I think it would really be good to join effort on this topic. On my side, I keep my work in a bazaar repo: if interested, check it out doing bzr checkout http://3d.cineca.it/storage/bazaar_repo/BrowserEmbed/test_merge/ Thank you very much, I also think joining efforts will be a good path, but I also think if we upload a version to OSG repository then comunity will also help us, of course if Robert agree with us. In the next days we will prepare a osgfirefox example to submit as a basis, then we can think in a more generic nodekit for web, so other browser could be included. Cheers, Rafa. -- Rafael Gaitán Linares Instituto de Automática e Informática Industrial http://www.ai2.upv.es http://gvsig3d.blogspot.com Ciudad Politécnica de la Innovación Universidad Politécnica de Valencia ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] automatic pixel transparency adjustment
Hi all, I need OpenGL/driver/fixed-pipeline/whatever I don't need to code, to do the following thing: When rasterizing an object, first never ignore any pixel the object is projected on (even if the area the object consume in that pixels is tiny). Second multiply the object transparency by the percents the object occupies in that pixel. Is it possible? How can I achieve that? Suppose I can achieve it (maybe with OpenGL3.0, or special flags for previous versions that prevent openGL from discarding pixels that the object occupies less than some threshold on that pixel), does it mean all the objects should be sent to the transparent bin and have blending enabled? What amount of performance impact should I expect? If it is a major impact, do you have any other idea to achieve this effect for objects edges and for objects that are smaller than one pixel? Btw, this is not because I'm crazy, this process is closer to the physical process that happens with camera and therefore more accurate. Thanks, Guy. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Did my shader compile successfully?
I'm certain this sort of thing has been asked before, but I can't seem to find answers in the archives. I was hoping I could call Shader::isCompiled(), but I need access to Shader::getPCS(), which is protected. Does this need to be protected? Do I really need to derive from Program to use this function? Or is there another way to find out if my shader is compiled that I haven't spotted? -- Terry Welsh / mogumbo 'at' gmail.com www.reallyslick.com / www.mogumbo.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org