Re: [osg-users] 3D Scene emulating a 2D environment
theoribeiro: Just set your ortho projection values to your screen size: (0, 1024, 0, 768) or whatever. Also set your camera viewport: camera-setViewport(0, 0, 1024, 768). Now the OSG units correspond to pixels on your screen. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29766#29766 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPPU and osgShadow::MinimalShadowMap
Thanks Wojciech, Currently we're only trying to make it work on NVidia cards (under Windows 7), but you're right that shadows seems to have problems with latest ATI drivers, I've recently tested one of our application on a ATI and I saw some strange artifacts. Cheers, On Tue, Jul 6, 2010 at 9:38 PM, Wojciech Lewandowski lewandow...@ai.com.plwrote: Hi Serge, I am sorry I have no experience with osgPPU. Long ago (2 years ?) we tried it with HDR and it seemed to work with LispSM shadows on our testbed. Have not tested since then. I could not help you at the moment, I am on vacations and my computer is a netbook. Send me a private email next week if you still have a problem, I will try to test it... Wojtek Lewandowski. PS. Do you by an chance test on ATI ? All techniques stemming from StandardShadowMap do not look good on latest Windows Catalyst drivers due to ATI VertexShader bugs (I can prove it). *From:* Serge Lages serge.la...@gmail.com *Sent:* Tuesday, July 06, 2010 7:37 PM *To:* OpenSceneGraph Users osg-users@lists.openscenegraph.org *Subject:* [osg-users] osgPPU and osgShadow::MinimalShadowMap Hi all, I am currently having troubles trying to make work osgPPU and specially HDR with osgShadow::MinimalShadowMap, you can find my test program attached (it comes from the list archive, I've made small modifications). Without shadows, it works fine, with MinimalShadowMap, I only have a black model (I am using cow.osg, with the teapot I have a white screen). Here is my command line : osgppu_viewer.exe Data\hdr.ppu Data\cow.osg Any idea where it comes from ? Thanks ! -- 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] nofity in two files from two differents applications
Hi Vincent osg::nofify is a simple log system with only one logger. So you can't expect have many logger or one logger per thread. To do this, you need a strongest log library like log4cpphttp://log4cpp.sourceforge.net/, or the incoming Boost.Log http://sourceforge.net/projects/boost-log/. HTH David Callu 2010/7/6 Vincent Bourdier vincent.bourd...@gmail.com Hi all, I'm using the osg::notify logs, but in two applications(threads) in the same process. Each application uses the notify logs of osg that are redirected into a log file, but when one application run and the second is started, it redirect each logs into a new common file... I would like to keep each log into a separate file, but keeping the osg::notify usage. Do you have any idea or suggestion ? Thanks Regards, Vincent. ___ 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] How to make sure that both the back and the frontside of a polygon are lit...
Jason Daly writes: Alberto Luaces wrote: If I reverse the normals the opposite side lights up as expected .. Am I doing something wrong.. Just a clarification: I didn't wrote this, it was Sunil :) Good point, Jason. I didn't thought about the case in that OP's light could not be facing the surface he wanted to see... -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX reading of GL_POLYGON
Oh, right, sorry I didn't spot this. Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : I was referring to that by For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. On 6 July 2010 09:02, Sukender suky0...@free.fr wrote: Oh... What about concave quads (I mean 4 points polygons)? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : OK. If you got time for this before I do... :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : Waht you could do is leave all the triangles and quads in one PrimitiveSet (like it is already), but put each polygon with =5 vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry which should tesselate the polygons automagically. On 5 July 2010 13:49, Sukender suky0...@free.fr wrote: Hi Michael, Yes, sorry about OpenGL interpretation of polygons, I forgot that. Well actually, I guess the reader has to handle most (all?) cases. So I suggest to have something like: - If number of points = 4, use current code. - Else call GLU tesselation. Do you agree? The problem I have is that osgUtil::Tessellator is intended to operate on osg's structures. Any idea on how to make it work easily in the reader plugin? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't render concave polygons correctly (in practice GL_POLYGON is the same as GL_TRIANGLE_FAN). Tesselation is possible via GLU but very slow so we need to be careful about how we use that. Most models I've come across have many triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ 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 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 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] Intersection with a boundingBox
Hello, I have a scene and i would like to clip considering a bounding box (i.e cut the polygon at the border and eliminate the outside elements). Does there already exist in osg an implementation to calculate the interesection with a boudingbox (or a plane) or must I implement it? I have found PolytopeIntersector but I don't know if it calculate the intersection or just return the vertex in the boundingbox). Thanks. Aerkis. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29772#29772 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] PageLOD externals
Hi Sebastian, On Tue, Jul 6, 2010 at 9:28 PM, Sebastian Messerschmidt sebastian.messerschm...@gmx.de wrote: But there should be no principal problem including PagedLOD nodes as childs of PagedLODs, right? There shouldn't be a problem. I doubt that such a scene graph will be ideally balanced for paging, as paging really should be based on a LOD'd quad tree hierarchy where the different branches are well balanced in terms of geometry and texture complexity. The point is all source files are located in the same source in the same path and the external references are loaded if the sub-tile is loaded individually. But anyways, I'll go on and see what the parser is trying to pull. I'm afraid only you will be able to debug this as your the only one with the data and the application you are working with. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Usage of the command line of osgTerrain
Hi Ting, On Tue, Jul 6, 2010 at 10:37 PM, ting zhang bee...@sina.com wrote: Thank you very much. But I heard that the osgTerrain OSG example in osg 2.8.0 or even higher version has some features about the real-time generation of terrains. Is this true or not? thank you again. It all depends upon what you mean by real-time generation of terrains as this is so open ended it could mean many different things. osgTerrain builds it's geometry and state it uses for rendering from height fields and imagery, this is all done automatically for you. You can also control various parameters like sample density and vertical exaggeration at runtime via the osgTerrain::Terrain control node. osgTerrain also works well with paged databases, either ones that are created offline by the likes of VirtualPlanetBuilder, or on the fly by 3rd party NodeKits like osgEarth. Whether this answers your question I have no idea. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] nofity in two files from two differents applications
Hi Vincent, As David says osg::Notify is relatively simple and not designed to handling multiple threads logging to different outputs. You potentially you write custom NotifyHandler (available in svn/trunk and the 2.9.x series) that checks the current thread using OpenThreads::Thread::CurrentThread() and then redirect to the appropriate user logging file. Robert. On Tue, Jul 6, 2010 at 10:02 PM, Vincent Bourdier vincent.bourd...@gmail.com wrote: Hi all, I'm using the osg::notify logs, but in two applications(threads) in the same process. Each application uses the notify logs of osg that are redirected into a log file, but when one application run and the second is started, it redirect each logs into a new common file... I would like to keep each log into a separate file, but keeping the osg::notify usage. Do you have any idea or suggestion ? Thanks Regards, Vincent. ___ 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] Intersection with a boundingBox
Hi Aerkis, There is a osgUtil::PlaneIntersector that gives you the intersection polygon between a plane and a scene, there is also the PolytopIntersector but this tells you whether the scene contains any geometry that has at least part of it in the polytop - it doesn't give the intersection. However, given your email I'm not sure either of these is what you are after, and if you actually want to cut the polygons and create a whole new geometry from the result then the OSG doesn't support this. However, if you just want to do this for rendering then there is OpenGL support for clip planes in the OSG so perhaps this is sufficient. Might I suggest explaining what you are after as a result rather than focusing too much on the low level as doing so doesn't give us an idea of what you are trying to do and why - advice for you will be much more useful if you can provide a clearer to others. Robert. On Wed, Jul 7, 2010 at 9:14 AM, Baptiste Souli aer...@hotmail.fr wrote: Hello, I have a scene and i would like to clip considering a bounding box (i.e cut the polygon at the border and eliminate the outside elements). Does there already exist in osg an implementation to calculate the interesection with a boudingbox (or a plane) or must I implement it? I have found PolytopeIntersector but I don't know if it calculate the intersection or just return the vertex in the boundingbox). Thanks. Aerkis. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29772#29772 ___ 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] Intersection with a boundingBox
Hi Aerkis, all the intersection routines you find under osgUtil are meant just to find intersection (picking being the most common usage), not to clip polygons. For that purpose you should instead look at osg::ClipPlane/ClipNode which implement GL clipping. I don't think there's a routine which clips by a bb extents, you should implement that by using 6 different clipping planes yourself. See osgClip example for a reference. HTH, Ricky On Wed, Jul 7, 2010 at 10:14, Baptiste Souli aer...@hotmail.fr wrote: Hello, I have a scene and i would like to clip considering a bounding box (i.e cut the polygon at the border and eliminate the outside elements). Does there already exist in osg an implementation to calculate the interesection with a boudingbox (or a plane) or must I implement it? I have found PolytopeIntersector but I don't know if it calculate the intersection or just return the vertex in the boundingbox). Thanks. Aerkis. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29772#29772 ___ 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] 3D terrain navigation query
Hi, I looed the the tutorial on Billboards intersection in the tutorials section and that was really helpful in getting me along my way. http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Intersections Thanks for the help to everyone. Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29780#29780 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Human 3d model animation/motion
Hi, I am trying to create a scene in which I want to add 3d models of humans and control their motion through keyboard and/or automated. However I am having trouble starting off as I'm not sure what exactly to do. This is what I've done so far: 1) I looked at the DOF node and tutorial and figured that I would need a human model with DOF nodes at the hands and legs linkages. I looked at http://www.makehuman.org/ but was not sure if this was the way to go to obtain 3d human models with DOF nodes in them. 2) So far the models of other vehiclces I'm using in my scene are composed of a number of .lwo files that I link using PAT nodes and can move each part individually. But I believe that with models having DOF nodes, I would get a single file but with those nodes specified in them. Is my understanding correct ? 3) I tried to convert a .flt model to .osg from the tutorials dataset using osgconv but got this message: C:\tools\OpenSceneGraph-2.8.2_Release\binosgconv.exe C:\Users\Sanat\Desktop\CE M_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\Models\t72-tank\t72-tank_des. flt C:\Users\Sanat\Desktop\CEM_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\ Models\t72-tank\tank.osg Warning: Could not find plugin to read objects from file C:\Users\Sanat\Desktop \CEM_Res_Software\OSG. Error no data loaded. So I was hoping to get some pointers as to how I can proceed ? (I have my 3d scene ready but just finding it hard to figure out how to get a human model to move) Thanks Regards, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29781#29781 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX reading of GL_POLYGON
Alright. I started working on it. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Oh, right, sorry I didn't spot this. Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : I was referring to that by For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. On 6 July 2010 09:02, Sukender suky0...@free.fr wrote: Oh... What about concave quads (I mean 4 points polygons)? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : OK. If you got time for this before I do... :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : Waht you could do is leave all the triangles and quads in one PrimitiveSet (like it is already), but put each polygon with =5 vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry which should tesselate the polygons automagically. On 5 July 2010 13:49, Sukender suky0...@free.fr wrote: Hi Michael, Yes, sorry about OpenGL interpretation of polygons, I forgot that. Well actually, I guess the reader has to handle most (all?) cases. So I suggest to have something like: - If number of points = 4, use current code. - Else call GLU tesselation. Do you agree? The problem I have is that osgUtil::Tessellator is intended to operate on osg's structures. Any idea on how to make it work easily in the reader plugin? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't render concave polygons correctly (in practice GL_POLYGON is the same as GL_TRIANGLE_FAN). Tesselation is possible via GLU but very slow so we need to be careful about how we use that. Most models I've come across have many triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ 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 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 mailing list
Re: [osg-users] Human 3d model animation/motion
Hi nerazzuri, You can check out Delta3D (www.delta3d.org). It is a game engine based on OSG that has a lot of functionality for controlling animated persons. The animations use the Cal3D format btw. In the examples/ folder of the delta3d distro there are some examples on how to create and control animations. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29783#29783 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] automatically minimize the viewer window
are you under windows? If so there is a way to do that by setting a new style with WS_MINIMIZE http://msdn.microsoft.com/en-us/library/ms633591(VS.85).aspx http://msdn.microsoft.com/en-us/library/ms633591(VS.85).aspx -Nick On Wed, Jul 7, 2010 at 3:45 AM, Thomas Canipel thomas.cani...@gmail.comwrote: Hi, Is there a way to modify the behavior of the window, like minimize it , programmatically ? Thank you! Cheers, Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29760#29760 ___ 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] osgviewerd cow.osg ---no data loaded
Hi Randy, Thanks for your explicit response! Yes, I've solved this problem and the cow could appear. But another question now: The command line shows an error after osgviewerd cow.osg: Error: [Screen #0] ChooseMatchingPixelFormat -Unable to choose the requested pixel format Any suggestion? Thanks again! Do you have OpenGL drivers installed for whatever graphics hardware your machine has? That should not happen for the window that osgviewer tries to open - it specifies a basic pixel format that should work pretty much everywhere. Also - I notice you're using debug binaries, which won't be what causes the above problem, but for performance in the future you should also compile OSG in release, and generally use its own applications and examples in release mode, it gives a better impression of what OSG can do. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Human 3d model animation/motion
Hi Sanat, A quick answer to the 3rd point : On Wed, Jul 7, 2010 at 2:04 PM, Sanat Talmaki sanat.sch...@gmail.comwrote: Hi, I am trying to create a scene in which I want to add 3d models of humans and control their motion through keyboard and/or automated. However I am having trouble starting off as I'm not sure what exactly to do. This is what I've done so far: 1) I looked at the DOF node and tutorial and figured that I would need a human model with DOF nodes at the hands and legs linkages. I looked at http://www.makehuman.org/ but was not sure if this was the way to go to obtain 3d human models with DOF nodes in them. 2) So far the models of other vehiclces I'm using in my scene are composed of a number of .lwo files that I link using PAT nodes and can move each part individually. But I believe that with models having DOF nodes, I would get a single file but with those nodes specified in them. Is my understanding correct ? 3) I tried to convert a .flt model to .osg from the tutorials dataset using osgconv but got this message: C:\tools\OpenSceneGraph-2.8.2_Release\binosgconv.exe C:\Users\Sanat\Desktop\CE M_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\Models\t72-tank\t72-tank_des. flt C:\Users\Sanat\Desktop\CEM_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\ Models\t72-tank\tank.osg Warning: Could not find plugin to read objects from file C:\Users\Sanat\Desktop \CEM_Res_Software\OSG. Error no data loaded. The spaces in your paths are causing the problem. try this : osgconv.exe C:\Users\Sanat\Desktop\CE M_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\Models\t72-tank\t72-tank_des. flt C:\Users\Sanat\Desktop\CEM_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\ Models\t72-tank\tank.osg So I was hoping to get some pointers as to how I can proceed ? (I have my 3d scene ready but just finding it hard to figure out how to get a human model to move) Thanks Regards, Sanat Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D Scene emulating a 2D environment
Hi Theo, I'll have a camera that will be still for the whole time. 2D objects will be put in front of the camera as it was a 2D application. Although, sometimes these 2D objects will spin around an axis in 3D. So, I cannot use the Ortho projection. Why not? Your objects are still in 3D space when you use an ortho projection, the difference is only that objects that are farther away from the camera will not become smaller. If all your objects will always be positioned on the same plane from the camera, and you just need to be able to rotate them, you can still use an ortho projection. But perhaps you want to see perspective within your objects too, in which case you're right, you'll have to use a perspective projection. However, I can't find out how to set the projection matrix so that I can work with my coordinates right. I need to know what are the maximum coordinates that fit my window, how many pixels there are, what real size are the objects, etc... Because I'm getting some window coordinates from screen touchs! As these coordinates are relative to the window I don't know how to relate them to my OSG objects! To transform screen position to world position, use this code: osg::Matrix MVPW( camera-getViewMatrix() * camera-getProjectionMatrix() * camera-getViewport()-computeWindowMatrix()); osg::Matrixd inverseMVPW = osg::Matrixd::inverse(MVPW); osg::Vec3 near_point = osg::Vec3(x,y,0.0f) * inverseMVPW; osg::Vec3 far_point = osg::Vec3(x,y,1.0f) * inverseMVPW; Note that what you get is actually a line that goes from the near plane to the far plane, since you're transforming 2D coordinates into 3D it means that a point in 2D becomes a line in 3D. To transform a 3D position into 2D window coordinates you would just do the opposite of that, using the same MVPW as above: osg::Vec3 posIn2D = posIn3D * MVPW; Just make sure the posIn3D is in world space and not in some object's local coordinate system. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgAnimation : keyframe osg::Switch
Hi, i need to switch on and off objects through an animation clip. The Idea is to use a switch node, but there is no boolean interpolator type, and also no keyword name for this kind of channel if I'm not wrong. More over my constraint is to use osg 2.8.3 as it is, and I need to write out the animation data into an osg file. How can this be accomplished ? Thank you! Cheers, PP -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29788#29788 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Human 3d model animation/motion
Hello Sanat, I am trying to create a scene in which I want to add 3d models of humans and control their motion through keyboard and/or automated. However I am having trouble starting off as I'm not sure what exactly to do. You should look into osgAnimation. It is a sub-library of OSG (node kit) which provides animation functionality, and in particular it can animate skinned human meshes. Before you can do anything with osgAnimation you need some human model it can work with. For this you can go two ways: either get a model that is rigged and animated already, or create one in a modeling tool (Blender is open source and can save Collada files, Softimage XSI Mod Tool can be used for non-commercial uses and can export Collada and FBX files, and then there are commercial modeling tools like XSI, Maya, 3DS Max etc). Then you would use one of the OSG plugins that supports animation to load it (the FBX and Collada plugins can load animations, not sure if others can too). On the other hand, if you already have a human 3D model, you could either load it up in a modeling program to add bones and skinning to it, or do it programmatically based on any kind of transform nodes your model has (note that DOF nodes are not really different than other transform nodes (PAT, MatrixTransform, etc), the way you work with them is different but they're all transforms, their goal is to specify a local coordinate system). Once your data can be loaded (you can use the osganimationviewer example to test if OSG and the plugin can load your model and animations correctly) you can programmatically start animations when events happen, such as input or some AI routines you would write. It looks daunting, many things to do, but take it one step at a time and you'll get there :-) Another thing: 3) I tried to convert a .flt model to .osg from the tutorials dataset using osgconv but got this message: C:\tools\OpenSceneGraph-2.8.2_Release\binosgconv.exe C:\Users\Sanat\Desktop\CE M_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\Models\t72-tank\t72-tank_des. flt C:\Users\Sanat\Desktop\CEM_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\ Models\t72-tank\tank.osg Warning: Could not find plugin to read objects from file C:\Users\Sanat\Desktop \CEM_Res_Software\OSG. Error no data loaded. As klortho would say: Look at the error message (though he'd be less polite about it, and would probably type it in all caps because he yells a lot). You can see that OSG tried to load C:\Users\Sanat\Desktop\CEM_Res_Software\OSG and not C:\Users\Sanat\Desktop\CEM_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\Models\t72-tank\t72-tank_des.flt which is the path you specified. It stopped at the space character... You need to quote the path so that the Windows command line interpreter doesn't cut your path at spaces. Try this: osgconv.exe C:\Users\Sanat\Desktop\CEM_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\Models\t72-tank\t72-tank_des.flt C:\Users\Sanat\Desktop\CEM_Res_Software\OSG Code\NPS_Tutorials_src\NPS_Data\Models\t72-tank\tank.osg That should give you an .osg file. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] cull callbacks
What is the difference between the cull callback set on a Drawable and a NodeCallback set as a cull callback on a Node? I saw one thread on the list where someone was confusing them, and the difference was mentioned, but not spelled out. It appears the Drawable::CullCallback is used to decide whether to cull the drawable. What does the cull callback on the Node do? thanks andy ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX reading of GL_POLYGON
Hi Michael, I managed to write the code, but I need testing. Moreover I can't update the FBX plugin because of the regression I told you in another thread, concerning images. Can you, please: - Merge changes to your working copy, and - Make a few tests with your models? Also feel free to commit if everything seems okay. Attached file is against rev. 11322 of the trunk. Many thanks. For info, my implemtation looks like: - Add points of the triangles - Detect how to split quads (02 or 13), and add points for the two triangles - Save polygons in a temporary array - Add a primitive set for all triangles (DrawArray) - Add polygons points AFTER the points of the triangles - Add primitive sets for polygons - Tessellate Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Alright. I started working on it. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : Oh, right, sorry I didn't spot this. Thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : I was referring to that by For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. On 6 July 2010 09:02, Sukender suky0...@free.fr wrote: Oh... What about concave quads (I mean 4 points polygons)? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Sukender suky0...@free.fr a écrit : OK. If you got time for this before I do... :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : Waht you could do is leave all the triangles and quads in one PrimitiveSet (like it is already), but put each polygon with =5 vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry which should tesselate the polygons automagically. On 5 July 2010 13:49, Sukender suky0...@free.fr wrote: Hi Michael, Yes, sorry about OpenGL interpretation of polygons, I forgot that. Well actually, I guess the reader has to handle most (all?) cases. So I suggest to have something like: - If number of points = 4, use current code. - Else call GLU tesselation. Do you agree? The problem I have is that osgUtil::Tessellator is intended to operate on osg's structures. Any idea on how to make it work easily in the reader plugin? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't render concave polygons correctly (in practice GL_POLYGON is the same as GL_TRIANGLE_FAN). Tesselation is possible via GLU but very slow so we need to be careful about how we use that. Most models I've come across have many triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list
[osg-users] [vpb] .tif and .tfw
Hi, I have a file of elevation data DTED and an orthoimage .tif with a .tfw file. A .tfw file is used to georeference a .tif file. When I use osgdem -d data.dt1 -l 3 -o data.osg, I get a terrain model without texture and when I use osgdem -d data.dt1 -t data.tif -l 3 -o data.osg, the projection of the orthoimage isn't correct. Does anyone know how to use .tif with .tfw with VPB? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29792#29792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] cull callbacks
On Wed, Jul 7, 2010 at 4:12 PM, Andy Skinner andy.skin...@mathworks.comwrote: What is the difference between the cull callback set on a Drawable and a NodeCallback set as a cull callback on a Node? I saw one thread on the list where someone was confusing them, and the difference was mentioned, but not spelled out. It appears the Drawable::CullCallback is used to decide whether to cull the drawable. What does the cull callback on the Node do? The difference stems from the fact that a Drawable isn't a first-class scene graph node and exists below the bottom leaves of the scene graph. a Node cull callback is responsible for continuing the traversal by calling traverse() on its children if they are not culled. A Drawable cull callback returns a true or false indication whether or not the Drawable should be culled. You can actually do more than that in a Drawable cull callback, but you would need to get down and dirty with the internals of the CullVisitor class. Tim thanks andy ___ 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] 3D Scene emulating a 2D environment
Hi Jean-Sebastien and Martin, Thank you both for helping. J-S, that's exactly it. I still want to have perspective within my objects. As for the coordinates, I can see where you are going but I still don't know how can I know the boundaries of my camera view on the xz plane. I mean, if I use the ortho projection I can set it and my viewport to the size of my screen and I'll know exactly what coordinates the boundaries of my camera will be. So if I draw a point to 1024,768 I'll know it will be on the corner of the screen. How can I do the same thing using the perspective projection? Thanks a lot! Cheers, Theo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29794#29794 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Human 3d model animation/motion
Hi Martin, Thanks for your suggestion. I took a look at its website and I have one question about Delta3D. I am already working with an osg application in visual studio. So if I decide to go the Delta3D way, can I can continue using osg primarily and Delta3D for just certain aspects that make it more convenient to use than osg ? I am just beginning to get friendly with the osg api and wanted to know if Delta 3D would once again give me a new learning curve to scale ? Thanks Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29795#29795 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Human 3d model animation/motion
Hi Mourad , Yes, that helped. I have a .osg file of the tank now. Thanks for catching that out. -Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29796#29796 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to make sure that both the back and thefrontside of a polygon are lit...
Alberto Luaces wrote: Just a clarification: I didn't wrote this, it was Sunil :) Sorry, I guess I snipped carelessly :-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Human 3d model animation/motion
Hi Jean, As you mentioned, it is a lot of steps. But it got me thinking: In one of the examples/tutorials, using a keyboard handler, the user can change which type of tank is being viewed i.e. whether a good (intact) one or a destroyed (bad) one. Using a similar mechanism, can one also use 2 states of a model- a static one and a rigged/walking one when the model is made to move ? Also, do you recommend any sources where to find 3d-models ? Thanks, Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29797#29797 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osganimationsolid example
Hi All, I tried to look at the osganimationsolid example but I'm not sure to understand it correctly. Is seems to me that the way a channel is conected to an animation is string diven. Example (from osganimationsolid): osgAnimation::Vec3LinearChannel* channelAnimation2 = new osgAnimation::Vec3LinearChannel; channelAnimation2-setTargetName(AnimatedCallback); channelAnimation2-setName(euler); channelAnimation2-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::Vec3Keyframe(0, osg::Vec3(0,0,0))); channelAnimation2-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::Vec3Keyframe(1.5, osg::Vec3(2*osg::PI,0,0))); osgAnimation::Animation* anim2 = new osgAnimation::Animation; anim2-addChannel(channelAnimation2); anim2-setPlaymode(osgAnimation::Animation::LOOP); So the name euler is the only way I see that states the channel values are related to a rotation. Is it correct? If so, where can I find the list of all strings available? Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29799#29799 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: animation speed not as expected...
Hi Alessandro, I can't reproduce the problem so I don't know why you're seeing that, sorry. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] .tif and .tfw
Have you tried using the --geocentric flag? I've used .tif files before just fine but they were georeferenced. Try running gdalinfo data.tif to see what projection the file is using. If it's not geocentric, you can reproject the data by gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear data.tif data2.tif then try using osgdem --geocentric -d data.dt1 -t data2.tif -l 3 -o data.ive -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of lucie lemonnier Sent: Wednesday, July 07, 2010 9:29 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] [vpb] .tif and .tfw Hi, I have a file of elevation data DTED and an orthoimage .tif with a .tfw file. A .tfw file is used to georeference a .tif file. When I use osgdem -d data.dt1 -l 3 -o data.osg, I get a terrain model without texture and when I use osgdem -d data.dt1 -t data.tif -l 3 -o data.osg, the projection of the orthoimage isn't correct. Does anyone know how to use .tif with .tfw with VPB? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29792#29792 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D Scene emulating a 2D environment
Hi Theo, As for the coordinates, I can see where you are going but I still don't know how can I know the boundaries of my camera view on the xz plane. I mean, if I use the ortho projection I can set it and my viewport to the size of my screen and I'll know exactly what coordinates the boundaries of my camera will be. So if I draw a point to 1024,768 I'll know it will be on the corner of the screen. How can I do the same thing using the perspective projection? Well a rectangle in 2D space will become what's known as a frustum in perspective-projected 3D space, i.e. a truncated pyramid. You can simply unproject your viewport's 4 corners (top-left, top-right, bottom-left and bottom-right) to get the frustum's 8 corners, using the same math I posted before. As you can see, that will give you two 3D points per 2D point, one near and one far. You can also do the opposite. Then given that frustum you can find out where to place your objects. I suggest you look up 3D projection math on Google, you will get more details. In particular I like this page, very complete and easy to navigate with the bar at the top: http://www.euclideanspace.com/ Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Human 3d model animation/motion
Hello Sanat, Using a similar mechanism, can one also use 2 states of a model- a static one and a rigged/walking one when the model is made to move ? Yes of course, I don't know what tutorial you're talking about but generally you do that with node masks or Switch nodes, and that will work on any type of node, whether or not the node contains animation. Also, do you recommend any sources where to find 3d-models ? Not really, search the web or get some contractor to make some for you... J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Can't pick HUD geometry under perspective projection
hi all, I found a fix for my problem. After making only very slow progress trying to debug actions mainly taking place in inline functions, I found that I merely needed to open up the near and far distances in setProjectionMatrixAsOrtho for my HUD camera. If anyone has advice on debugging inline functions, I'm all ears. Thanks to those who offered up possible solutions for this problem. -Don ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Convert pov into osg structures
Hi, I don't know if this is possible. I have some files from GRASS with .pov extension and I don't know how to take them for osg. Someone know the structure of a tga file? For example: An edifice: polygon { 6, 464022.599606, 907.085815 , 4087154.860413 464004.190265, 907.085815 , 4087142.339932 464004.190265, 937.085815 , 4087142.339932 464022.599606, 937.085815 , 4087154.860413 464022.599606, 907.085815 , 4087154.860413 464022.599606, 907.085815 , 4087154.860413 } A river: sphere_sweep { linear_spline 45, 465739.968762, 1906.192505 , 4091458.499904, 3 465791.468761, 1894.422974 , 4091452.250001, 3 465821.250068, 1881.933472 , 4091422.250052, 3 465860.593730, 1856.298828 , 4091382.249947, 3 465892.375120, 1835.943359 , 4091347.19, 3 465930.218784, 1816.068726 , 4091315.500061, 3 465978.812602, 1801.638184 , 4091290.250017, 3 466026.968878, 1793.834595 , 4091275.750128, 3 466076.624893, 1786.617188 , 4091255.249991, 3 466120.343720, 1770.884644 , 4091223.750044, 3 466161.875093, 1742.642090 , 4091171.500047, 3 466189.468689, 1710.575928 , 4091081.000114, 3 466219.343810, 1704.088501 , 4091067.499878, 3 466268.312628, 1696.643555 , 4091062.999886, 3 466301.593757, 1684.553589 , 4091025.499950, 3 466350.250118, 1668.899048 , 4091009.249891, 3 466384.499888, 1657.378906 , 4091005.71, 3 466438.343697, 1631.369019 , 4091002.750074, 3 466494.156318, 1608.742310 , 4090996.499913, 3 466546.906142, 1593.277832 , 4090985.249932, 3 466588.906329, 1576.062622 , 4090959.749975, 3 466618.093736, 1551.168579 , 4090918.999872, 3 466659.343666, 1524.220459 , 4090896.499910, 3 466689.250059, 1511.777832 , 4090889.58, 3 466738.187606, 1496.778687 , 4090879.500111, 3 466778.656265, 1482.590088 , 4090853.500069, 3 466812.656122, 1460.842041 , 4090812.249881, 3 466858.718759, 1430.692139 , 4090788.750007, 3 466883.218803, 1414.062012 , 4090769.499954, 3 466930.843722, 1400.582275 , 4090747.500077, 3 466986.437443, 1388.464478 , 4090744.500082, 3 467017.156377, 1384.399048 , 4090743.85, 3 467045.781157, 1377.151001 , 4090732.29, 3 467085.218633, 1362.496216 , 4090705.75, 3 467134.499907, 1343.728149 , 4090706.500060, 3 467193.062609, 1319.315430 , 4090726.500113, 3 467244.687435, 1301.977539 , 4090737.250008, 3 467287.91, 1298.845825 , 4090758.59, 3 467319.781122, 1293.567383 , 4090798.250077, 3 467364.031306, 1282.700684 , 4090843.499914, 3 467408.187416, 1266.867310 , 4090874.500034, 3 467457.843689, 1245.734619 , 4090893.88, 3 467509.187589, 1222.203979 , 4090897.749994, 3 467561.56, 1193.638428 , 4090893.750087, 3 467614.875125, 1189.556030 , 4090899.499905, 3 } Thanks!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29805#29805 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Convert pov into osg structures
http://en.wikipedia.org/wiki/Truevision_TGA __ Gordon Tomlinson gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com www.vis-sim.com www.gordontomlinson.com www.PhotographyByGordon.com __ -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Domingo López Oller Sent: Wednesday, July 07, 2010 10:10 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] Convert pov into osg structures Hi, I don't know if this is possible. I have some files from GRASS with .pov extension and I don't know how to take them for osg. Someone know the structure of a tga file? For example: An edifice: polygon { 6, 464022.599606, 907.085815 , 4087154.860413 464004.190265, 907.085815 , 4087142.339932 464004.190265, 937.085815 , 4087142.339932 464022.599606, 937.085815 , 4087154.860413 464022.599606, 907.085815 , 4087154.860413 464022.599606, 907.085815 , 4087154.860413 } A river: sphere_sweep { linear_spline 45, 465739.968762, 1906.192505 , 4091458.499904, 3 465791.468761, 1894.422974 , 4091452.250001, 3 465821.250068, 1881.933472 , 4091422.250052, 3 465860.593730, 1856.298828 , 4091382.249947, 3 465892.375120, 1835.943359 , 4091347.19, 3 465930.218784, 1816.068726 , 4091315.500061, 3 465978.812602, 1801.638184 , 4091290.250017, 3 466026.968878, 1793.834595 , 4091275.750128, 3 466076.624893, 1786.617188 , 4091255.249991, 3 466120.343720, 1770.884644 , 4091223.750044, 3 466161.875093, 1742.642090 , 4091171.500047, 3 466189.468689, 1710.575928 , 4091081.000114, 3 466219.343810, 1704.088501 , 4091067.499878, 3 466268.312628, 1696.643555 , 4091062.999886, 3 466301.593757, 1684.553589 , 4091025.499950, 3 466350.250118, 1668.899048 , 4091009.249891, 3 466384.499888, 1657.378906 , 4091005.71, 3 466438.343697, 1631.369019 , 4091002.750074, 3 466494.156318, 1608.742310 , 4090996.499913, 3 466546.906142, 1593.277832 , 4090985.249932, 3 466588.906329, 1576.062622 , 4090959.749975, 3 466618.093736, 1551.168579 , 4090918.999872, 3 466659.343666, 1524.220459 , 4090896.499910, 3 466689.250059, 1511.777832 , 4090889.58, 3 466738.187606, 1496.778687 , 4090879.500111, 3 466778.656265, 1482.590088 , 4090853.500069, 3 466812.656122, 1460.842041 , 4090812.249881, 3 466858.718759, 1430.692139 , 4090788.750007, 3 466883.218803, 1414.062012 , 4090769.499954, 3 466930.843722, 1400.582275 , 4090747.500077, 3 466986.437443, 1388.464478 , 4090744.500082, 3 467017.156377, 1384.399048 , 4090743.85, 3 467045.781157, 1377.151001 , 4090732.29, 3 467085.218633, 1362.496216 , 4090705.75, 3 467134.499907, 1343.728149 , 4090706.500060, 3 467193.062609, 1319.315430 , 4090726.500113, 3 467244.687435, 1301.977539 , 4090737.250008, 3 467287.91, 1298.845825 , 4090758.59, 3 467319.781122, 1293.567383 , 4090798.250077, 3 467364.031306, 1282.700684 , 4090843.499914, 3 467408.187416, 1266.867310 , 4090874.500034, 3 467457.843689, 1245.734619 , 4090893.88, 3 467509.187589, 1222.203979 , 4090897.749994, 3 467561.56, 1193.638428 , 4090893.750087, 3 467614.875125, 1189.556030 , 4090899.499905, 3 } Thanks!! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29805#29805 ___ 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] Windows 7 Aero Color Scheme issue
I'm having the same problem on my laptop (single screen). When I launch the osgViewer application, the screen gets rendered for 1 frame and then the entire window becomes black. If I use ALT-TAB to cycle back and forth, then the scene gets rendered correctly. As you mentioned, it's very irritating. I was wondering if anyone looked into this since? Cheers, Guy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29807#29807 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] find coordeinates in IVE
Hi Bruce, I'm doing something similar to you, where I want to be able to click in a scene and add objects at that point. I do it as JS suggests, using an event adapter to get the mouse coordinates, a line segment intersector using Window coordinates, and an intersection visitor. If you want, you can use node masks to determine which objects in the scene the intersector will find. From the intersector you can get Vec3s of position and normal vector of the surface that was found. The normal can be used to orient an object you place on terrain, for example. Code: osg::ref_ptrosgUtil::LineSegmentIntersector lsi = new osgUtil::LineSegmentIntersector(osgUtil::Intersector::WINDOW, ea.getX(), ea.getY()); osgUtil::IntersectionVisitor iv(lsi.get()); iv.setTraversalMask(MY_MASK); _camera-accept(iv); osg::Vec3 position, normal; if(lsi-containsIntersections()) { position = mlsi-getFirstIntersection().getWorldIntersectPoint(); normal = mlsi-getFirstIntersection().getWorldIntersectNormal(); } Good luck getting it working! Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29808#29808 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerd cow.osg ---no data loaded
Hi, Error: [Screen #0] ChooseMatchingPixelFormat -Unable to choose the requested pixel format I've had this error pop up while trying to run OSG applications on a remote machine via Windows remote desktop - don't know if that's what you're doing, but if so, it's probably where the issue is arising. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29809#29809 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Convert pov into osg structures
On 8/07/10 7:09 , Domingo López Oller wrote: Hi, I don't know if this is possible. I have some files from GRASS with .pov extension and I don't know how to take them for osg. The 'polygon' looks straight forward enough, but converting higher-level object like a sphere swept along a spline into triangles isn't easily done. Cheers, /ulrich PS: tga files are supported by OSG, but they're image files and so not directly related to pov. For example: An edifice: polygon { 6, 464022.599606, 907.085815 , 4087154.860413 464004.190265, 907.085815 , 4087142.339932 464004.190265, 937.085815 , 4087142.339932 464022.599606, 937.085815 , 4087154.860413 464022.599606, 907.085815 , 4087154.860413 464022.599606, 907.085815 , 4087154.860413 } A river: sphere_sweep { linear_spline 45, 465739.968762, 1906.192505 , 4091458.499904, 3 465791.468761, 1894.422974 , 4091452.250001, 3 465821.250068, 1881.933472 , 4091422.250052, 3 465860.593730, 1856.298828 , 4091382.249947, 3 465892.375120, 1835.943359 , 4091347.19, 3 ... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D Scene emulating a 2D environment
Hi J-S, Now I see what you mean by world coordinates and your calculations! Stupid newbie me! =) I usually have a hard time relating OSG and OpenGL (which I'm no expert btw), but in the end the concepts are all the same!!! I just have a small little question: when you multiply your screen coordinates by the inverse matrix you are using the z values of 0.0 and 1.0 for the points on the near and far planes, right? Are you using these values because they were previously set on your projection matrix or for some other reason? All in all, I think my problem will be solved now! Thank you so very much again! I appreciate all your help and good will! Cheers, Theo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29811#29811 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgviewerd cow.osg ---no data loaded
Hi Tom, Thanks for your reply. But I didn't use it on remote machine. Best regards, Randy -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tom Pearce Sent: Thursday, July 08, 2010 6:10 AM To: osg-users@lists.openscenegraph.org Subject: [!! SPAM] Re: [osg-users] osgviewerd cow.osg ---no data loaded Hi, Error: [Screen #0] ChooseMatchingPixelFormat -Unable to choose the requested pixel format I've had this error pop up while trying to run OSG applications on a remote machine via Windows remote desktop - don't know if that's what you're doing, but if so, it's probably where the issue is arising. Cheers, Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29809#29809 ___ 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] osgviewerd cow.osg ---no data loaded
Hi J-S, I find the BUILD_OSG_PLUGINS is OFF and FREETYPE_LIBRARY_DEBUG is not found either. But according to the http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/V isualStudio, If I have installed 3rdparty libraries, the two above should be different. Does it means I have not got Freetype plugin? I do really find that there is a warning :Could not find plugin to read objects from file ...\arial.ttf... Best regards, Randy -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien Guay Sent: Wednesday, July 07, 2010 9:09 PM To: OpenSceneGraph Users Subject: [!! SPAM] Re: [osg-users] osgviewerd cow.osg ---no data loaded Hi Randy, Thanks for your explicit response! Yes, I've solved this problem and the cow could appear. But another question now: The command line shows an error after osgviewerd cow.osg: Error: [Screen #0] ChooseMatchingPixelFormat -Unable to choose the requested pixel format Any suggestion? Thanks again! Do you have OpenGL drivers installed for whatever graphics hardware your machine has? That should not happen for the window that osgviewer tries to open - it specifies a basic pixel format that should work pretty much everywhere. Also - I notice you're using debug binaries, which won't be what causes the above problem, but for performance in the future you should also compile OSG in release, and generally use its own applications and examples in release mode, it gives a better impression of what OSG can do. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org