Re: [osg-users] get OpenGL context

2011-01-12 Thread Patrice Defond
Hi,

Thanks for you answer Robert.
I have already include GLExtensions.

I try to use GLX_NV_swap_group and for example, there is this function :

Code:
typedef Bool ( * JOINSWAPGROUPPROC) (Display* dpy, GLXDrawable drawable, GLuint 
group);



I search to get the current Display*.

Thank you!

Cheers,
Patrice

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[osg-users] Calculating altitude with LineSegmentIntersector

2011-01-12 Thread issam boughanmi
i have some trouble to calculate the altitude in my application

i have 
- a pagedlod terrain 
- a runway
- and an airplane model

i have taken some of the osgearth code in elevationmanager.cpp as a starting 
point 

this code is called every frame :


Code:
Transform tr;
mAirplane-GetTransform(tr);
tr.GetTranslation(x,y,z);
osg::Vec3d start, end, zero;
start.x() = x; start.y() = y; start.z() = 5;
end.x() = x; end.y() = y; end.z() = -5;
zero.x() = x; zero.y() = y; zero.z() = 0;
osgUtil::LineSegmentIntersector* i = new osgUtil::LineSegmentIntersector( 
start, end );
osgUtil::IntersectionVisitor iv;
iv.setIntersector( i );
mTerrain-GetOSGNode()-accept( iv );
osgUtil::LineSegmentIntersector::Intersections results = i-getIntersections();
if ( !results.empty() )
{
const osgUtil::LineSegmentIntersector::Intersection result = *results.begin();
osg::Vec3d isectPoint = result.getWorldIntersectPoint();
double out_elevation = (isectPoint-end).length2()  (zero-end).length2()
? (isectPoint-zero).length()
: -(isectPoint-zero).length();
std::cout  distance std::endl; 




ps : i am using delta3D

the problem is that the result out_elevation is always a static  number 
and it don't change when i move the airplane 


what the simplest formula to calculate the altitude with the 
LineSegmentIntersector ?


thanks and good day

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Re: [osg-users] (no subject)

2011-01-12 Thread Robert Osfield
On Wed, Jan 12, 2011 at 6:21 AM, Vivek Kumar Dwivedi
vivekcsjm...@gmail.com wrote:
 Pléase don't send me queries.

 --
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If want to disable subscription or unsubscribe then simply follow the
list to the mailing list admin page - it's appended to all posts (see
above you post even had all the info you need).

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Re: [osg-users] (no subject)

2011-01-12 Thread Mourad Boufarguine
Hi Robert,

Could you remove him from the mailing list ? he have sent dozens of mails
like this.

Mourad


 If want to disable subscription or unsubscribe then simply follow the
 list to the mailing list admin page - it's appended to all posts (see
 above you post even had all the info you need).

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Re: [osg-users] Shader Update Latency?!

2011-01-12 Thread Robert Osfield
Hi Guo,

On Wed, Jan 12, 2011 at 7:04 AM, Guo Chow guo.c...@gmail.com wrote:
 I encounter a similar latency problem when I try to update a uniform using
 camera's view matrix in the uniform's callback. Since this uniform is needed
 to compute only once per frame, I decide to compute it on CPU before it's
 submitted to GPU.

 It seems that when the uniform's callback is called, the camera has not been
 updated yet, right?

 Currently I solve this problem by updating the uniform in a PreDrawCallback of
 the camera. But is this a graceful way to achieve it?

By default the osgViewer::Viewer/CompositeViewer runs the update
traversal before the camera matrices are set, this is done as camera
manipulators might be tracking movement of nodes in the scene which
are update in the update traversal so has to be run second.

One thing you could do is set the camera view matrix prior to the
updateTraversal() method is called, or do the update of your Uniforms
explicitly after the updateTraversal().

Robert.
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Re: [osg-users] get OpenGL context

2011-01-12 Thread Robert Osfield
Hi Patrice,

The include/osgViewer/api/X11/GraphicWindowX11 has the Display variable.

public:

// X11 specific access functions

Display* getEventDisplay() const { return _eventDisplay; }
Display* getDisplayToUse() const ;


Window getParent() { return _parent; }
Window getWindow() { return _window; }

Cursor getCurrentCursor() { return _currentCursor; }


Or perhaps you could just modify src/osgViewer/GraphicsWindowX11.cpp
directly and the support for the extension directly and then submit to
me to merge and then the whole community can help maintain it ;-)

Cheers,
Robert.

On Wed, Jan 12, 2011 at 8:12 AM, Patrice Defond
patrice.desfo...@rsacosmos.com wrote:
 Hi,

 Thanks for you answer Robert.
 I have already include GLExtensions.

 I try to use GLX_NV_swap_group and for example, there is this function :

 Code:
 typedef Bool ( * JOINSWAPGROUPPROC) (Display* dpy, GLXDrawable drawable, 
 GLuint group);



 I search to get the current Display*.

 Thank you!

 Cheers,
 Patrice

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Re: [osg-users] osgmovie and stereo

2011-01-12 Thread Kim Bale
Hi Robert,

I've wondered about this for a while - why does osgstereoimage map all the
images to a curved plane?

Have I missed something obvious about stereo images?

Cheers.

Kim.



On 11 January 2011 17:14, Robert Osfield robert.osfi...@gmail.com wrote:

 Hi Vijay,

 You can play videos in stereo just fine, see the osgstereoimage for an
 example that use side by side images for the left and right images,
 and then uses cull masks to rendered alternate subgraphs that pick out
 the appropriate portion of the image for left and right eyes.  Video's
 are just images that are updated by a background thread so all this
 code will work just fine.

 Present3D also has support for doing stereo image and videos.

 Robert.

 On Tue, Jan 11, 2011 at 4:52 PM, Vijay Kalivarapu vijayki...@gmail.com
 wrote:
  Hi,
 
  I have two live video streams that are set apart for left and right eye.
 Does anyone know if osgmovie can play them in active/passive stereo?
 
  If not, what is the best way to play two video streams in stereo?
 
  Thank you!
 
  Cheers,
  Vijay
 
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Re: [osg-users] LineSegmentIntersector::Intersection contains no indexList

2011-01-12 Thread Oliver Neumann
Hi Robert,

thanks for the reply. I have used the ShapeDrawable as an example. My code uses 
nodes read from COLLADA models and it doesn't work there either (those nodes 
display just fine, with the texture on them, so I know uv mapping is also 
working).
I can't understand why the code allows the calculation of the correct 
intersection point, but not the reference of the Nodes. It seems to be an 
artificial limitation.

Greetings,
Oliver

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Re: [osg-users] osgmovie and stereo

2011-01-12 Thread Robert Osfield
Hi Kim,

On Wed, Jan 12, 2011 at 12:02 PM, Kim Bale kcb...@googlemail.com wrote:
 I've wondered about this for a while - why does osgstereoimage map all the
 images to a curved plane?

Oh a looong way back I wrote the example for a Reality Center that had
a cylindrical screen, I've hardly touched the example since.

 Have I missed something obvious about stereo images?

You didn't missing anything obvious ;-)

Robert.
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Re: [osg-users] gelGlShaderInfoLog returning false

2011-01-12 Thread Joel Graff
Hi,

Right.  I had wondered if that may be the problem, but couldn't find anything 
to confirm it.  Thanks for the tip!

I also did try attaching a callback and checking it there.  I received an 
unhandled exception error identical to what I received if I tried to access the 
log before viewer.frame() was called.

Joel

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[osg-users] how to render a scene to image?

2011-01-12 Thread Tysen Chan
Hi,

I want to render a scene to image file or bitmap without visible window. How to 
do this ? I'm newhand. Can anyone give me example code please?

Thank you!

Cheers,
tysen

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Re: [osg-users] how to render a scene to image?

2011-01-12 Thread J.P. Delport

Look at osgscreencapture example and the code for pbuffer-only.

jp

On 12/01/11 14:44, Tysen Chan wrote:

Hi,

I want to render a scene to image file or bitmap without visible window. How to 
do this ? I'm newhand. Can anyone give me example code please?

Thank you!

Cheers,
tysen

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Re: [osg-users] how to render a scene to image?

2011-01-12 Thread Tysen Chan
I have two question:
First:in the osgscreencapture example, there also run osg::viewer::run(). is it 
must run it ?

Second:Is there have methods like opengl render scene to image?

forexample:
   HDC hdc = CreateCompatibleDC(0);
   HBITMAP hbm = CreateDIBSection(hdc, bmi, DIB_RGB_COLORS, (void **) pbits, 
0, 0);
   HGDIOBJ r = SelectObject(hdc, hbm);

……
   render();

……

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Re: [osg-users] Display a triad in a viewport corner

2011-01-12 Thread Antoine Rennuit
Hey Jean Sébastien,

And thanks a lot for your help, it works just fine the way you explained!

Antoine ;)

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Re: [osg-users] get OpenGL context

2011-01-12 Thread Patrice Defond
Thanks ! I 'm not sure i understand what do you mean for modify 
src/osgViewer/GraphicsWindowX11.cpp

I have found an other solution with the function 
viewerbase::getWindows(Windows ).

If i cast the GraphicsWindow into GraphicsWindowX11, i have acces to the 
function getDisplay() and getWindow().
But i also need an integer for identify the screen ...
For example in this function (the second parameter) : 

Code:
Bool glXQueryFrameCountNV(Display *dpy, int screen, GLuint *count);


[/code]

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[osg-users] PERSPECTIVE --FIELD OF VIEW

2011-01-12 Thread Sümeyra Söyler
Hi,

I have been looked the perspective projection.But,I dont understood some value 
in there.Pls help me...Can I change fovy with fovx.Is there a value like 
fovx.Can I change horizantol value of the fov(x) not fov (y).Other problem is 
Aspect that I could not understand exactly what it mean


Thank you!

Cheers,
Sümeyra :'

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[osg-users] Improper rotation

2011-01-12 Thread Axel Spirtaat
Hi,

i'm trying to rotate a rod (part of a 3rd party model) on its Y asxis. I read 
on OSG Startguide that to do it, i need to find the correct position of my 
object from the origin and apply a multiplication like T * M * -T. 
The source code that tries to do it is the follow
Code:
ing:
printVector(Original amtRod trans: , 
amtRod-getWorldMatrices()[0].getTrans());
printVector(Original amtRod rotate: , 
amtRod-getWorldMatrices()[0].getRotate());
printVector(\t amtRod center: , 
amtRod-getBound().center());

osg::Vec3 offset = amtRod-getWorldMatrices()[0].getTrans();
printVector(\t amtRod offset =  , offset);

osg::Matrix get = 
osg::Matrix::translate(-amtRod-getBound().center() - offset);
osg::Matrix m = amtRod-getMatrix() * 
osg::Matrix::rotate(rotation, osg::Vec3(0,1,0));
osg::Matrix put = osg::Matrix::translate( 
amtRod-getBound().center() + offset);
amtRod-setMatrix( get * m * put );

printVector(\t get.getTrans =  , get.getTrans());
printVector(\t m.getRotate  =  , m.getRotate());
printVector(\t m.getTrans   =  , m.getTrans());

printVector(Current amtRod trans:  , 
amtRod-getWorldMatrices()[0].getTrans());
printVector(Current amtRod rotate: , 
amtRod-getWorldMatrices()[0].getRotate());



(printVector only prints the osg::Vec3 or a osg::Quat in a file).
The result isn't what i expect, since it rotates the rod but also translate it, 
as the following output demonstrates:
Original amtRod trans: (0, 0, -309)
Original amtRod rotate: (0, 0, 0)
 amtRod center: (6.55547, 150.952, -142.15)
 amtRod offset =  (0, 0, -309)
 get.getTrans =  (-6.55547, -150.952, 451.15)
 m.getRotate  =  (0, -0.130526, 0)
 m.getTrans   =  (79.9751, 0, -298.471)
Current amtRod trans:  (-36.5678, 0, -315.54)
Current amtRod rotate: (0, -0.130526, 0)


What's wrong in my reasoning?


Thank you for help!

Cheers,
Axel

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Re: [osg-users] Improper rotation

2011-01-12 Thread Axel Spirtaat
I understood part of the issue, and thus I corrected (part of) the error. Now 
seems that the rotation and the translation is formally right, but visually 
translation is wrong. I enclosed 3 pics of the scene, before rotating, after 
1st rotation and after 2nd rotation. I correct the source as follows:

Code:
printVector(Original amtRod trans: , 
amtRod-getWorldMatrices()[0].getTrans());
printVector(Original amtRod rotate: , 
amtRod-getWorldMatrices()[0].getRotate());
printVector(\t amtRod center: , 
amtRod-getBound().center());

osg::Vec3 offset = amtRod-getWorldMatrices()[0].getTrans();
printVector(\t amtRod offset =  , offset);

osg::Matrix get = osg::Matrix::translate(- offset);
osg::Matrix m = amtRod-getMatrix() * 
osg::Matrix::rotate(rotation, osg::Vec3(0,1,0));
osg::Matrix put = osg::Matrix::translate(  offset);
amtRod-setMatrix( get * m * put );

printVector(\t get.getTrans =  , get.getTrans());
printVector(\t m.getRotate  =  , m.getRotate());
printVector(\t m.getTrans   =  , m.getTrans());

printVector(Current amtRod trans:  , 
amtRod-getWorldMatrices()[0].getTrans());
printVector(Current amtRod rotate: , 
amtRod-getWorldMatrices()[0].getRotate());





Now the output is:
Original amtRod trans: (0, 0, -309)
Original amtRod rotate: (0, 0, 0)
 amtRod center: (6.55547, 150.952, -142.15)
 amtRod offset =  (0, 0, -309)
 get.getTrans =  (-0, -0, 309)
 m.getRotate  =  (0, -0.130526, 0)
 m.getTrans   =  (79.9751, 0, -298.471)
Current amtRod trans:  (0, 0, -309)
Current amtRod rotate: (0, -0.130526, 0)


Original amtRod trans: (0, 0, -309)
Original amtRod rotate: (0, -0.130526, 0)
 amtRod center: (-36.8519, 150.952, -146.139)
 amtRod offset =  (0, 0, -309)
 get.getTrans =  (-0, -0, 309)
 m.getRotate  =  (0, -0.258819, 0)
 m.getTrans   =  (79.9751, 0, -298.471)
Current amtRod trans:  (-74.5249, 0, -339.869)
Current amtRod rotate: (0, -0.258819, 0)


Are there suggestions?

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Attachments: 
http://forum.openscenegraph.org//files/after_2nd_rotation_175.png
http://forum.openscenegraph.org//files/after_1st_rotation_272.png
http://forum.openscenegraph.org//files/before_rotating_202.png


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[osg-users] Problems with osgUtil::TangentSpaceGenerator

2011-01-12 Thread Daniel Borchart
Hi,

I'm trying to implement a bump mapping shader. That works well for a simple 
shape like that plane, where I define the tangent attribute manually:


Code:
Geometry* plane = new Geometry();
   Vec3Array* vertices = new Vec3Array();
Vec3Array* normals = new Vec3Array();
DrawElementsUInt* faces = new DrawElementsUInt(PrimitiveSet::TRIANGLES, 
0);
Vec3Array* texcoords = new Vec3Array();
Vec3Array* tangents = new Vec3Array();

vertices-push_back(Vec3f(1.0f, 0.0f, 1.0f));
vertices-push_back(Vec3f(-1.0f, 0.0f, 1.0f));
vertices-push_back(Vec3f(1.0f, 0.0f, -1.0f));
vertices-push_back(Vec3f(-1.0f, 0.0f, -1.0f));

normals-push_back(Vec3f(0.0f, -1.0f, 0.0f));

texcoords-push_back(Vec3f(1.0f, 1.0f, 1.0f));
texcoords-push_back(Vec3f(0.0f, 1.0f, 1.0f));
texcoords-push_back(Vec3f(1.0f, 0.0f, 1.0f));
texcoords-push_back(Vec3f(0.0f, 0.0f, 1.0f));

faces-push_back(0);
faces-push_back(1);
faces-push_back(3);
faces-push_back(3);
faces-push_back(2);
faces-push_back(0);

tangents-push_back(Vec3(-1,0,0));

plane-setVertexArray(vertices);
plane-setNormalArray(normals);
plane-setTexCoordArray(0, texcoords);
plane-addPrimitiveSet(faces);
plane-setNormalBinding(Geometry::BIND_OVERALL);

plane-setVertexAttribData(6, Geometry::ArrayData(tangents, 
Geometry::BIND_OVERALL));



But for more complex shapes I have to use the TangentGenerator. When I try to 
run this:


Code:
ref_ptrosgUtil::TangentSpaceGenerator tsg = new 
osgUtil::TangentSpaceGenerator();
tsg-generate(plane, 0);



I get an Debug Assertion Failed with Expression: vector subscript out of 
range in generate().

Did I forget something? I cannot see the fault.

Daniel

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Re: [osg-users] Calculating altitude with LineSegmentIntersector

2011-01-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
If you're using a geocentric database, you can use the 
osgSim::GetHeightAboveTerrain(...) method to get the altitude of either the 
terrain itself or an altitude above the terrain at a given lat,lon. This 
method takes into account paged databases in extracting the correct value...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of issam 
boughanmi
Sent: Wednesday, January 12, 2011 1:46 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Calculating altitude with LineSegmentIntersector

i have some trouble to calculate the altitude in my application

i have
- a pagedlod terrain
- a runway
- and an airplane model

i have taken some of the osgearth code in elevationmanager.cpp as a starting 
point

this code is called every frame :


Code:
Transform tr;
mAirplane-GetTransform(tr);
tr.GetTranslation(x,y,z);
osg::Vec3d start, end, zero;
start.x() = x; start.y() = y; start.z() = 5;
end.x() = x; end.y() = y; end.z() = -5;
zero.x() = x; zero.y() = y; zero.z() = 0;
osgUtil::LineSegmentIntersector* i = new osgUtil::LineSegmentIntersector( 
start, end );
osgUtil::IntersectionVisitor iv;
iv.setIntersector( i );
mTerrain-GetOSGNode()-accept( iv );
osgUtil::LineSegmentIntersector::Intersections results = 
i-getIntersections();
if ( !results.empty() )
{
const osgUtil::LineSegmentIntersector::Intersection result = 
*results.begin();
osg::Vec3d isectPoint = result.getWorldIntersectPoint();
double out_elevation = (isectPoint-end).length2()  (zero-end).length2()
? (isectPoint-zero).length()
: -(isectPoint-zero).length();
std::cout  distance std::endl;




ps : i am using delta3D

the problem is that the result out_elevation is always a static  number
and it don't change when i move the airplane


what the simplest formula to calculate the altitude with the 
LineSegmentIntersector ?


thanks and good day

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Re: [osg-users] PERSPECTIVE --FIELD OF VIEW

2011-01-12 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
May I suggest you look at how OpenGL sets up the projection matrix. This is 
what OSG uses. gluPerspective is the routine that uses fovy and aspect to set 
up the projection matrix;

It may be more intuitive for you to use the setProjectionMatrixAsFrustum() 
method in OSG to establish the projection matrix. For example, you could set 
things up as follows given vertical and horizontal fovs...

double left = tan(osg::DegreesToRad(fov_left)) * near;
double right = tan(osg::DegreesToRad(fov_right)) * near;
double bottom = tan(osg::DegreesToRad(fov_bot)) * near;
double top = tan(osg::DegreesToRad(fov_top)) * near;
view-getCamera()-setProjectionMatrixAsFrustum(left, right, bottom, top, near, 
far);

where near and far are the frustum near and far clipping planes.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sümeyra Söyler
Sent: Wednesday, January 12, 2011 8:36 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] PERSPECTIVE --FIELD OF VIEW

Hi,

I have been looked the perspective projection.But,I dont understood some value 
in there.Pls help me...Can I change fovy with fovx.Is there a value like 
fovx.Can I change horizantol value of the fov(x) not fov (y).Other problem is 
Aspect that I could not understand exactly what it mean


Thank you!

Cheers,
Sümeyra :'

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Re: [osg-users] Calculating altitude with LineSegmentIntersector

2011-01-12 Thread Shayne Tueller
More accurately, the method is:

osgSim::HeightAboveTerrain::computeHeightAboveTerrain(...)

Sorry for the mistake in the previous post...

-Shayne

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Re: [osg-users] Improper rotation

2011-01-12 Thread Tom Pearce
Hi Axel,

In the step where you're calculating m, it looks like you're applying the 
rotation to the original matrix, which includes a translation already.

Code:
osg::Matrix m = amtRod-getMatrix() * osg::Matrix::rotate(rotation, 
osg::Vec3(0,1,0)); 



It sounds like what you want to do is rotate then translate - so you can create 
a rotation matrix, post-multiply it by a translation matrix (the translation of 
the original), and set the product as your overall matrix.

Something like:

Code:
osg::Matrix rotation = osg::Matrix::rotate(rotation_amount, rotation_axis);
osg::Matrix translation = osg::Matrix::translate(original_translation);
amtRod-setMatrix(rotation*translation);



I'm not sure why you say that the rotation and translation is formally right - 
the final translation should be equal to the original translation if you're 
rotating about a local axis, but it isn't.

Cheers,
Tom

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Re: [osg-users] OpenSceneGraph website appears to be down, again :)

2011-01-12 Thread Rob Pensce
Hi,

I'm also experiencing the same problem (OperationalError: database is locked) 
when I try to visit www openscenegraph org

(Thanks in advance to the admins when it's back online again.)

Cheers,
Rob

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[osg-users] MouseY Order Reversal

2011-01-12 Thread David Glenn
Greetings All!

Gee, this is one of the Issues in OSG that makes me stop and Ask! 

In a View Class, if you set the camera setting setAllowEventFocus to false, the 
setMouseYOrientation is changed to Y_INCREASING_DOWNWARDS instead of the other 
way around (that is default). 

 :|  :|  :|  Why?

D Glenn!


D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!

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[osg-users] multiple tex gen modes in a single scene

2011-01-12 Thread Paul Martz
Hi all -- Has anyone ever successfully used multiple TexGen modes (say, 
EYE_LINEAR and OBJECT_LINEAR) on different objects in the same scene? What is 
the recommended way to do this in OSG?


The TexGenNode has a pointer to a TexGen, and the TexGen has the mode. I assume 
I should create two TexGens, one OBJECT_LINEAR and one EYE_LINEAR, and two 
TexGenNodes to reference them, and add the two TexGenNodes to the scene graph. 
Then, I assume I should attach the same two TexGens as StateAttributes to 
different Node's StateSets as needed.


I am running into some issues with this. If it sounds like I'm doing everything 
right, I'll post a small example that fails, or dig into the OSG code. More than 
likely, I'm doing something wrong here, so I just wanted to ask what the 
intended usage is.


Thanks,
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  -Paul Martz  Skew Matrix Software
   http://www.skew-matrix.com/
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Re: [osg-users] multiple tex gen modes in a single scene

2011-01-12 Thread Wang Rui
Hi Paul,

The TexGenNode should work just like the LightSource. It affects all
nodes in the scene graph expect those with GL_TEXTURE_GEN_... set to
OFF. So... I've no idea, too, about how to use multiple TexGenNodes to
handle different generations in your shoes. :-)

A possible way may be to apply two TexGen attributes to nodes and
handle OpenGL's positional state issues in callbacks. But it will be
much better if we could still make use of TexGenNodes.

Cheers,

Wang Rui


2011/1/13 Paul Martz pma...@skew-matrix.com:
 Hi all -- Has anyone ever successfully used multiple TexGen modes (say,
 EYE_LINEAR and OBJECT_LINEAR) on different objects in the same scene? What
 is the recommended way to do this in OSG?

 The TexGenNode has a pointer to a TexGen, and the TexGen has the mode. I
 assume I should create two TexGens, one OBJECT_LINEAR and one EYE_LINEAR,
 and two TexGenNodes to reference them, and add the two TexGenNodes to the
 scene graph. Then, I assume I should attach the same two TexGens as
 StateAttributes to different Node's StateSets as needed.

 I am running into some issues with this. If it sounds like I'm doing
 everything right, I'll post a small example that fails, or dig into the OSG
 code. More than likely, I'm doing something wrong here, so I just wanted to
 ask what the intended usage is.

 Thanks,
 --
  -Paul Martz      Skew Matrix Software
                   http://www.skew-matrix.com/
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Re: [osg-users] Display a triad in a viewport corner

2011-01-12 Thread J.P. Delport

Hi,

On 12/01/11 16:29, Antoine Rennuit wrote:

Hey Jean Sébastien,

And thanks a lot for your help, it works just fine the way you explained!

if you have time..., a new osg example would be great ;)

Then in future we can point people to that.

rgds
jp



Antoine ;)

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Re: [osg-users] PERSPECTIVE --FIELD OF VIEW

2011-01-12 Thread J.P. Delport

Hi,

aspect is w/h, so you can get w if given aspect and h.

jp

On 12/01/11 17:36, Sümeyra Söyler wrote:

Hi,

I have been looked the perspective projection.But,I dont understood some value 
in there.Pls help me...Can I change fovy with fovx.Is there a value like 
fovx.Can I change horizantol value of the fov(x) not fov (y).Other problem is 
Aspect that I could not understand exactly what it mean


Thank you!

Cheers,
Sümeyra :'

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[osg-users] Need Help ! How to get Camera Position inside shaders

2011-01-12 Thread Laith Dhawahir
Heey Guys,
I hope you will fine,
anyway, i have question about how i can get the camera position inside shader 
from open scene graph do i must pass it, or open scene graph already do that.

Thank you!

Cheers,
Laith

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