Re: [osg-users] Text rendering order

2010-03-03 Thread Trajce (Nick) Nikolov
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

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Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback

2010-03-03 Thread Trajce (Nick) Nikolov
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

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 ===
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 http://www.pixxim.fr

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Re: [osg-users] Text rendering order

2010-03-03 Thread Serge Lages
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

 ___
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 osg-users@lists.openscenegraph.org
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Re: [osg-users] (no subject)

2010-03-03 Thread Robert Osfield
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.
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Re: [osg-users] OSG 2.9.6 GeometryTechnique and transparency

2010-03-03 Thread Robert Osfield
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.
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Re: [osg-users] NodeVisitor for PagedLOD was RE: OSG 2.9.6 GeometryTechnique and transparency

2010-03-03 Thread Robert Osfield
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.
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Re: [osg-users] (no subject)

2010-03-03 Thread Mourad Boufarguine
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.
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Re: [osg-users] (no subject)

2010-03-03 Thread Montgomery, John T.
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.


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Re: [osg-users] (no subject)

2010-03-03 Thread Montgomery, John T.
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



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[osg-users] Vicon tracking

2010-03-03 Thread Mel Av
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

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[osg-users] own load implementation for pagedLOD

2010-03-03 Thread Sid Vic
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

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Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback

2010-03-03 Thread Alexandre Amalric
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

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 ===
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 http://www.pixxim.fr

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[osg-users] [forum] 1000 Users mark broken !!!

2010-03-03 Thread Art Tevs
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

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Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback

2010-03-03 Thread Andreas Ekstrand
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




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Re: [osg-users] [forum] 1000 Users mark broken !!!

2010-03-03 Thread Wang Rui
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

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Re: [osg-users] Text rendering order

2010-03-03 Thread clarkman
unsubscribe-Original Message-
From: Serge Lages 
Sent: 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

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-- Serge Lageshttp://www.tharsis-software.com


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Re: [osg-users] Text rendering order

2010-03-03 Thread Magnus Kessler
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
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Re: [osg-users] Vicon tracking

2010-03-03 Thread ted morris
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

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[osg-users] OpenGL3.0

2010-03-03 Thread Guy
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.

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Re: [osg-users] OpenGL3.0

2010-03-03 Thread Tomlinson, Gordon
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.

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[osg-users] MFC and keyboard handling

2010-03-03 Thread Mike Greene
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
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Re: [osg-users] JP2 plugin compilation

2010-03-03 Thread zhenlong li
Thanks, Mourad. Exactly as what you said, with Debug multithreaded DLL
(/MDd), the errors are all gone.

best,
Zhenlong
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Re: [osg-users] [osgPlugins] OpenFlight - Palette Records preventusing of ReaderWriter Callback

2010-03-03 Thread Jason Daly

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

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Re: [osg-users] Vicon tracking

2010-03-03 Thread Jason Daly

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

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Re: [osg-users] Vicon tracking

2010-03-03 Thread Jason Daly

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

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Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-03-03 Thread Garrett Cope
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

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Re: [osg-users] OpenGL3.0

2010-03-03 Thread Jason Daly

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

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Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-03-03 Thread Cedric Pinson
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


-- 
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+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
 
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Re: [osg-users] JP2 plugin compilation

2010-03-03 Thread Mourad Boufarguine
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



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Re: [osg-users] [osgPlugins] osgAnimation hardware skinning

2010-03-03 Thread Garrett Cope
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

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[osg-users] transparency with multiple geometries

2010-03-03 Thread Miguel Lokida
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.

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[osg-users] DatabasePager: re-factored to not take references, please test widely as possible.

2010-03-03 Thread Robert Osfield
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.
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Re: [osg-users] Vicon tracking

2010-03-03 Thread Mel Av
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.

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Re: [osg-users] Rapidly updating texture data

2010-03-03 Thread David Glenn

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!

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Re: [osg-users] Databasepager + multiple views + different camera positions = memory leak?

2010-03-03 Thread Robert Osfield
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.
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Re: [osg-users] Refactoring DatabasePagerNeedToRemovestringflaggingtechnique

2010-03-03 Thread Robert Osfield
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.
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[osg-users] OSG Scriptable Plugin for Firefox

2010-03-03 Thread Leonardo Salom Muñoz
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/
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Re: [osg-users] OpenGL3.0

2010-03-03 Thread Guy
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

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Re: [osg-users] 64bit build works but osgDB::Registry::instance() fails in a plugin

2010-03-03 Thread Reed Whittington
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

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Re: [osg-users] own load implementation for pagedLOD

2010-03-03 Thread Chris 'Xenon' Hanson
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
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[osg-users] Symbols Font display

2010-03-03 Thread Linares Antonin
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 
-- 
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ONERA - DCSD 
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Re: [osg-users] RefactoringDatabasePagerNeedToRemovestringflaggingtechnique

2010-03-03 Thread Wojciech Lewandowski
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.


   


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Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-03-03 Thread Jan Peres
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

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Re: [osg-users] osg ac3d texture problem.

2010-03-03 Thread Andre Simoes
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

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Re: [osg-users] [osgPlugins] OpenFlight - Palette Records prevent using of ReaderWriter Callback

2010-03-03 Thread Brede Johansen
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
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Re: [osg-users] Vicon tracking

2010-03-03 Thread Jason Daly


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
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Re: [osg-users] OpenGL3.0

2010-03-03 Thread Jason Daly

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

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Re: [osg-users] transparency with multiple geometries

2010-03-03 Thread Jason Daly

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

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Re: [osg-users] Rapidly updating texture data

2010-03-03 Thread Jason Daly

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

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Re: [osg-users] OSG Scriptable Plugin for Firefox

2010-03-03 Thread Jason Daly

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

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Re: [osg-users] Rapidly updating texture data

2010-03-03 Thread Ben Cain
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.
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Re: [osg-users] Migrating from 2.8.2 to 2.9.6

2010-03-03 Thread Jan Peres
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

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Re: [osg-users] Rapidly updating texture data

2010-03-03 Thread David Glenn

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!

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[osg-users] representing connected entities in a scene graph

2010-03-03 Thread Cory Riddell
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

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Re: [osg-users] Rapidly updating texture data

2010-03-03 Thread Jason Daly

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

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Re: [osg-users] representing connected entities in a scene graph

2010-03-03 Thread Cory Riddell
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

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Re: [osg-users] OSG Scriptable Plugin for Firefox

2010-03-03 Thread Luigi Calori

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
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Re: [osg-users] OSG Scriptable Plugin for Firefox

2010-03-03 Thread Rafa Gaitan
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
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[osg-users] automatic pixel transparency adjustment

2010-03-03 Thread Guy
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.

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[osg-users] Did my shader compile successfully?

2010-03-03 Thread Terry Welsh
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
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