Re: [osg-users] The problem of loading a model in osg

2012-07-02 Thread pengfei yan
try it like this:osg::ref_ptrosg::Node Node_Reader = new osg::Node;

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48605#48605





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Top 10 OSG Debugging Tips

2012-07-02 Thread jack smith
Hi,
Actually You have to redirect both stdout and stderr
osgviewer cow.osg   foo.txt 21

On windows standard way of logging is to use OutputDebugString function
that connects application to windows debugging facilities (i.e output window
of visual studio). Many libraries print debug messages this way including
MFC, WxWidgets and Qt.

My intention is to incorporate OSG notifications into GUI applications. For
instance I would like to display notifications in a GUI list widget with
messages coloured according to notification severity. In Qt you can do this
by installing custom message sink with qInstallMsgHandler. In OSG you're
stuck with plain std::ostream handle and no severity information.

My proposal is to replace stdout and stderr returned by osg::notify with
custom stream that uses osg::NotifyHandler as message sink (similar to
qInstallMsgHandler in Qt).

... 

Thank you!

Cheers,
jack

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48622#48622





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] play animation backwards?

2012-07-02 Thread Thilo Weigel
Hi,
Unfortunately I couldnt figure out how to play a given animation 
backwards. The animation is part of a model read from an osgt file. 
Looking at osgAnimation/Animation.cpp it would be straightforward to add 
an additional switch case to Animation::update()

case ONCE_BACKWARDS:
 t = _originalDuration - t;
 if (t  0)
 return false;

However, I wonder if there is an obvious way to achieve the same without 
having to modify the file Animation.cpp ?

Thank you for any hints!

Cheers,

Thilo
Ihr WEB.DE Postfach immer dabei: die kostenlose WEB.DE Mail App fr iPhone und Android.https://produkte.web.de/freemail_mobile_startseite/

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ECEF Oriented Compass Implementation

2012-07-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Since you're navigating on a sphere, you always need to calculate the
bearing based off the local up vector of the sphere (ground
stabilized) and not the up vector of the ownship. The reason why your
code works from the birds eye view is because the up vectors between
the two are the same in this case. When you introduce pitch and roll,
the up vector of the ownship diverges from the sphere up vector
which probably explains why your code below no longer works.

Once you calculate the bearing correctly, your compass heading can then
be calculated by using the bearing angle to rotate around the z-axis
(0,0,1).

-Shayne 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of onur
akkaya
Sent: Thursday, June 28, 2012 1:20 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] ECEF Oriented Compass Implementation

Hi,

I have an ECEF terrain and I want to implement a compass node to show
the true north to the user.

I tried the code below but at some angles it does not work correctly.
When the camera is vertical (birds eye view) to the terrain, it works
perfect but if you rotate the camera (elevation or roll) it does not
show the correct value.

thanks,

class Compass : public osg::Camera
{
public:
Compass(void)
{
}

Compass( const Compass copy, osg::CopyOp copyop =
osg::CopyOp::SHALLOW_COPY ):
osg::Camera(copy, copyop),
_plateTransform(copy._plateTransform),
_needleTransform(copy._needleTransform),
_mainCamera(copy._mainCamera),
m_bIsFirst(false)
{
}

Compass::~Compass(void)
{
}

META_Node( osg, Compass );
void setPlate( osg::MatrixTransform* plate )
{
_plateTransform = plate; 
}

void setNeedle( osg::MatrixTransform* needle ) 
{
_needleTransform = needle; 
}

void setMainCamera( osg::Camera* camera ) 
{
_mainCamera = camera;
}

virtual void traverse( osg::NodeVisitor nv )
{
if ( _mainCamera.valid() 
nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR )
{
osg::Matrix matrix = _mainCamera-getViewMatrix();
matrix.setTrans( osg::Vec3() );
osg::Vec3 northVec = osg::Z_AXIS * matrix;  
northVec.z()= 0.0;

northVec.normalize();
osg::Vec3 axis = osg::Y_AXIS ^ northVec;
float angle = atan2(axis.length(), osg::Y_AXIS*northVec);
axis.normalize();

if ( _plateTransform.valid() )
{
_plateTransform-setMatrix( osg::Matrix::rotate(angle,
axis) );
}

_plateTransform-accept( nv );
_needleTransform-accept( nv );
osg::Camera::traverse( nv );
}
}

osg::MatrixTransform* createCompassPlate( const std::string image,
float radius, float height)
{
osg::Vec3 center(-radius, -radius, height);
osg::ref_ptrosg::Geode geode = new osg::Geode;
geode-addDrawable(createTexturedQuadGeometry(center,
osg::Vec3(radius*2.0f,0.0f,0.0f),
osg::Vec3(0.0f,radius*2.0f,0.0f)) );
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;  
texture-setImage(osgDB::readImageFile(image));

osg::ref_ptrosg::MatrixTransform part =new
osg::MatrixTransform();
part-getOrCreateStateSet()-setTextureAttributeAndModes(0,
texture.get() );
 
part-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT
_BIN ); 

part-addChild(geode.get());

return part.release();
}
osg::MatrixTransform* createCompassNeedle( const std::string image,
float radius, float height)
{
osg::Vec3 center(-radius/4, -radius, height);
osg::ref_ptrosg::Geode geode = new osg::Geode;
geode-addDrawable(createTexturedQuadGeometry(center,
osg::Vec3(radius/2,0.0f,0.0f),
osg::Vec3(0.0f,radius*2,0.0f)) );
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;  
texture-setImage(osgDB::readImageFile(image));

osg::ref_ptrosg::MatrixTransform part =new
osg::MatrixTransform();
part-getOrCreateStateSet()-setTextureAttributeAndModes(0,
texture.get() );
 
part-getOrCreateStateSet()-setRenderingHint(osg::StateSet::TRANSPARENT
_BIN ); 

part-addChild(geode.get());

return part.release();
}

protected:
osg::ref_ptrosg::MatrixTransform _plateTransform;
osg::ref_ptrosg::MatrixTransform _needleTransform;
osg::observer_ptrosg::Camera _mainCamera;
bool m_bIsFirst;
};

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48579#48579





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g

Re: [osg-users] play animation backwards?

2012-07-02 Thread Paul Martz
Did you try decrementing the simulation time in your call to Viewer::frame()? 
I'm not familiar with osgAnimation internals, but other animations in oSG, such 
as osg AnimationPath, osgSim animated light points, and osgParticle simulations, 
are all based on the simulation time. It would be very odd if osgAnimation 
didn't work the same way.

   -Paul


On 7/2/2012 9:09 AM, Thilo Weigel wrote:

Hi,

Unfortunately I couldn't figure out how to play a given animation backwards. The
animation is part of a model read from an osgt file. Looking at
osgAnimation/Animation.cpp it would be straightforward to add an additional
switch case to Animation::update()

case ONCE_BACKWARDS:
   t = _originalDuration - t;
   if (t  0)
 return false;

However, I wonder if there is an obvious way to achieve the same without having
to modify the file Animation.cpp ?

Thank you for any hints!

Cheers,

Thilo


Ihr WEB.DE Postfach immer dabei: die kostenlose WEB.DE Mail App für iPhone und
Android.
*https://produkte.web.de/freemail_mobile_startseite/*



___
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] play animation backwards?

2012-07-02 Thread Sergey Polischuk
Hi, Thilo You can do this with://animationPathCallback is a osg::AnimationPathCallback*double animationTime = animationPathCallback-getAnimationTime();//use animation duration instead if you want to play from last frameanimationPathCallback-setTimeMultiplier(-1.0);animationPathCallback-setTimeOffset(animationTime); Cheers,Sergey.02.07.2012, 19:09, "Thilo Weigel" thilo.wei...@web.de:Hi, Unfortunately I couldn't figure out how to play a given animation backwards. The animation is part of a model read from an osgt file. Looking at osgAnimation/Animation.cpp it would be straightforward to add an additional switch case to Animation::update()  case ONCE_BACKWARDS:   t = _originalDuration - t;   if (t  0)     return false;  However, I wonder if there is an obvious way to achieve the same without having to modify the file Animation.cpp ?  Thank you for any hints!  Cheers,  Thilo   Ihr WEB.DE Postfach immer dabei: die kostenlose WEB.DE Mail App für iPhone und Android.   https://produkte.web.de/freemail_mobile_startseite/___osg-users mailing listosg-users@lists.openscenegraph.orghttp://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] play animation backwards?

2012-07-02 Thread Sergey Polischuk
Ouch, for some reason i thought you were using osg::AnimationPath animation. Cant say anything about osgAnimation. 02.07.2012, 19:56, "Sergey Polischuk" pol...@yandex.ru:Hi, Thilo You can do this with://animationPathCallback is a osg::AnimationPathCallback*double animationTime = animationPathCallback-getAnimationTime();//use animation duration instead if you want to play from last frameanimationPathCallback-setTimeMultiplier(-1.0);animationPathCallback-setTimeOffset(animationTime); Cheers,Sergey.02.07.2012, 19:09, "Thilo Weigel" thilo.wei...@web.de:Hi,Unfortunately I couldn't figure out how to play a given animation backwards. The animation is part of a model read from an osgt file. Looking at osgAnimation/Animation.cpp it would be straightforward to add an additional switch case to Animation::update()  case ONCE_BACKWARDS:   t = _originalDuration - t;   if (t  0)     return false;  However, I wonder if there is an obvious way to achieve the same without having to modify the file Animation.cpp ?  Thank you for any hints!  Cheers,  Thilo  Ihr WEB.DE Postfach immer dabei: die kostenlose WEB.DE Mail App für iPhone und Android.   https://produkte.web.de/freemail_mobile_startseite/___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___osg-users mailing listosg-users@lists.openscenegraph.orghttp://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] Rendering a terrain

2012-07-02 Thread Lev Borovoi
Hi,

What's the best way to render a terrain given an elevation model (DEM) and an 
orthophoto (texture)?

Thanks

This email and any files transmitted with it are confidential and contain 
proprietary information belonging to VisionMap Ltd. VisionMap Ltd. asserts in 
respect of this email and any files transmitted with it all rights for 
confidentiality and proprietary interests to the fullest extent permitted by 
law. If you are not the intended recipient you are notified that disclosing, 
copying, distributing or taking any action in reliance on the contents of this 
information is strictly prohibited. Thank you. 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Rendering a terrain

2012-07-02 Thread Chris Hanson

 What's the best way to render a terrain given an elevation model (DEM) and
 an orthophoto (texture)?



  VirtualPlanetBuilder or osgEarth.


-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Help: Is there a way to hide a node from a camera?

2012-07-02 Thread wang shuiying

Hello,

The scene graph structure is as following:

Nodes B and C are children of Transform Node A. Node A is attached to 
two camera nodes CamA and CamB(pre render).


I want CamA to be able to render B and C, but CamB only B.  Is there a 
way to achieve that without using fragment shader with  if discard ?



Thank you very much in advance.

Best wishes

Shuiying
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Help: Is there a way to hide a node from a camera?

2012-07-02 Thread Chris Hanson
On Mon, Jul 2, 2012 at 10:51 AM, wang shuiying
shuiying.w...@fu-berlin.dewrote:

 Hello,

 The scene graph structure is as following:
 Nodes B and C are children of Transform Node A. Node A is attached to two
 camera nodes CamA and CamB(pre render).
 I want CamA to be able to render B and C, but CamB only B.  Is there a way
 to achieve that without using fragment shader with  if discard ?


  This is what NodeMasks are for.



 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/NodeMaskDemo


or if that's still not responding, try the Google cache version:

http://webcache.googleusercontent.com/search?q=cache:IpBLdKB5Zq4J:www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/NodeMaskDemo+cd=1hl=enct=clnkgl=us

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osg-submissions] ReaderWriter X reworked

2012-07-02 Thread Sukender
Hi Ulrich,

I also spotted the missing ''. You're absolutely right.
Well, if you already fixed them you can submit ^^... or else I'll do (but 
sincerely I don't know when...)

Cheers,

Sukender

- Mail original -
De: Ulrich Hertlein u.hertl...@sandbox.de
À: OpenSceneGraph Submissions osg-submissi...@lists.openscenegraph.org
Cc: Sukender suky0...@free.fr
Envoyé: Jeudi 14 Juin 2012 15:52:30
Objet: Re: [osg-submissions] ReaderWriter X reworked

Hi Sukender,

I had a quick look at the patch and checked that it still works with the 
various .x files
I have flying around.

One thing I did notice in the code is that you're passing 'const std::string' 
in some
places.  For the sake of efficiency these chould be replaced with 'const 
std::string' to
avoid making a copy every time.  Same for passing 'osg::Vec', these should 
always be
passed as const-ref unless they are modified or returned.

Maybe this is something you could fix and resubmit?  Apart from that I'd say 
it's good to go.

Just my $0.02

Cheers,
/ulrich

On 31/05/12 11:14 , Sukender wrote:
 And now the patch. It is about .X:
 - Brand new writer for .x format. Yes, the format is deprecated but some 
 still use it. Current implementation has limitations (only supports one 
 texture, for instance) but works.
 - Reader
   - Added checks, warnings, and crash guards
   - Now handles FrameTransformMatrix element (kind of osg::MatrixTransform)
   - Fixed CW / CCW for faces
   - Better handling of materials (handles meshes with no materials, fixed 
 reading of transparent textures...)
   - Handling triangles and polygons differently
   - Reader can now create indexed geometries
   - And more...
 The reader clearly doesn't read 100% of .x files, but handling is way better 
 now.
 
 Sorry for the huge amount of changes, but these are the result of many 
 commits from a
 colleague, and giving you these commits separately won't help you merge the 
 code as the 1
 commit = 1 feature rule was not followed at all...
 
 Cheers,
 
 Sukender
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Help: Is there a way to hide a node from a camera?

2012-07-02 Thread Jan Ciger

On 07/02/2012 07:06 PM, Chris Hanson wrote:

   This is what NodeMasks are for.


http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/NodeMaskDemo



Or a SwitchNode if you need only few nodes changed.

Regards,

Jan
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osg-users Digest, Vol 61, Issue 2

2012-07-02 Thread wang shuiying

Hello, Chris

NodeMask works well. Thank you very much!



cheers

Shuiying

On 07/02/2012 09:03 PM, osg-users-requ...@lists.openscenegraph.org wrote:
Message: 15 Date: Mon, 2 Jul 2012 11:06:01 -0600 From: Chris Hanson 
xe...@alphapixel.com To: OpenSceneGraph Users 
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Help: Is 
there a way to hide a node from a camera? Message-ID: 
cagoufmyryvhpqfuxbxvsgq1h1sesuedw4cdribrunnytgvt...@mail.gmail.com 
Content-Type: text/plain; charset=windows-1252 On Mon, Jul 2, 2012 
at 10:51 AM, wang shuiying shuiying.w...@fu-berlin.dewrote:

  Hello,

  The scene graph structure is as following:
  Nodes B and C are children of Transform Node A. Node A is attached to two
  camera nodes CamA and CamB(pre render).
  I want CamA to be able to render B and C, but CamB only B.  Is there a way
  to achieve that without using fragment shader with  if discard ?


   This is what NodeMasks are for.




  
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/NodeMaskDemo

or if that's still not responding, try the Google cache version:

http://webcache.googleusercontent.com/search?q=cache:IpBLdKB5Zq4J:www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/NodeMaskDemo+cd=1hl=enct=clnkgl=us

-- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/ Training ? Consulting ? Contracting 3D ? 
Scene Graphs (Open Scene Graph/OSG) ? OpenGL 2 ? OpenGL 3 ? OpenGL 4 ? 
GLSL ? OpenGL ES 1 ? OpenGL ES 2 ? OpenCL Digital Imaging ? GIS ? GPS 
? Telemetry ? Cryptography ? Digital Audio ? LIDAR ? Kinect ? Embedded 
? Mobile ? iPhone/iPad/iOS ? Android -- next part 
-- An HTML attachment was scrubbed... URL: 
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/attachments/20120702/5fea0376/attachment-0001.htm 



___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] VPB

2012-07-02 Thread Michael Hall
Where do you get Virtual Planet Builder from now?  I do not see the SVN link 
anywhere.   I apologize if has been asked I probably missed it.  Please post 
again.

Thanks,
Michael




___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] VPB

2012-07-02 Thread Chris Hanson
On Mon, Jul 2, 2012 at 4:06 PM, Michael Hall hal...@att.net wrote:

 Where do you get Virtual Planet Builder from now?  I do not see the SVN
 link anywhere.   I apologize if has been asked I probably missed it.
 Please post again.


https://www.google.com/search?q=+site:openscenegraph.org+virtualplanetbuilder

  Use the Google cache. The original wiki seems to be getting over-run by
crap now.




 Thanks,
 Michael

 --
 **

 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] (no subject)

2012-07-02 Thread Chris Hanson
Spam. Do not visit this link.

On Mon, Jul 2, 2012 at 3:18 PM, m...@arne-kreutzmann.de wrote:

 http://newmodeluk.com/time.php?ocean208.png
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio •
LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [vpb] build VPB on VS 10

2012-07-02 Thread Nav Joseph
@Robert: I'm having the same problem with Virtual Planet Builder. I'm using 
gdal 1.7 already, and virtual planet builder version 0.9.7. OSG version 3.1.1.

Which version of osg should I use?

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48648#48648





___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org