Re: [osg-users] VIDEO with Alpha Channel

2010-10-28 Thread Aruna Madusanka
Hi,

You just need load some two textures here is the code

osg::Program* program = new osg::Program;
geometry-getOrCreateStateSet()-setAttribute(program);
char vertexShaderSource[] = 
varying vec2 texcoord;\n
\n
void main(void)\n
{\n
   gl_Position = ftransform();\n
   texcoord = gl_MultiTexCoord0.xy;\n
}\n;

char fragmentShaderSource[] = 
uniform sampler2D baseTexture; \n
varying vec2 texcoord;\n
\n
void main(void) \n
{\n
   vec4 CHROMA_KEY = 
vec4(1.0,1.0,1.0,0.1);\n
   vec4 color = texture2D( baseTexture, 
texcoord); \n
   // ARUNA ROX I DID IT hahaha. THE 
BACKGROUND IN THE VIDEO IS NOT THAT COLOR\n
   if (color.y   0.5)\n
   discard;\n
gl_FragColor = color; \n
}\n;

program-addShader(new osg::Shader(osg::Shader::VERTEX, 
vertexShaderSource));
program-addShader(new osg::Shader(osg::Shader::FRAGMENT, 
fragmentShaderSource));

here geometry is osg::Geometry pointer to which relative to the vedio


Thank you!

Cheers,
Aruna

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[osg-users] [build] Is there anyone who had used osg on vxworks(Real-time OS)?

2010-10-28 Thread Sang-hyeon Kang
Hi, all

 I'm wondering if it's possible to use osg on vxworks(every version is OK).  
Please, let me know how to use it.


Thank you!

Cheers,
Sang-hyeon

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[osg-users] [forum] Video capture with 3D augmented reality

2010-10-28 Thread benedikt naessens
I want to record a video and put 3D augmented reality on top of each frame of 
the AVI. Due to the fact that I don't want to skip frames, I store all AVI 
frames in memory during recording and after each video frame has been captured, 
I also store the view and projection matrices of the 3D view that is currently 
applicable on this video frame. 

The input of the camera is 640 x 480 and my application usually renders in 1280 
x 1024 windows. The video frames can be retrieved from an array of unsigned 
char arrays (stored in m_RingBuffer)

I want to achieve the rendering of the 3D data on top of the video frames in a 
post-processing step (which is part of the work done in a thread called 
VideoPostRecThread). 

I follow this strategy: 

1) I set up a pre-rendering HUD camera (m_pHudCamera) which looks at a quad 
geometry with one of the video frames as a texture (m_RenderTexture)
2) The HUD camera is the child of a snapshot camera (m_pSnapshotcamera) . The 
snapshot renders the 3D data. The output of the snapshot camera should go back 
to the video frame, but I also store it temporarily in an image 
(m_SnapshotImage). For this, I disabled the GL_COLOR_BUFFER_BIT clear mask of 
the snapshot camera, to make sure the rendered outputs of the HUD camera are 
not cleared.

I also use two callbacks:
1) a pre-draw callback applied on the HUD camera: the texture of the quad 
geometry (m_RenderTexture) is updated each time with a new frame. Name: 
m_UpdateCallback (instance of the TexturePreDrawCallback struct).
2) a post-draw callback: my thread is blocked until all the 3D data is rendered 
on top of the HUD contents; the callback unblocks my thread (using a mutex 
called m_SnapshotMutex). After this, I can do some post-processing (like for 
example saving the AVI or updating my GUI that another frame has been 
post-processed). Name: m_VideoCallback (instance of the VideoPostDrawCallback 
struct)

Here are my callback definitions:


Code:

struct VideoPostDrawCallback : public osg::Camera::DrawCallback
{
 VideoPostDrawCallback(){}

  virtual void operator() ( osg::RenderInfo renderInfo) const
  {
 renderingCompleted();
  }

   boost::signals2::signalvoid(void) renderingCompleted;
};

struct TexturePreDrawCallback : public osg::Camera::DrawCallback
{
TexturePreDrawCallback()  {}

virtual void operator() ( osg::RenderInfo renderInfo) const
{
updateCamera();
}

boost::signals2::signalvoid(void) updateCamera;
};




And here is the definition of my thread class


Code:

class VideoPostRecThread : public VideoRecWithArThread
{
Q_OBJECT

friend class VideoPostDrawCallback;

public:
VideoPostRecThread (boost::shared_ptrIDSCameraManager pCamMgr, 
unsigned int maxFrames, QObject *parent = NULL);
~VideoPostRecThread ();

void renderingCompleted();
void updateTextureCamera();
private:
virtual void postProcess();
void setupImages();
void setupHudCamera();
void setupSnapshotCamera();

osg::ref_ptrosg::Camera m_pSnapshotcamera;
osg::ref_ptrosg::Camera m_pHudCamera;
osg::ref_ptrosg::Image m_TextureImage;
osg::ref_ptrosg::Image m_SnapshotImage;
osg::ref_ptrosg::Texture2D m_RenderTexture;
osg::ref_ptrosg::Geode m_QuadGeode;
osg::ref_ptrVideoPostDrawCallback m_VideoCallback;
osg::ref_ptrTexturePreDrawCallback m_UpdateCallback;

QWaitCondition m_SnapshotCondition;
QMutex m_SnapshotMutex;

unsigned int m_CurrentArFrameIndex;
};




Here is the implementation of the VideoPostRecThread class.


Code:

void VideoPostRecThread ::setupImages()
{
m_SnapshotImage = new Image();
m_SnapshotImage-allocateImage(1280,1024,1, GL_RGBA, GL_UNSIGNED_BYTE);
m_TextureImage = new Image();
}

void VideoPostRecThread ::setupHudCamera()
{
// Create the texture to render to
m_RenderTexture = new osg::Texture2D;
m_RenderTexture-setDataVariance(osg::Object::DYNAMIC);
m_RenderTexture-setInternalFormat(GL_RGBA);

osg::ref_ptrosg::Geometry screenQuad;
screenQuad = osg::createTexturedQuadGeometry(osg::Vec3(),
 osg::Vec3(1280, 0.0, 0.0),
 osg::Vec3(0.0, 1024, 0.0));
m_QuadGeode = new osg::Geode;
m_QuadGeode-addDrawable(screenQuad.get());

m_pHudCamera = new osg::Camera;
m_pHudCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
m_pHudCamera-setRenderOrder(osg::Camera::PRE_RENDER);
m_pHudCamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_pHudCamera-setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 
1024));
m_pHudCamera-setViewMatrix(osg::Matrix::identity());
m_pHudCamera-setViewport(0,0,1280,1024);
m_pHudCamera-addChild(m_QuadGeode);


Re: [osg-users] Viewer-frame() Qt - embedding osg scene into Qt app

2010-10-28 Thread Robert Osfield
Hi John,

My guess is that the OSG is setting some OpenGL state that is being
inherited into the Qt GL drawing code.

Mixing OSG and other GL code is a little tricky as the OSG uses lazy
state updating to provide efficient use of OpenGL/graphics card, this
lazy state updating means that the OSG assumes the state is the same
going into it a new frame as it was when it left it.  The OSG also can
modify the current OpenGL state and leave it in that state, as it has
the knowledge of what the state is so can get it back to the state it
needs on the next frame.  The osg::State object associate with each
GraphicsContext is what the OSG uses to track and apply the state.

The use of lazy state updating means that you need to avoid other
OpenGL code changing the GL state without the osg::State knowing about
it.  The two ways to achieve this is to use glPushAttrib/glPopAttrib
around the non OSG GL code, or to use the osg::State::haveApplied*()
methods to tell the OSG that the non OSG GL code has modified a
particular part of OpenGL state.   The other issue, and the particular
one you are most obviously facing is that the OSG is modifying the
state and the non OSG GL code doesn't know about this so doesn't reset
it.  Two approaches you could take would be to use the
glPushAttrib/glPopAtttrib around the OSG calls, or use a StateSet at
the top of the scene graph - or the master camera's StateSet, to set
the state into a known state, and make sure that this is applied to
the osg::State right after the viewer.frame() call.

Robert.

On Wed, Oct 27, 2010 at 9:45 PM, John Doves evage...@gmail.com wrote:
 Hello,
 I'm having some problem with rendering osg scene into Qt application. I'm 
 setup osgViewer in single thirded and embedding:


 Code:
 viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded );
 viewer-setUpViewerAsEmbeddedInWindow(0,0, 1024, 768);




 and rendering in QGraphicsScene class with:


 Code:
 painter-beginNativePainting();

 glPushMatrix();
 viewer-frame();
 glPopMatrix();

 painter-endNativePainting();




 With simple models it rendered ok but when i use models with particles this 
 rendered with artefacts on Qt widgets. I'm attached two screenshots. Maybe i 
 must save states before frame() and restore when done?

 Thank you!

 Cheers,
 John

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Re: [osg-users] Viewer-frame() Qt - embedding osg scene into Qt app

2010-10-28 Thread Serge Lages
Hi John,

What you're trying to do is really nice, any chance you'll share the code ?
It could make a cool OSG and QT example.

Cheers,

On Thu, Oct 28, 2010 at 10:16 AM, Robert Osfield
robert.osfi...@gmail.comwrote:

 Hi John,

 My guess is that the OSG is setting some OpenGL state that is being
 inherited into the Qt GL drawing code.

 Mixing OSG and other GL code is a little tricky as the OSG uses lazy
 state updating to provide efficient use of OpenGL/graphics card, this
 lazy state updating means that the OSG assumes the state is the same
 going into it a new frame as it was when it left it.  The OSG also can
 modify the current OpenGL state and leave it in that state, as it has
 the knowledge of what the state is so can get it back to the state it
 needs on the next frame.  The osg::State object associate with each
 GraphicsContext is what the OSG uses to track and apply the state.

 The use of lazy state updating means that you need to avoid other
 OpenGL code changing the GL state without the osg::State knowing about
 it.  The two ways to achieve this is to use glPushAttrib/glPopAttrib
 around the non OSG GL code, or to use the osg::State::haveApplied*()
 methods to tell the OSG that the non OSG GL code has modified a
 particular part of OpenGL state.   The other issue, and the particular
 one you are most obviously facing is that the OSG is modifying the
 state and the non OSG GL code doesn't know about this so doesn't reset
 it.  Two approaches you could take would be to use the
 glPushAttrib/glPopAtttrib around the OSG calls, or use a StateSet at
 the top of the scene graph - or the master camera's StateSet, to set
 the state into a known state, and make sure that this is applied to
 the osg::State right after the viewer.frame() call.

 Robert.

 On Wed, Oct 27, 2010 at 9:45 PM, John Doves evage...@gmail.com wrote:
  Hello,
  I'm having some problem with rendering osg scene into Qt application. I'm
 setup osgViewer in single thirded and embedding:
 
 
  Code:
  viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded );
  viewer-setUpViewerAsEmbeddedInWindow(0,0, 1024, 768);
 
 
 
 
  and rendering in QGraphicsScene class with:
 
 
  Code:
  painter-beginNativePainting();
 
  glPushMatrix();
  viewer-frame();
  glPopMatrix();
 
  painter-endNativePainting();
 
 
 
 
  With simple models it rendered ok but when i use models with particles
 this rendered with artefacts on Qt widgets. I'm attached two screenshots.
 Maybe i must save states before frame() and restore when done?
 
  Thank you!
 
  Cheers,
  John
 
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Re: [osg-users] [osgPlugins] FBX texture export problem.

2010-10-28 Thread Dario Minieri
Hi,

I want to update this post to update any interested peoples on the situation.

It seems that, in fact, the FBX file 2010.2 exported by cinema4d (R11, R11.5, 
R12) are not compliant with the autodesk fbx format for some reason.

The QTFBXViewer is able to visualize the object geometry but not the textures. 

Opening a 2010.2 C4D exported fbx with 3DSMAX works fine under 3DSMAX only: 
3DSMAX is able to render correctly but if I try to export the current object in 
a new FBX, then the texture problem comes up.

Contrary, if I REASSIGNS all materials to the current object inside 3DSMAX, 
then the exported FBX file is correct: OSG (2.8.3) fbx plugin converter works 
well on textures and the QTFBXViewer visualization works fine. 

So, I've reported this kind of problem to MAXON but seems that their fbx format 
is validates.

So, at the end, we have no direct solution to direct carry fbx file from C4D to 
OSG. Where is possible, we set the materials on 3DSMAX to then export a new FBX 
or we use a WRL format that works fine in some cases (not for ALL cases because 
this format has some problems about selections...).

Someone else has a similar experience about fbx files from C4D?

Thank you!

Cheers,
Dario

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Re: [osg-users] osg::DrawElements - i missed something?

2010-10-28 Thread Robert Gosztyla
Hi,

I have no errors, just version using draw elements is not displayed. I'm using 
VC2008 Express under Vista64 on GF9800GT. Are there any limitations using draw 
elements i should know about?

Thank you!

Cheers,
Robert

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[osg-users] Terrain tiles disappears

2010-10-28 Thread lucie lemonnier
Hi,
I use osg and VRJugggler (for Virtual reality application) to display a terrain 
generated with VirtualPlanetBuilder. I load the terrain in VRJuggler using 
osg::DatabasePager. The load works well. I use head tracking in VRJuggler. But 
when I move the head or I move the terrain in my scene, some tiles doesn't 
appear on the screen while these tiles should be displayed. This does not come 
from the near plane because some near tiles appear and some further tiles 
doesn't appear.
Can you help me please?

Thank you.
Lucie

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Re: [osg-users] Terrain tiles disappears

2010-10-28 Thread lucie lemonnier
Hi,

In fact, I obtain the same thing with osgViewer (cf. attachment).
What is the problem?

Thank you!

Cheers,
lucie

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Attachments: 
http://forum.openscenegraph.org//files/image_165.jpg


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Re: [osg-users] [osgPlugins] FBX texture export problem.

2010-10-28 Thread Stephan Maximilian Huber
Hi,

Am 28.10.10 10:34, schrieb Dario Minieri:
 Someone else has a similar experience about fbx files from C4D?

we ditched FBX for C4D export completely, because we had missing
geometries / vertices, wrong animations, etc. And the culprit was
cinema4d, because even the FBX-viewer for Quicktime couldn't display the
geometries and animations exported from cinema (we tried 10 and 11.5).

We switched to 3ds for the geometries and invented a custom format for
the animations (our animation-system is not osgAnimation-based), we
transferred keyframes and values by hand... Fortunately the animations
were rather simple.

Cinema4D is a piece of *** if you ask me. I am still looking for an
alternative on Mac OSX (sorry blender, can't wrap my head around you)


Just my 2 cents,
Stephan
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[osg-users] Video capture with 3D augmented reality

2010-10-28 Thread benedikt naessens
I want to record a video and put 3D augmented reality on top of each frame of 
the AVI. Due to the fact that I don't want to skip frames, I store all AVI 
frames in memory during recording and after each video frame has been captured, 
I also store the view and projection matrices of the 3D view that is currently 
applicable on this video frame. 

The input of the camera is 640 x 480 and my application usually renders in 1280 
x 1024 windows. The video frames can be retrieved from an array of unsigned 
char arrays (stored in m_RingBuffer)

I want to achieve the rendering of the 3D data on top of the video frames in a 
post-processing step (which is part of the work done in a thread called 
VideoPostRecThread). 

I follow this strategy: 

1) I set up a pre-rendering HUD camera (m_pHudCamera) which looks at a quad 
geometry with one of the video frames as a texture (m_RenderTexture)
2) The HUD camera is the child of a snapshot camera (m_pSnapshotcamera) . The 
snapshot renders the 3D data. The output of the snapshot camera should go back 
to the video frame, but I also store it temporarily in an image 
(m_SnapshotImage). For this, I disabled the GL_COLOR_BUFFER_BIT clear mask of 
the snapshot camera, to make sure the rendered outputs of the HUD camera are 
not cleared.

I also use two callbacks:
1) a pre-draw callback applied on the HUD camera: the texture of the quad 
geometry (m_RenderTexture) is updated each time with a new frame. Name: 
m_UpdateCallback (instance of the TexturePreDrawCallback struct).
2) a post-draw callback: my thread is blocked until all the 3D data is rendered 
on top of the HUD contents; the callback unblocks my thread (using a mutex 
called m_SnapshotMutex). After this, I can do some post-processing (like for 
example saving the AVI or updating my GUI that another frame has been 
post-processed). Name: m_VideoCallback (instance of the VideoPostDrawCallback 
struct)

Here are my callback definitions:


Code:

struct VideoPostDrawCallback : public osg::Camera::DrawCallback
{
 VideoPostDrawCallback(){}

  virtual void operator() ( osg::RenderInfo renderInfo) const
  {
 renderingCompleted();
  }

   boost::signals2::signalvoid(void) renderingCompleted;
};

struct TexturePreDrawCallback : public osg::Camera::DrawCallback
{
TexturePreDrawCallback()  {}

virtual void operator() ( osg::RenderInfo renderInfo) const
{
updateCamera();
}

boost::signals2::signalvoid(void) updateCamera;
};




And here is the definition of my thread class


Code:

class VideoPostRecThread : public VideoRecWithArThread
{
Q_OBJECT

friend class VideoPostDrawCallback;

public:
VideoPostRecThread (boost::shared_ptrIDSCameraManager pCamMgr, 
unsigned int maxFrames, QObject *parent = NULL);
~VideoPostRecThread ();

void renderingCompleted();
void updateTextureCamera();
private:
virtual void postProcess();
void setupImages();
void setupHudCamera();
void setupSnapshotCamera();

osg::ref_ptrosg::Camera m_pSnapshotcamera;
osg::ref_ptrosg::Camera m_pHudCamera;
osg::ref_ptrosg::Image m_TextureImage;
osg::ref_ptrosg::Image m_SnapshotImage;
osg::ref_ptrosg::Texture2D m_RenderTexture;
osg::ref_ptrosg::Geode m_QuadGeode;
osg::ref_ptrVideoPostDrawCallback m_VideoCallback;
osg::ref_ptrTexturePreDrawCallback m_UpdateCallback;

QWaitCondition m_SnapshotCondition;
QMutex m_SnapshotMutex;

unsigned int m_CurrentArFrameIndex;
};




Here is the implementation of the VideoPostRecThread class.


Code:

void VideoPostRecThread ::setupImages()
{
m_SnapshotImage = new Image();
m_SnapshotImage-allocateImage(1280,1024,1, GL_RGBA, GL_UNSIGNED_BYTE);
m_TextureImage = new Image();
}

void VideoPostRecThread ::setupHudCamera()
{
// Create the texture to render to
m_RenderTexture = new osg::Texture2D;
m_RenderTexture-setDataVariance(osg::Object::DYNAMIC);
m_RenderTexture-setInternalFormat(GL_RGBA);

osg::ref_ptrosg::Geometry screenQuad;
screenQuad = osg::createTexturedQuadGeometry(osg::Vec3(),
 osg::Vec3(1280, 0.0, 0.0),
 osg::Vec3(0.0, 1024, 0.0));
m_QuadGeode = new osg::Geode;
m_QuadGeode-addDrawable(screenQuad.get());

m_pHudCamera = new osg::Camera;
m_pHudCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
m_pHudCamera-setRenderOrder(osg::Camera::PRE_RENDER);
m_pHudCamera-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_pHudCamera-setProjectionMatrix(osg::Matrix::ortho2D(0, 1280, 0, 
1024));
m_pHudCamera-setViewMatrix(osg::Matrix::identity());
m_pHudCamera-setViewport(0,0,1280,1024);
m_pHudCamera-addChild(m_QuadGeode);


Re: [osg-users] [forum] Video capture with 3D augmented reality

2010-10-28 Thread benedikt naessens
Hi,

Can this post be removed ? I posted this in the wrong forum group. I already 
moved it to the General Forum of the OpenSceneGraph list.


Thank you!

Cheers,
benedikt

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Re: [osg-users] osg::DrawElements - i missed something?

2010-10-28 Thread Robert Gosztyla
Hi,

I have found one interesting behaviour yet:

osg::ref_ptr  osg::UIntArray array = new osg::UIntArray();
array-push_back( 0 );
array-push_back( 1 );
array-push_back( 2 );
array-push_back( 3 );
p_geometry-addPrimitiveSet( new osg::DrawElementsUInt( 
osg::PrimitiveSet::TRIANGLES, array-size(),  array-front() ) );

And it works. But anybody have any idea what was wrong before?
Thank you!

Cheers,
Robert

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Re: [osg-users] Terrain tiles disappears

2010-10-28 Thread Torben Dannhauer
Hi,

Are you rendering the front or back? The image looks if you are renderuing the 
terrain from below, so from the back side..

Thank you!

Cheers,
Torben

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Re: [osg-users] Terrain geometry

2010-10-28 Thread Robert Gosztyla
Hi,

After deep analyze of osgTerrain code i found solution fine for me. In original 
code all geometry are generated and keeped in GeometryTechnique class , so one 
solution could be changes in geometry techniuqe object or creating own class 
deriving from terrain technique. I've made second solution and its working :). 
Using this method you could implement own terrain algorithm to generate 
geometry. I think there is no possibility to edit geometry created in standard 
geometry technique object as it is not avaiable outside (all members are 
totally private).

Thank you!

Cheers,
Robert

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Re: [osg-users] Terrain tiles disappears

2010-10-28 Thread lucie lemonnier
Hi,

The problem is only when I am rendering the back (the underside of the terrain).
Is it normal?

Thank you!

Cheers,
lucie

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Re: [osg-users] Terrain tiles disappears

2010-10-28 Thread Robert Osfield
Hi Lucie,

On Thu, Oct 28, 2010 at 1:15 PM, lucie lemonnier
lucielemonn...@hotmail.fr wrote:
 The problem is only when I am rendering the back (the underside of the 
 terrain).
 Is it normal?

The VirtualPlanetBuilder assigned cluster culling callbacks on tiles
when you have built an geocentric databases, such as a whole earth
globe.  The cluster culling callback culls tiles if you are viewing
them from below - this enables it to cull away tiles that are on the
otherside of the earth.

You can disable cluster culling via the osg::Camera's CullSettings.

Robert.
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Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-10-28 Thread Zdravko Clarion
Hi,

does anybody know, what formats (like IFC) can include object properties, like 
length/area/volume, material properties (thickness, material name ...)
I mean, we need some format (which can be opened in the OSG) and which is able 
to be exported from Autodesk (Revit, Autocad), Graphisoft ArchiCAD, Tekla etc.

I know about DXF, but it does not include those attributes/values.
Thank you!

Cheers,
Zdravko

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Re: [osg-users] OSG ActiveX + IFC - looking for developer

2010-10-28 Thread Zdravko Clarion

Zdravko wrote:
 Hi,
 Yes, ActiveX is here:
 http://openscenegraph.org/projects/osg/attachment/wiki/Community/WindowingToolkits/
 Now, does someone have expirience with IFC?
 Cheers,
 Zdravko


here is IFC SDK:
http://forge.osor.eu/projects/ifc-sdk/

and here is IFC SDK start page:
http://forge.osor.eu/plugins/wiki/index.php?id=175type=g

Cheers
Zdravko

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Re: [osg-users] GL_POINTS primitiveset with only 1 point doesn't reach shaders

2010-10-28 Thread Fred Smith
Thanks for your replies.

I understand what's going on with osggeometryshaders with respects to the 
camera.

I confirm turning culling off (I use osg::Node::setCullingActive(false) on my 
geode) makes it work.

Thanks again.

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Re: [osg-users] GL_POINTS primitiveset with only 1 point doesn't reach shaders

2010-10-28 Thread Robert Osfield
Hi Fred,

On Thu, Oct 28, 2010 at 3:01 PM, Fred Smith osgfo...@tevs.eu wrote:
 Thanks for your replies.

 I understand what's going on with osggeometryshaders with respects to the 
 camera.

 I confirm turning culling off (I use osg::Node::setCullingActive(false) on my 
 geode) makes it work.

This does suggest that small feature culling may well be the cause.
I'm surprised my suggested change didn't work for you, perhaps
something went amiss with the application of the change.  Others in
the past have come up across this issue and solved it roughly the way
I've explain.

Robert.
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[osg-users] viewer1=viewer2. Is it possible?

2010-10-28 Thread John Kush
Hi,

I'd to initialize my scene one cpp-file and launch it in another. Is it possible


Code:
osgViewer::Viewer   pipeviewer;
pipeviewer=osgScene();



osgScene():
osgViewer::Viewer osgScene(){
 osgViewer::Viewer   viewer;
...viewer initialising procedures
return viewer;
}
Thank you!

Cheers,
John[/code][/quote]

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Re: [osg-users] GL_POINTS primitiveset with only 1 point doesn't reach shaders

2010-10-28 Thread Fred Smith

robertosfield wrote:
 This does suggest that small feature culling may well be the cause.
 I'm surprised my suggested change didn't work for you, perhaps
 something went amiss with the application of the change.  Others in
 the past have come up across this issue and solved it roughly the way
 I've explain.


Your tip *was* correct. I tried it first with osggeometryshaders and the screen 
actually remained empty. This wasn't because of culling this time, but because 
of how the camera was set up (bounding sphere reduced to a point maybe).
Long story short - this was the culling. Disabling culling at camera or geode 
level is working for me either way.

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Re: [osg-users] Terrain tiles disappears

2010-10-28 Thread lucie lemonnier
Hi,

Thank you for your reply.
I have change the CullSettings and it works well.

Cheers,
lucie

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Re: [osg-users] viewer1=viewer2. Is it possible?

2010-10-28 Thread Tom Pearce
Hi John,

Is there a reason you can't dynamically allocate the viewer and return a 
ref_ptr to it, instead of returning by value?

Cheers,
Tom

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[osg-users] rendering the large point data

2010-10-28 Thread Vipin Panwar
Hi,

I am working with 3-D point data. When I want to render millions of points, 
either the rendering, zoom-in, zoom-out and panning goes very slow or the 
program crashes. 
Is there any method in OSG for rendering huge point data easily? 

Thank you!

Cheers,
Vipin

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Re: [osg-users] Video capture with 3D augmented reality

2010-10-28 Thread benedikt naessens
The weird thing is that it is not working with the frame buffer object render 
target (black image).

Should I consider a pbuffer ?

Thank you!

Cheers,
benedikt

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Re: [osg-users] rendering the large point data

2010-10-28 Thread Chris 'Xenon' Hanson
On 10/28/2010 10:25 AM, Vipin Panwar wrote:
 I am working with 3-D point data. When I want to render millions of points, 
 either the rendering, zoom-in, zoom-out and panning goes very slow or the 
 program crashes. 
 Is there any method in OSG for rendering huge point data easily? 

  You don't tell us how you're representing the points currently, so we don't 
know what
improvements to suggest. Also, do you need the point data to be dynamically 
updateable, or
is it unchanging? If so, can you use vertex shaders or not?

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Re: [osg-users] viewer1=viewer2. Is it possible?

2010-10-28 Thread John Kush
Thanks. No, there isn't any reason=)
Is this code write? I get an error and a program closes.

Code:
osg::ref_ptrosgViewer::Viewer   pipeviewer;
pipeviewer=osgScene();
while (!pipeviewer-done())
{
pipeviewer-frame();
}




osgScene():

Code:
osg::ref_ptrosgViewer::Viewer osgScene()
{
osg::ref_ptrosgViewer::Viewer   viewer;
...viewer initialising commands
return viewer;
}



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Re: [osg-users] viewer1=viewer2. Is it possible?

2010-10-28 Thread John Kush
I have an error on such simple code. How must be written viewer?

Code:
int main()
{
osg::ref_ptrosgViewer::Viewer viewer;
viewer.get()-setCameraManipulator(new osgGA::TrackballManipulator());
while(!viewer.get()-done())
{
viewer.get()-frame();
}
return 0;
}




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Re: [osg-users] rendering the large point data

2010-10-28 Thread Vipin Panwar
Hi,

I am reading the points from LAS file and rendering the data. The data is not 
dynamically updated. I am pasting the subset fo code. So that you can find out 
how I am rendering the points. 

for(unsigned long k = 1; k  no_points; k ++)
{


lasVertices-push_back( osg::Vec3( x_coord, y_coord, z_coord));
}
 free(buff);
}

colors-push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) );
lasGeometry-setVertexArray( lasVertices);
lasGeometry-setColorArray(colors);
lasGeometry-setColorBinding(osg::Geometry::BIND_OVERALL);

for(prim = 0 ; prim  no_points-1; prim = prim + 1)
{
lasPrim = new osg::DrawElementsUInt(osg::PrimitiveSet::POINTS);
lasPrim - push_back(prim);
lasGeometry-addPrimitiveSet(lasPrim);
}

//lasGeometry-addPrimitiveSet(lasPrim);
osg::ref_ptrosg::StateSet state = root-getOrCreateStateSet();
state-setMode(GL_LIGHTING, osg::StateAttribute::OFF);

//osg::PolygonMode* pm = new 
osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE );
// Force wireframe rendering.
//state-setAttributeAndModes( pm, osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE );

viewer.setSceneData( root );
viewer.addEventHandler( new PickHandler );
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.addEventHandler(new osgViewer::WindowSizeHandler);
viewer.run();
viewer.realize();

while( !viewer.done() )
{
viewer.frame();
}   


Thank you!

Cheers,
Vipin

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Re: [osg-users] viewer1=viewer2. Is it possible?

2010-10-28 Thread Tom Pearce
You have to use 'new' somewhere, like:

osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer();

Cheers,
Tom

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Re: [osg-users] rendering the large point data

2010-10-28 Thread Vipin Panwar
Hi,

I am reading the points from LAS file and rendering the data. The data is not 
dynamically updated. I am pasting the subset fo code. So that you can find out 
how I am rendering the points... 

for(unsigned long k = 1; k  no_points; k ++)
{


 lasVertices-push_back( osg::Vec3( x_coord, y_coord, z_coord));

}

colors-push_back(osg::Vec4(1.0f, 0.0f, 0.0f, 1.0f) );
lasGeometry-setVertexArray( lasVertices);
lasGeometry-setColorArray(colors);
lasGeometry-setColorBinding(osg::Geometry::BIND_OVERALL);

for(prim = 0 ; prim  no_points-1; prim = prim + 1)
{
lasPrim = new osg::DrawElementsUInt(osg::PrimitiveSet::POINTS);
lasPrim - push_back(prim);
lasGeometry-addPrimitiveSet(lasPrim);
}

//lasGeometry-addPrimitiveSet(lasPrim);
osg::ref_ptrosg::StateSet state = root-getOrCreateStateSet();
state-setMode(GL_LIGHTING, osg::StateAttribute::OFF);

//osg::PolygonMode* pm = new 
osg::PolygonMode(osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::LINE );
// Force wireframe rendering.
//state-setAttributeAndModes( pm, osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE );

viewer.setSceneData( root );
viewer.addEventHandler( new PickHandler );
viewer.addEventHandler(new osgViewer::StatsHandler);
viewer.addEventHandler(new osgViewer::WindowSizeHandler);
viewer.run();
viewer.realize();

while( !viewer.done() )
{
viewer.frame();
}   


Thank you!

Cheers,
Vipin

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Re: [osg-users] viewer1=viewer2. Is it possible?

2010-10-28 Thread John Kush
thanks a lot [Exclamation]  [Exclamation]  [Exclamation]

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Re: [osg-users] rendering the large point data

2010-10-28 Thread Chris 'Xenon' Hanson
On 10/28/2010 10:57 AM, Javier Taibo wrote:
   I suggest you to use just one primitive for all the point cloud, not a 
 primitive for
 each point.

  And depending on how many points you have, it may be necessary to break the 
full set up
into blocks so that some can be culled and not drawn if you are moving your 
viewpoint
around and the entire set is not all in view at once.

  Other level of detail techniques may be needed in order to show fewer points 
when their
absence would not be noticed.

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Re: [osg-users] rendering the large point data

2010-10-28 Thread Vipin Panwar
Hi Javier, thanx for reply...
initially, I was also making one primitive for whole data, but it was not 
rendering the huge data. It was working fine only for thousands of points.

Thank you!

Cheers,
Vipin

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Re: [osg-users] rendering the large point data

2010-10-28 Thread Jordi Torres
Hi Vipin,

You can take a look to the .3dc plugin sources. Here the geometry is batched
into chunks of 10.000 points, which is a well-working size for batching
geometry as Chris said. If you spatialize your data correctly may be you
don't have to use LOD techniques, it depends of the amount of data.

Cheers.

2010/10/28 Chris 'Xenon' Hanson xe...@alphapixel.com

 On 10/28/2010 10:57 AM, Javier Taibo wrote:
I suggest you to use just one primitive for all the point cloud, not a
 primitive for
  each point.

   And depending on how many points you have, it may be necessary to break
 the full set up
 into blocks so that some can be culled and not drawn if you are moving your
 viewpoint
 around and the entire set is not all in view at once.

  Other level of detail techniques may be needed in order to show fewer
 points when their
 absence would not be noticed.

 --
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Re: [osg-users] rendering the large point data

2010-10-28 Thread Vipin Panwar
Hi,

Xenon and Jordi, thanx for replying. 
I am also going for spatial blocking using quad trees and display the block and 
its neighbors when zoom in the data. But I want to know whether there is more 
convenient method in OSG for these type of problems. 

Thank you!

Cheers,
Vipin

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Re: [osg-users] rendering the large point data

2010-10-28 Thread Chris 'Xenon' Hanson
On 10/28/2010 11:35 AM, Vipin Panwar wrote:
 Hi,
 Xenon and Jordi, thanx for replying. 
 I am also going for spatial blocking using quad trees and display the block 
 and its neighbors when zoom in the data. But I want to know whether there is 
 more convenient method in OSG for these type of problems. 

  Usually, for Lidar data that is fully 3D, and not just a 2.5D heightfield, 
you'll want a
full octree, not a quadtree.

  I'm assuming you're using LibLAS. An associate of mine has been doing work on 
LibLAS to
extend it with queryable spatial indexing, and possibly frustum querying in the 
future.
You should check into the recent work on LibLAS.

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[osg-users] OpenThreads setProcessorAffinity / Multithreaded vertex array modification

2010-10-28 Thread Johannes Scholz
Hi,

we are currently working on a routine that deforms large vertex arrays on the 
fly. To speed this up we implemented multithreading using OpenThreads.

Simple example:

We have a point cloud of e.g. 10 million points. The calculation is done on 
e.g. 4 processors.
The first thread is assigned to processor 0 using setProcessorAffinity(0) and 
works on the first 2.5 million points. On the second thread 
setProcessorAffinity(1) is applied. The other points are equivalently handled 
by processors 2 and 3. Performance scales by about 90% per doubled processor 
count.

This works fine on WINDOWS 32-Bit.

When testing this on 64bit Linux we noticed that setProcessorAffinity returns 
-1. Performance does not scale at all. All operations seem to be executed on 
one CPU.
I already learned that using pthreads on linux setProcessorAffinity won't work 
at all? The operation system does not seem to automatically apply our threads 
to different cpus.

So what can you suggest to distribute our calculations to multiple cpus on 
LINUX?


Thank you!

Cheers,
Johannes

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Re: [osg-users] glGetTexImage failed on Windows

2010-10-28 Thread weiliang dai
Hi,

I inherited some code to read back texture data. This works fine on Linux 
platform but seg fault on Windows. Following is the list of the code segments,

..
   // create and configure the texture that we're going
   // to use as target for render-to-texture (depth)
   m_texture = new osg::TextureRectangle;
   m_texture-setTextureSize(m_size.width, m_size.height);
   m_texture-setInternalFormat(GL_RGBA32F_ARB);
   m_texture-setSourceType(GL_FLOAT);
   m_texture-setSourceFormat(GL_RGBA);
   m_texture-setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
   m_texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
   m_texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
   m_texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP);


// receive the data every iteration
   float *m_buffer = new float[m_size.width* m_size.height*4];

   m_texture-getTextureObject( m_contextID )-bind();
   glGetTexImage( m_texture-getTextureTarget(), 0,
  GL_RGBA, GL_FLOAT, m_buffer[0] );

The code seg fault when call to glTexImage. Did anyone have the save problem or 
am I 
missing steps on Windows.

... 

Regards,

weiliang

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[osg-users] Disable the Mouse default event in osg

2010-10-28 Thread Lalit Manchwari
Hi,

... I am new in OpenSceneGraph. I want to disable the mouse event and use these 
event (Rotate, Zoom, Pan ) in separate buttons.  

Thank you!

Cheers,
Lalit Manchwari

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Re: [osg-users] Disable the Mouse default event in osg

2010-10-28 Thread Ulrich Hertlein
Hi,

On 29/10/10 3:50 , Lalit Manchwari wrote:
 ... I am new in OpenSceneGraph. I want to disable the mouse event and use 
 these event
 (Rotate, Zoom, Pan ) in separate buttons.

What do you mean 'disable the mouse event'?  If you don't attach a manipulator 
then no
events will be processed.  You can then control the camera view matrix 
externally via GUI
buttons.

HTH,
/ulrich
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Re: [osg-users] OpenThreads setProcessorAffinity / Multithreaded vertex array modification

2010-10-28 Thread Ulrich Hertlein
Hi Johannes,

On 29/10/10 5:31 , Johannes Scholz wrote:
 When testing this on 64bit Linux we noticed that setProcessorAffinity returns 
 -1.
 Performance does not scale at all. All operations seem to be executed on one 
 CPU.
 I already learned that using pthreads on linux setProcessorAffinity won't 
 work at all?
 The operation system does not seem to automatically apply our threads to 
 different cpus.

It should work just as on Windows.

If you look through the implementation in PThread.c++ you'll notice that there 
are a few
instances where -1 is returned; it would help to find out what exactly is 
happening:
- did cmake fail to find a usable sched_setaffinity()
or
- did the actual call fail

Cheers,
/ulrich
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Re: [osg-users] Create Cylinder Around Line

2010-10-28 Thread Sanat Talmaki
Hi Ulrich,

I wanted to know if the following is a worthwhile option:

I have the data as a shapefile (.shp) and need to create the 3D model from 
that. I realize that osg can load shp files so is it a good option to modify 
the plugin dll that loads shp files ? So that when it comes across a polyline 
feature, it creates a cylinder around it and then loads it.

Also, I tried loading a .shp in a trial program and using visual studio 
debugging step through, I was not able to step through the functions that are 
called in the dll (i took a look at the dll source code)

Look forward to your opinion.

Thanks,

Sincerely,
Sanat.

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Re: [osg-users] Create Cylinder Around Line

2010-10-28 Thread Ulrich Hertlein
Hi Sanat,

On 29/10/10 8:28 , Sanat Talmaki wrote:
 I have the data as a shapefile (.shp) and need to create the 3D model from 
 that. I
 realize that osg can load shp files so is it a good option to modify the 
 plugin dll
 that loads shp files ? So that when it comes across a polyline feature, it 
 creates a
 cylinder around it and then loads it.

Modifying plugins to implement application-specific behaviour is not a good 
idea.  I
always try to say as general as possible, eg. in your case to be able to load 
data from
(best case) all supported file formats.

I don't know shapefiles but I presume what you're after is stored as LINES or 
LINE_STRIPs.
 As roughtly outlined before I'd create a NodeVisitor that checks all Geodes to 
see if
they have any LINES or LINE_STRIP geometry in them and if so extract the 
individual lines
from that.  This can then be used as input for the cylinder generation.

 Also, I tried loading a .shp in a trial program and using visual studio 
 debugging step
 through, I was not able to step through the functions that are called in the 
 dll (i
 took a look at the dll source code)

You might need to tell VS where to find the source for the plugin or the pdb 
file.  Sorry,
I'm no VS expert :-|

Cheers,
/ulrich
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Re: [osg-users] glGetTexImage failed on Windows

2010-10-28 Thread weiliang dai
Hi,

forget about my posting. i just find out the problem is with the allocation of 
the buffer. i accidentally cleared the buffer (which resize the buffer to size 
0). just ignore my posting.
... 

Thank you!

Cheers,
weiliang

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[osg-users] [osgPlugins] osg quicktime plugin error

2010-10-28 Thread Aruna Madusanka
Hi,

... 
I compiled osg with quicktime plugin. Now now this error message comes
Error while initializing the quicktime - -2095 error comes and the video is not 
played. Why id that? How can i get away from that 

Thank you!

Cheers,
Aruna

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