Re: [osg-users] Does OSG support to export 3D models to 3D PDF format?

2014-03-05 Thread Tomlinson, Gordon
HI 

No PDF3D SDK is a commercial product , but I can highly recommend it and I can 
highly recommend the company and the people they are highly  responsive and 
receptive to improvements and want to help you succeed with their products

While PDF3D SDK is commercial you might want to contact them, they may be 
willing to work with you in the educational environment...  
(We also found their price/terms very competitive compared to a lot of other 
SDk's we use)



Gordon Tomlinson - TeamRV
Sustainment Manager/Chief Engineer(RemoteView)
Overwatch
An Operating Unit of Textron Systems
 
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
Sent: Tuesday, March 04, 2014 10:03 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Does OSG support to export 3D models to 3D PDF format?

Hi ,

Is the PDF3D SDK free or open source? we would use it in education and research 
job.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58444#58444





___
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] Does OSG support to export 3D models to 3D PDF format?

2014-03-04 Thread Tomlinson, Gordon
Hi Bruce

We use the PDF3D SDK to so this http://www.pdf3d.com/pdf3d_overview.php

Works very well,  a note on the Adobe 3d PDF format it has issue with 
transparency  ( old problem but really highlighted in 3d PDF's)

G


Gordon Tomlinson - TeamRV
Sustainment Manager/Chief Engineer(RemoteView)
Overwatch
An Operating Unit of Textron Systems
 
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Bruce
Sent: Tuesday, March 04, 2014 1:37 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Does OSG support to export 3D models to 3D PDF format?

Hi,

Does OSG support to export 3D models to 3D PDF format?


Thank you!

Cheers,
Bruce

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=58416#58416





___
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] osgEarth 2.5 released!

2013-11-21 Thread Tomlinson, Gordon
Congrats Glenn



G.

Gordon Tomlinson - TeamRV
Sustainment Manager/Chief Engineer(RemoteView)
Overwatch
An Operating Unit of Textron Systems
[cid:image005.jpg@01CEE69F.0A10BA20] [rv4-2]
__

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn Waldron
Sent: Thursday, November 21, 2013 9:30 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgEarth 2.5 released!

Friends,

The osgEarth team is proud to announce the release of Version 2.5!

osgEarth is a cross-platform Terrain and Mapping SDK built on top of 
OpenSceneGraph. Visit http://osgearth.orghttp://osgearth.org/ to get started.

Head right over to the repo tag and release notes for 2.5 on GitHub:
https://github.com/gwaldron/osgearth/releases/tag/osgearth-2.5

Peruse the online documentation:
http://docs.osgearth.org/en/latest/

Enjoy!!

Glenn Waldron / Pelican Mapping / @glennwaldron
inline: image005.jpginline: image006.png___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Sharing some screenshots of my present work :-)

2012-11-14 Thread Tomlinson, Gordon
Nice

Gordon Tomlinson
Chief Engineer(RemoteView)
Overwatch
An Operating Unit of Textron Systems
__

From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui
Sent: Wednesday, November 14, 2012 8:32 AM
To: OpenSceneGraph Users
Subject: [osg-users] Sharing some screenshots of my present work :-)

Hi all,

I'd love to share some snapshots of my present work, which lasts for half a 
months and depends heavily on a modified version of osgShadow and the OSG 
effect compositor in developing. The scene is from part of a CBD area in 
Beijing, and it will be shown on a wall with four projectors at last. I use 
VDSM with additional PSSM support and customized shaders to provide real-time 
illumination and shadowing. And the compositor which is currently maintained in 
osgRecipes is used to add glow effect and final color grading. SilverLining SDK 
is used for sky and cloud rendering.

The scene includes only a few refined building models, but with OSG's dynamic 
paging ability we can easily support very large city with nearly the same 
rendering quality. I will be glad to submit both the shadow and compositor 
functionality to OSG core at the end of this year, or at the beginning of next 
year (as Robert is busy at present :-) and hope it could be improved again and 
again and also help other develop their applications.

Current city models may not be suitable for open source use so I may have to 
find and commit a copyleft set of models along with the coming submissions. It 
would be appreciated if somebody could provide me some at that time.

Cheers,

Wang Rui


[内嵌图片 6]
[内嵌图片 1]
[内嵌图片 2]
[内嵌图片 3]
[内嵌图片 4]
[内嵌图片 5]


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


Re: [osg-users] How to detect rotating image

2012-02-27 Thread Tomlinson, Gordon
You could do a setenv(..), in you code on startup 




Gordon Tomlinson
Chief Engineer(Remoteview)
Overwatch
An Operating Unit of Textron Systems
__

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
clement@csiro.au
Sent: Monday, February 27, 2012 6:27 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to detect rotating image

Hi Robert,

  Thanks for your suggestion.  I checked the source code viewerbase.cpp.  There 
is attribute called _runFrameScheme, but the value is assigned by 
getenv(OSG_RUN_FRAME_SCHEME).  Except to set the environment variable, any 
method I can assign the value to _runFrameScheme?  Thanks.


Regards,
Clement

From: osg-users-boun...@lists.openscenegraph.org 
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield 
[robert.osfi...@gmail.com]
Sent: Monday, 27 February 2012 9:55 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] How to detect rotating image

Hi Clement,

The osgViewer::ViewerBase (base class for Viewer) has a FrameScheme hint for 
the run() method which enables ON_DEMAND or CONTINUOUS, ON_DEMAND is the 
approach you'd want.  You'll be calling frame() yourself rather than run() so 
won't be able to utilize this feature, but you should be able to learn from it. 
 Have a look at the
ViewerBase::run() method in
OpenSceneGraph/src/osgViewer/ViewerBase.cpp, in particular the use of
checkNeedToDoFrame() which is used to decide whether a frame is needed or not.

Robert.

On 27 February 2012 09:57,  clement@csiro.au wrote:
 Hi Robert,

I mentioned before I got much cpu usage on MFC window.  In osgMFC example, 
 it uses a thread and for loop to keep calling _osgViewer-frame().  It is a 
 reason why the cpu keeps loading and it also depended on how large of volume 
 data loaded.  Now I have changed to call frame() on MFC OnPaint event. It can 
 decrease much cpu usage.  I also added to call frame() on mouse move, mouse 
 wheel and size events for zooming and rotating the image.  But all MFC events 
 cannot be fired if the image is rotating by itself.  Thus, I am thinking 
 whether osg has an event to detect the image is rotating.

  I just found a solution to add MFC mouse button up and down to detect 
 whether the user wants to rotate the image.  Then I can do it all on MFC 
 event.


 Regards,
 Clement
 
 From: osg-users-boun...@lists.openscenegraph.org 
 [osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert 
 Osfield [robert.osfi...@gmail.com]
 Sent: Monday, 27 February 2012 8:17 PM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] How to detect rotating image

 Hi Clement,

 On 27 February 2012 06:26,  clement@csiro.au wrote:
   I would like to know how to detect the image is rotating.  For example, we 
 can use the mouse to rotate the image on viewer.  If we drag on the viewer, 
 the image will automatically rotate.  Any event I can get the image is 
 rotating by itself?  Thanks.

 It's not possible to know precisely what you mean given the above.
 What exactly do you mean by image?  A texture on a quad?  The whole 
 framebuffer? Are we talking about an object in the scene graph being 
 rotated by a transform, or simply an object moving because the camera 
 is moving.

 Robert.
 ___
 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


Re: [osg-users] [ANN] [ANN] PDF3D toolkit includes advanced OpenSceneGraph integration for technical publishing

2012-02-21 Thread Tomlinson, Gordon
Congrats on the new release Ian


For those looking for a PDF SDK that’s integrated with OSG you cannot go better 
than this, the software is great and easy to use and we have been using it for 
2+ years now and the team behind it are highly respsonsive to help and possible 
feature enhancements


Gordon Tomlinson
Chief Engineer(Remoteview)
Overwatch
An Operating Unit of Textron Systems
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ian Curington
Sent: Sunday, February 12, 2012 9:07 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [ANN] [ANN] PDF3D toolkit includes advanced OpenSceneGraph 
integration for technical publishing

Dear OSG-community,

PDF3D® toolkit includes advanced multi-platform OpenSceneGraph integration for  
technical publishing.  The PDF3D® software development toolkit from Visual 
Technology Services includes multi-platform integration for OpenSceneGraph 
3.0.1 applications. Systems using interactive high performance 
OpenSceneGraph-based applications can integrate PDF3D, capturing live models to 
interactive 3D PDF documents. Sharing and distributing interactive documents 
improves collaboration, communication and effectiveness of distributed teams. 
These documents let anyone with the free Adobe® Reader easily rotate, pan, 
zoom, select parts, review annotations and play back animation without 
requiring access to the original application.

Sequences of files using database loaders are used to create 3D flip-book 
movies with playback controls embedded in the PDF page. The PDF3D export is 
available as a toolkit for interactive applications, server-based conversions, 
or within the PDF3DReportGen desktop application. Development environments 
include Microsoft® Windows Visual Studio 2005/2008/2010, Linux and Apple 
MacOSX®. Assembly part dimensioning annotations (PMI) and view selection 
part-level visibility enhance the technical information content for reporting 
documentation. Large models benefit from highly compressed ISO-24517-1:2008 
PDF/Engineering PRC encoding methods and 64-bit support.

PDF3D is by Visual Technology Services Ltd.
Contact Ian Curington; OSG forum member pdf3d messages accepted.
Moderator: if acceptable, can also go into community news list.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=45434#45434





___
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] Migration of website and version control

2011-10-31 Thread Tomlinson, Gordon
I'll put my 3 cents on Dream-host, 

I have used them for nearly 10 years for all my sites, their pretty good and 
their up time is up there as well



Gordon Tomlinson
3D Technical Product Manager 
(System Engineering Consultant)
Overwatch
An Operating Unit of Textron Systems
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' 
Hanson
Sent: Monday, October 31, 2011 12:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Migration of website and version control

On 10/31/2011 5:24 AM, Robert Osfield wrote:
 To help kick things off.  On the hosting side I currently have a
 Dreamhost account that provides the mailing lists services that we
 currently use, and my account looks to be sufficient for provide a
 Tracs and Subversion services as well - so pontentially we could move
 to Dreamhost and rely upon them for management of the server and
 server software and let us concentrate on the content.  I really don't
 know how well this would work out having not tried to migrate services
 other than mailman across to them.  If we do have to move existing
 services across quickly this might be strong contender.

  I've used Dreamhost for a long time (2002) and they're pretty good. My DH 
site is not
high-traffic, but they've been fairly reliable. More reliable than Valencia 
(though I
don't know the reasons for Valencia's downtime).

  If you go with Git (and there's a lot of discussion about Git vs Hg -- I've 
used Hg more
recently), I'd just use GitHub. They seem to have this stuff figured out. No 
sense badly
reinventing git hosting. I do NOT think OSG should run our own repository at 
this stage of
the game, even if we _CAN_.

 github also now have their own wiki, Gollum:
 https://github.com/features/projects/wikis

  Chances are, it's adequate to do the things that TRAC's Wiki already does. In 
that case,
it's good enough for me.


  I could also possibly offer to host the website myself. I have a colo box in a
datacenter in Denver that hosts all my website and my OSG binary downloads. I 
don't pay
for metered bandwidth, I only pay a flat monthly cost. My current server might 
be adequate
for the task, but it might be pushing it too. I could figure out what it would 
cost for a
newer machine (I'm budgeting a new rackmount server right now for another 
project) and the
monthly monetary costs. I'd volunteer to install and keep the machine running 
if the
community could assist with the hardware and recurring expense. I've done this 
for some
other not-for-profit organizations I work with. The bandwidth is not guaranteed
throughput, but we can pay for a 10Mb or 100Mb pipe and get quite a bit of 
utilization out
of them.

 Finally once we've decided upon hosts for our needs, and the
 technologies that we migrate too we'll need to do the migration of our
 present wiki and version control systems.  We'll need the engineers to
 help our with coordinating and undertaking this work. Once we've got a
 basic plan and the people in place we start migrating bit by bit.

  I'm probably not a good person to step forward for this. I especially know 
nothing about
Wiki migrating, but even if we have to do that by hard, that's something 
non-sysadmin
types could help with -- copying and reformatting a page and adding it to the 
new site.

  It might also be useful to see if there is interest in moving the Forum 
interface to the
same hosting platform.

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
___
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 convert native CAD models to .osg

2011-10-26 Thread Tomlinson, Gordon
Which one of the multitude of cad formats ?

If you CAD package supports its export to COLLADA is one way


Gordon Tomlinson
3D Technical Product Manager 
(System Engineering Consultant)
Overwatch
An Operating Unit of Textron Systems
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of zhao boxuan
Sent: Monday, October 24, 2011 6:08 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How to convert native CAD models to .osg

Hello, everyone,

I am a freshman here. Could you please tell me how to convert the format from 
the native CAD format to the openscenegraph format?
Thank you!

Cheers,
zhao

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43527#43527





___
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] osg-users Digest, Vol 52, Issue 20

2011-10-13 Thread Tomlinson, Gordon
HI Jack

Can you Please stop flooding the list with copies of the whole digests and 
hiding a question/reply in the middle of hundreds of lines, I could not even 
make out of there is a question in there

Please send a clean email with your questions? or snipped out digest so we may 
have a chance of actually seeing your question/reply and perhaps helping you

Thanks


Gordon Tomlinson
3D Technical Product Manager
(System Engineering Consultant)
Overwatch
An Operating Unit of Textron Systems
__


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of jack big
Sent: Thursday, October 13, 2011 9:04 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osg-users Digest, Vol 52, Issue 20

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


Re: [osg-users] Is the Z-Buffer linear or non-linear?

2011-08-24 Thread Tomlinson, Gordon
Hi

The z-buffer is not linear ( in my experience)  its weighted to give higher 
resolution closer to the near clip plane 

See

http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html



Gordon Tomlinson
3D Technical Product Manager 
Overwatch®
An Operating Unit of Textron Systems
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin Großer
Sent: Wednesday, August 24, 2011 7:58 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Is the Z-Buffer linear or non-linear?

Hello,

I think I got it. Correct me if I am wrong, if I use an orthogonal projection I 
get linear Z-Buffer values. If I use a perspective projection I get non-linear 
values.

The Z-Buffer value (z') of a perspective projection is:
z' = (far + near) / (far - near) + 1/z ((-2 * far * near)/(far-near))

The Z-Buffer value (z') of a orthogonal projection is:
z' = 2 * ((z-near)/(far-near))-1

So, I use a orthogonal projection therefore I get a linear Z-Buffer.

I hope that is right.

Cheers

Martin

 Original-Nachricht 
 Datum: Wed, 24 Aug 2011 10:01:23 +0200
 Von: Martin Großer grosser.mar...@gmx.de
 An: osg-users@lists.openscenegraph.org
 Betreff: [osg-users] Is the Z-Buffer linear or non-linear?

 Hello,
 
 I am completely confused about the Z-Buffer. I thought it is non-linear
 but now I read a lot in forums and now I am not sure about that. The reason
 about this question is I want render linear depth values into a texture. I
 think, I can do it with this shader:
 
 varying float depth;
 uniform float near;
 uniform float far;
 void main(void)
 {
   vec4 viewPos = gl_ModelViewMatrix * gl_Vertex;
   depth = (-viewPos.z-near)/(far-near);
   gl_Position = ftransform();
 };
 
 
 varying float depth;
 void main(void)
 {
 gl_FragDepth = depth;
 }
 
 But the poor think is all other shader will be overwritten.
 
 Now I use this:
 
 _rendertarget-setInternalFormat(GL_DEPTH_COMPONENT);
 _cam-setClearMask(GL_DEPTH_BUFFER_BIT);
 _cam-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
 _cam-attach(osg::Camera::DEPTH_BUFFER, _rendertarget);
 _cam-setRenderOrder(::osg::Camera::PRE_RENDER, 0);
 
 But this is nonlinear, isn't it?
 
 I hope someone can help me about this.
 
 Thanke you very much.
 
 Martin
 -- 
 NEU: FreePhone - 0ct/min Handyspartarif mit Geld-zurück-Garantie! 
 Jetzt informieren: http://www.gmx.net/de/go/freephone
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir
belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de
___
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] dimension oh a model

2011-08-15 Thread Tomlinson, Gordon
That's why I still like Openflight Models they have their units it the
header :)
( Plus I can use Creator quite well :) )


One way I also solve this is to have a sidecar file that has the units
of the model(once known) if the format does not supported and then I
process the sidecar along with the model file etc. 


Gordon Tomlinson
3D Technical Product Manager 
Overwatch(r)
An Operating Unit of Textron Systems
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Friday, August 12, 2011 3:50 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] dimension oh a model

On 8/12/2011 11:11 AM, Sanat Talmaki wrote:
 Hi Paul,

 Sorry for my late reply to your post. That is a very good point you
bring up about the units of different objects in a scene. When one uses
data from USGS in VPB to create a terrain, the rest of the objects have
to be scaled up or down to represent their real world size prior to be
being used in the scene...

 But the confusion for me arises when say I load a truck in osg and its
dimensions are (12, 6, 8) = (L,W,H). (don't know what units these are
in)
 Without knowing the units of the model (whether 12 feet/meters), how
does one apply a scaling factor?
As I said in my previous post, if you don't have access to any metadata
that 
tells you what the units are, there's no way for your software to handle
this in 
an automated way. You must either manually scale the model to fit your 
application coordinate system, or you must manually create some
metadata. In the 
case you cite, both options would be based entirely on guesswork.
-Paul

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


Re: [osg-users] Delighted to announce OpenSceneGraph-3.0.0!

2011-06-28 Thread Tomlinson, Gordon
Congratulations to OSG and the community
 
Great Job Folks 
 
 
Gordon Tomlinson 
Product Technology Manager 3d Technology 
System Engineering Consultant
Overwatch® An Operating Unit of Textron Systems 
Office:   703-437-7651  x 2415
Fax:   703-437-0039
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

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


Re: [osg-users] NVidia 275-series Driver Bug

2011-06-16 Thread Tomlinson, Gordon
A mentioned before the 275 official releases are very broken and should be 
avoided at all costs

Not quite sure why NVIDIA released them , as they should have failed the QA 
process easily 



Gordon Tomlinson
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jeremy Moles
Sent: Thursday, June 16, 2011 2:08 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] NVidia 275-series Driver Bug

Hello folks! Anyone here using the 275 series of NVidia drivers?
(Doesn't matter what OS, the bug is on Linux and Windows for me...)

It appears that this driver doesn't understand GLSL arrays anymore. At least, 
not like it used to. Crazy, huh? Yeah, I thought so too.

I've attached a __VERY__ simple application demonstrating this. If anyone has a 
sec (particularly Mike Wieblen), I'd be interested to see if they could compile 
it and perhaps shed some light on this mystery. :)

I've been googling and checking the NVidia forums, but so far nothing.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] NVidia 275-series Driver Bug

2011-06-16 Thread Tomlinson, Gordon
Its hit and miss if they work, I have them not even being able to
install on some hardware and they leave your machine in a real hosed
stated at that point when they fail the install.

 

To where they install but something's work fine on one machine/card
combo but no  another with the same combo, some machines you cannot run
full screen but only in a window etc..

 

Lost a lot of hours due do the 275 drivers 

 

 

 

 

 

Gordon Tomlinson



__



 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid
Lashkari
Sent: Thursday, June 16, 2011 2:27 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] NVidia 275-series Driver Bug

 

It's not just you.

 

I tested on a Quadro 4000, driver 275.36, Windows 7 64-bit and it does
not work for me either.

 

I also tried on a GeForce 8800, driver 270.61, Windows XP and it worked
correctly.

 

Cheers,

Farshid

 

On Thu, Jun 16, 2011 at 11:08 AM, Jeremy Moles jer...@emperorlinux.com
wrote:

Hello folks! Anyone here using the 275 series of NVidia drivers?
(Doesn't matter what OS, the bug is on Linux and Windows for me...)

It appears that this driver doesn't understand GLSL arrays anymore. At
least, not like it used to. Crazy, huh? Yeah, I thought so too.

I've attached a __VERY__ simple application demonstrating this. If
anyone has a sec (particularly Mike Wieblen), I'd be interested to see
if they could compile it and perhaps shed some light on this mystery. :)

I've been googling and checking the NVidia forums, but so far nothing.

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

 

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


Re: [osg-users] Shaders and Nvidia 275.33 drivers problem

2011-06-08 Thread Tomlinson, Gordon
The 275.33 Drivers are not good I personally would avoid like the plague, they 
are causing all sorts of problems for people



Gordon Tomlinson
System Engineering Consultant 
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alexander 
Sinditskiy
Sent: Wednesday, June 08, 2011 5:04 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Shaders and Nvidia 275.33 drivers problem

Hello

I have win7 x64  nvidia video card
I found strange problem after update to version 275.33 of nvidia drivers.

I see artifacts with shaders, i tried to find why.

Part of shader uniform variables are not work correctly.
i try to debug it with gdebugger and i noticed non-initialized values in part 
of uniforms.

file src/osg/Program.cpp lines 672-673


Code:

_extensions-glGetActiveUniform( _glProgramHandle,
i, maxLen, 0, size, type, name );




Later i found that names of array variables coming with [0]. example - 
%name%[0]
i tested with 266.58 they coming without [0]

as result in _uniformInfoMap[Uniform::getNameID(reinterpret_castconst 
char*(name))] = ...
we recording values with [0].

file src/osg/Program.cpp lines 213

Code:

inline void apply(const Uniform uniform) const
{
GLint location = getUniformLocation(uniform.getNameID());
if (location=0)




and here we can't get right location


i fix it, please look patch


Code:

--- a/OpenSceneGraph/src/osg/Uniform.cpp
+++ b/OpenSceneGraph/src/osg/Uniform.cpp
@@ -611,13 +611,13 @@ unsigned int Uniform::getNameID(const std::string name)
static UniformNameIDMap s_uniformNameIDMap;

OpenThreads::ScopedLockOpenThreads::Mutex lock(s_mutex_uniformNameIDMap);
-UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name);
+UniformNameIDMap::iterator it = s_uniformNameIDMap.find(name.substr(0, 
name.find([)));
 if (it != s_uniformNameIDMap.end())
 {
 return it-second;
 }
 unsigned int id = s_uniformNameIDMap.size();
-s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name, id));
+s_uniformNameIDMap.insert(UniformNameIDMap::value_type(name.substr(0, 
name.find([)), id));
return id;
 }




But i don't think that is a good solution.


Thank you!

Cheers,
Alexander

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=40201#40201





___
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] Merging multiple textures

2011-05-25 Thread Tomlinson, Gordon
Changing to JPG will not save you any graphics memory only some disk space, as 
the images have to be uncompressed when read, if you want a compressed format 
that can go to the card compressed use should use the DDS format 

You can use many programs to batch resize your textures and convert formats, I 
tend use ThumbsPlus, for resizing this you will not need to worry about UV's

Note texture atlases/composites only work if you're not repeating the texture 
in any way




Gordon Tomlinson
System Engineering Consultant 
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of karl jones
Sent: Wednesday, May 25, 2011 3:29 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Merging multiple textures

Hi,

I have a large number of 3d models(1000's), each model has dozens of textures 
in bmp format at 1024. I want to try to automate a process that will lower the 
resolution and merge the textures so I have less textures whilst maintaing the 
uv coords. Is this possible using OSG? I have seen mention of the Texture Atlas 
class, is this able to do this?

Also is it able to change the texture format to jpeg or dds?

... 

Thank you!

Cheers,
karl

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=39712#39712





___
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 convert float to osgText::String

2011-04-28 Thread Tomlinson, Gordon
sprintf 
 
 
Gordon Tomlinson 
Product Technology Manager 3d Technology 
System Engineering Consultant
Overwatch® An Operating Unit of Textron Systems 
Office:   703-437-7651  x 2415
Fax:   703-437-0039
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.



From: osg-users-boun...@lists.openscenegraph.org on behalf of Nan WANG
Sent: Thu 4/28/2011 1:27 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] how to convert float to osgText::String



Hi,

I have a simple question
How to convert a float number to osgText::String in order to display with  
osgText::Text::setText function?



...

Thank you!

Cheers,
Nan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38855#38855





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


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


Re: [osg-users] Collada

2011-04-22 Thread Tomlinson, Gordon
Did you build the DAE plugin ?

http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Co
llada


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch(r)
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Linda
Lee
Sent: Friday, April 22, 2011 5:01 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Collada

Hi,

I try loading a dae file using the following line
Group* terrain = (osg::Group*) osgDB::readNodeFile(model.dae);

But I have an error msg saying Warning: Could not find plugin to read
objects from file model.dae.

Any advice why?

Thank you!

Cheers,
Linda

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38728#38728





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


Re: [osg-users] Getting height data of a terrain(flt file)

2011-03-02 Thread Tomlinson, Gordon
You can get the latest spec for OpenFlight here 
http://www.presagis.com/products_services/standards/openflight/


Chris I always found a good aged bottle of single Malt stopped me crying when 
working with OpenFlight or a goo firkin of real ale :)


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris 'Xenon' 
Hanson
Sent: Tuesday, March 01, 2011 10:53 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Getting height data of a terrain(flt file)

On 3/1/2011 7:54 PM, Mukund Keshav wrote:
 Hi Robert,
 Thanks for the reply. Could you please tell where i can find the exact file 
 format for flt files? 

  FLT isn't really an OSG format, it's a MultiGen format. Documentation on it 
is very poor
and sparse. I wouldn't pursue this unless you REALLY need to look into the 
format. Grown
men have been known to be reduced to tears trying to understand FLT.

 Thanks,
 Mukund

-- 
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
http://www.alphapixel.com/
  Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. 
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist. - 
Xen
___
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] Draw Order/Culling with OpenFlight and Transparency

2011-02-24 Thread Tomlinson, Gordon
Hi Murray

 

 

In my experience this looks like a classic transparency sorting
issue/problem when you have objects that have transparency and their
objects bounding volumes intersect,( I would also say this has little to
do with you using open flight)

 

This happens because for efficiency scene graphs sort transparent object
at a geode level and not at a polygonal level, you find this has been
discussed many time in many places

 

If you look at you model its likely that you Rotors are in one object
and then the windows/glass in another ( you might have more), is you the
think of their 2 bounding spheres they will be intersecting, so as you
view changes then how that are possibly sorted will change hence you get
the punch through effect you see.

 

One way to try to minimize this is to try and ensure when you create a
model you don't create overlap transparency that overlap, this can be
challenging to do depending on what you are modeling

(you also have to watch for optimizers in Scenegraphs that try to chunk
like materials and texturing in to one group  as this can artificially
introduce overlaps)

 

You can also try to use a an opaque texture to represent windows/port
holes (do you really need them to be transparent?) to help.

 

You can create you own render bin that sorts at the triangle level for
these models

 

 

 

Gordon Tomlinson

3D Technology

System Engineering Consultant

Overwatch(r)

An Operating Unit of Textron Systems

__
WARNING: Documents that can be viewed, printed or retrieved from this
E-Mail may contain technical data whose export is restricted by the Arms
Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export
Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et
seq. and which may not be exported, released or disclosed to non-U.S.
persons (i.e. persons who are not U.S. citizens or lawful permanent
residents [green card holders]) inside or outside the United States,
without first obtaining an export license.  Violations of these export
laws are subject to severe civil, criminal and administrative
penalties.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Murray
G. Gamble
Sent: Wednesday, February 23, 2011 2:37 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Draw Order/Culling with OpenFlight and
Transparency

 

Thanks for the suggestion, Chuck.

 

I've tried this, and do not observe any appreciable improvement in
rendering.  I should point out that while the images I provided
highlight the main rotor disc as the offending geometry, there are
numerous other geometry elements (e.g., windows) that cause similar
issues when viewed from various angles.  

 

I've stepped through the OpenFlight loader in debug mode and have
observed that the rotors and windows are both being caught by the tests
therein for translucent images and transparent materials, respectively.
These tests result in the state sets being set as you've suggested, so
it appears that OpenFlight loader is treating these nodes correctly. 

 

Any other ideas?

 

Murray

 

On 2011-02-23, at 1:57 PM, Chuck Seberino wrote:





Murray,

Your rotor is being placed in the Opaque render bin, which is causing
all of the geometry behind it to be culled out.  You need to make sure
it is in the transparent bin.  You should add these to the stateSet of
the rotors:

 stateSet-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
 stateSet-setMode(GL_BLEND, osg::StateAttribute::ON);

HTH,
Chuck

On Feb 23, 2011, at 10:53 AM, Murray G. Gamble wrote:




Hi All,

 

We have an OpenFlight model of a helicopter that exhibits some
undesirable rendering behaviour in OSG.  Specifically, various parts of
the helicopter geometry are being culled and/or rendered in the wrong
order.  We do not observe this behaviour when rendering the same model
using Vega Prime.  I've attached a couple of screen captures that
exemplify the issues.

 

Can users with similar experiences provide any suggestions as to
how to avoid these rendering artifacts? Does the model
component/geometry hierarchy need to be modified and/or are there
programmatic things that can be done within our OSG application to
remedy the situation?

 

I'm using OSG 2.8.0.

 

Many thanks,

 

Murray

 

CH149-OSG.jpgCH149-VP.jpg

 

 

 

___

osg-users mailing list

osg-users@lists.openscenegraph.org


http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g


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

 

--
Murray G. Gamble, CMSP
Director of Modeling  Simulation

Re: [osg-users] ANN: osgEarth 2.0 released

2011-02-24 Thread Tomlinson, Gordon
Congratulation Glenn and to y'alls team

 

Nice Job

 

Gordon Tomlinson

3D Technology

System Engineering Consultant

Overwatch(r)

An Operating Unit of Textron Systems

__
WARNING: Documents that can be viewed, printed or retrieved from this
E-Mail may contain technical data whose export is restricted by the Arms
Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export
Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et
seq. and which may not be exported, released or disclosed to non-U.S.
persons (i.e. persons who are not U.S. citizens or lawful permanent
residents [green card holders]) inside or outside the United States,
without first obtaining an export license.  Violations of these export
laws are subject to severe civil, criminal and administrative
penalties.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Thursday, February 24, 2011 12:02 PM
To: OpenSceneGraph Users
Subject: [osg-users] ANN: osgEarth 2.0 released

 

osgEarth 2.0 is here!

 

Many thanks to everyone in the community who has supported the project
and helped us to make it a success.

 

osgEarth is an on-demand terrain rendering toolkit for OSG. It's goals
are to

 

 * render terrain on the fly with little or no preprocessing

 * support imagery, DEMs, and vectors from web mapping services as well
as local data sources

 * make it as easy as possible to get a global terrain model up and
running

 

Some highlights of Version 2.0:

 

 * Shader composition framework - integrate your own shader code with
osgEarth's terrain shaders with no copy-n-paste

 * Overlay decorator - new flexible mechanism for draping geometry on
the terrain

 * GPU compositing - render imagery using texture arrays,
multitexturing, or multipass

 * SkyNode - sun, stars, and atmospheric lighting

 

And now some links:

 

 * Release notes: http://www.osgearth.org/wiki/ReleaseNotes20

 * osgEarth wiki: http://osgearth.org

 * GitHub repository: https://github.com/gwaldron/osgearth

 * Support forum: http://forum.osgearth.org

 * Press release: http://pelicanmapping.com/?p=136

 

Enjoy!

 

 

Glenn Waldron : Pelican Mapping : twitter.com/glennwaldron

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


Re: [osg-users] Culling mask problem.

2011-02-14 Thread Tomlinson, Gordon
As you set the mask of Transform1 to 0x0 You told the system to not to consider 
that node.

Than as T2 and G2 are children T1 they will not be consider either



See 

http://www.vis-sim.com/imgdp/vp_cullmasks_01.jpg



http://www.vis-sim.com/imgdp/vp_cullmasks_01a.jpg




Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Miguel Lokida
Sent: Monday, February 14, 2011 9:47 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Culling mask problem.

Hi,

I use osg 2.8.2 and I would like an advice on the problem that block me.

I have this graph:

transform1 
   |
   |___ geode1
   |
   |___ transform2
  |
  |__geode2

So, I have set this:

int inheritanceMask = (osgUtil::SceneView::ALL_VARIABLES  
~osgUtil::SceneView::CULL_MASK);

myViewer-setInheritanceMask(inheritanceMask);
myViewer-setCullMask(0x3);

And I have set:

 transform1-setNodeMask(0x0);
 transform2-setNodeMask(0x1);

The problem is that during the rendering process, geode2 is not rendering 
whereas my nodeMask is valid for transform2. I guess that during traversal, 
because transform1 node mask is false, the visit stop and transform2 is not 
displayed.

What is the solution to allow the process and display the transform2 and geode2 
?


Thank you for your advices.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36627#36627





___
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] [QUESTION]Simple camera create and position?

2011-02-07 Thread Tomlinson, Gordon
Did you have a look through the numerous examples both with the source and on 
the OSG Web site or search the mail list as this is a common question and 
should be the first thing you really do 

Also there are 2 very good books out available that will take you through the 
basics of OSG


Newest book https://www.packtpub.com/openscenegraph-3-0-beginners-guide/book

Older books http://www.osgbooks.com/




Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Nan WANG
Sent: Monday, February 07, 2011 6:06 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [QUESTION]Simple camera create and position?

Hi, 
I am really newbie in OSG. Here is one simple question I want to ask:

How can I create a camera and set its position to (0,0,0) in the world and set 
it as the viewer default camera to render?

Any example of using camera?


... 

Thank you!

Cheers,
Nan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36418#36418





___
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] Discussion: metadata readerwriters output

2011-01-31 Thread Tomlinson, Gordon
I have to agree with Paul, the Scene graph is just that. To renders data as 
fast and efficiently as possible

OLD Performer handled some this by providing separate graphs for data and other 
information (while it was not close to perfect it did allow the clean 
separation that Paul is talking about and I agree with 


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Monday, January 31, 2011 11:18 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Discussion: metadata  readerwriters output

On 1/31/2011 9:00 AM, Sukender wrote:
 Hi Paul,

 Thanks for this explanation about identifying nodes. Actually we also 
 implemented a node identification using child index...
 However I did not spot metadata related classes in osgWorks. Well, ok, I just 
 had a very quick overview... Can you tell me where to look at?
 Thanks.

Once you have a mechanism for identifying nodes that is not address-based and 
therefore works from one app invocation to the next, there is no need for any 
OSG-specific metadata classes. Such metadata can be stored outside the scene 
graph. However, if you want to associate metadata with the scene graph, you 
just 
use UserData.

Perhaps we have a philosophical difference. In my opinion, a scene graph should 
not be turned into a general purpose data structure. The scene graph should be 
tuned and optimized for operations on spatial data such as rendering and 
intersection testing.

Rather, the app should associate subgraphs of the scene graph with its internal 
app data structure, as visual representations of app-specific entities. Using 
this approach, an app can use the NodePathUtils in osgWorks to identify the 
relevant nodes to reference from its internal data structure.
-Paul
___
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] Accessing Shapefile (GIS) Attribute in OSG

2011-01-29 Thread Tomlinson, Gordon
As far as I remember, the Shape file reader only creates geometry and does not 
associate any attribute data with the geometry 
If you look at the source code your can confirm this yourself, 

If this is still the same then this means you will have to write a mechanism to 
associate the attribute data with a given geometry 





Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat Talmaki
Sent: Saturday, January 29, 2011 9:20 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Accessing Shapefile (GIS) Attribute in OSG

Hi,

I have loaded a number of shapefiles using the shp plugin into my scene.

I am trying to display the attributes of my shapefile in a billboard. Though 
right now I am a little confused if I can even access the attributes of my 
shapefile in the OSG application

Hoping for some advise..

Thanks in advance.

Sincerely,
Sanat.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36140#36140





___
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] OT: Nvidia make Parallel Insight for Visual Studio Free

2011-01-27 Thread Tomlinson, Gordon
NVidia are now making this interesting tool set free ( for Visual studio
user Only )

 

See http://www.nvidia.com/object/parallel-nsight.html

 

Massively Parallel Computing

NVIDIA(r) Parallel Nsight(tm), in combination with Visual Studio, allows
you to leverage the CPU for parallel tasks and the GPU for massively
parallel computing. Parallel Nsight Professional is now available to
all, free of charge.

 

Multiple Cores What could you do with your application running 5 - 50
times faster? Develop an innovative approach to cancer detection?
Analyze financial options in real-time? Discover hidden oil reserves?
Create award winning game physics? Process HD video to allow your
customers to meet deadlines? Our partners are doing all of the above,
and more.

 

The power of GPU Computing is already delivering game changing
performance increases to the Medical, Finance, Energy, Consumer and
Research fields. For over 1,000 customer stories, visit
www.nvidia.com/cuda.

 

GPU DEVELOPMENT

NVIDIA Parallel Nsight 1.5 for GPU Development

NVIDIA Parallel Nsight software is the industry's first development
environment for massively parallel computing integrated into Microsoft
Visual Studio, the world's most popular development environment.
Parallel Nsight is a powerful plug-in that allows programmers to develop
for both GPUs and CPUs within Microsoft Visual Studio.

 

*NEW* for Parallel Nsight 1.5

   - Microsoft Visual Studio 2010 Support

   - Tesla Compute Cluster (TCC) Support

   - Single System Compute Debugging

[snip]

 

 

 

Gordon Tomlinson

3D Technology

System Engineering Consultant

Overwatch(r)

An Operating Unit of Textron Systems

Office:   703-437-7651  x 2415

Fax:   703-437-0039

gtomlin...@overwatch.textron.com
mailto:gtomlin...@overwatch.textron.com 

www.overwatch.com http://www.overwatch.com/ 

__
WARNING: Documents that can be viewed, printed or retrieved from this
E-Mail may contain technical data whose export is restricted by the Arms
Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export
Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et
seq. and which may not be exported, released or disclosed to non-U.S.
persons (i.e. persons who are not U.S. citizens or lawful permanent
residents [green card holders]) inside or outside the United States,
without first obtaining an export license.  Violations of these export
laws are subject to severe civil, criminal and administrative
penalties.

 

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


Re: [osg-users] Jitter problem - OSG Nvidia Physx

2011-01-26 Thread Tomlinson, Gordon
HI

Speculating :)

It sort of look to me like a pre-empting problem were your OSG application is 
getting bumped at times by another process and or thread.

Also it could be you have over subscribe the number of threads you have working 
and they are struggling for cpu time

Or you have sync issue were occasionally you waiting on a thread that's causing 
the jitter in your video, btw I would call them hiccups or stalls , jitter is 
something completely different to me :)

Other issues I have seen causes this is IO problems, Sending data to the 
Graphics card the first time etc or on a db with too much texture/state etc.


Again this just speculation but I have seen one and all of the about cause 
stalls the as I would called them



Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Arif Yetkin 
Sarı
Sent: Wednesday, January 26, 2011 6:44 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Jitter problem - OSG  Nvidia Physx

J.P. Delport : I got what you meant. Yes, I believe the THREAD3 output is 
robust. When we call physics.simulate() in THREAD3, for all entities in the 
physics scene (which are bounding boxes of the real entities in OSG), we get 
their positions and orientations at that exact time slice. Meaning that we 
produce a set of x y z h p r values at a particular timestamp where all 
entities' x y z h p rs are consistent with each other. Then we send this x y 
z h p r set to our frameQueue, and these frames are comsumed one at a time 
(or sampled whenever needed).


http://www.youtube.com/watch?v=naX3hOkDx8w

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35985#35985





___
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] hi, anyone can tell me how convert .dgn files to .osg/.ive ?

2011-01-25 Thread Tomlinson, Gordon
I would have a look at something like 'Deep Explorer' from right hemisphere, it 
can convert a lot of formats to formats supported by OSG such as Multigen 
OpenFlight(tm) of the top of my head I believe it supports dng format, once 
converted to say OpenFlight you can use OSG to create your OSG/IVE files


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of John Water
Sent: Tuesday, January 25, 2011 3:48 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] hi,anyone can tell me how convert .dgn files to .osg/.ive ?

Hi, everybody.

recently, I get trouble about converting .dgn files( MicroStation'format) to 
.osg ; I found dgn2osg plugin in osg'web sites, but it seems not to download 
availably now.

I also can't find opendgn'sdk download from Google which support read/write dgn 
files.

any advices, appreciate!!

Thank you!

Cheers,
John

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35942#35942





___
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] Jitter problem - OSG Nvidia Physx

2011-01-24 Thread Tomlinson, Gordon
HI

It might help if you tell us how you define Jitter as this can mean many things 
to different people


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Arif Yetkin 
Sarı
Sent: Monday, January 24, 2011 4:45 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Jitter problem - OSG  Nvidia Physx

Hello everyone.

We have been using OSG with nvidia physx for a driving simulation and we have 
jitter problem, where the cars and other objects in the scene (controlled by 
the physics) jitter annoyingly :). We believe that we update the scenegraph in 
a wrong way.

In our code : 
There is a physx thread.
There is an OSG library thread where we can add new entities, remove them, 
start rain effects, call an animation of a skeleton character etc. 
There is an OSG render loop thread, where osgviewer::...frame() is called.

Our Nvidia physx thread produces new x y z pitch head roll values for the 
scene entities at 60Hz (or any other frequency we want). 
Physx thread calls the updateEntity() function of our OSG library thread.
This function simply updates scene entities with matrixtransform::void 
setMatrix(const Matrix mat).

In other words, we move an object with this chunk of code:

Code:
osg::Matrixd mxT = createTransformMatrix(x,y,z,h,p,r);
mt-setMatrix(mx);



Here what we tried:
1-we fed OSG lib directly whenever a physx output is produced (every 16.6 ms or 
so - 60Hz): there is jitter.
2-we maintained a queue of frames on OSG lib, fed OSG at the end of each 
frame() : there is jitter.
3-we implemented a sampling mechanism on this queue, where OSG requests the 
interpolated frame from the queue for the current timestamp : there is jitter.
4-we saved a few minutes long log of the physx to a file  (many frames). 
Started a dummy thread, and fed OSG from this log. : there is jitter.

When OSG works with 60FPS, and physx thread is running at 60Hz, there seems to 
be quite low jitter (sometimes unnoticeable) .

Thanks in advance for any hints or advices.
Arif Yetkin


http://www.youtube.com/watch?v=naX3hOkDx8w

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35912#35912





___
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] Optimizing scene structure and geometry

2011-01-24 Thread Tomlinson, Gordon
Hi JS

Just little FYI , you can build texture atlases that repeat the caveat being 
they can only repeat in one direction so you can build vertical and horizontal 
sets :)

I would also say the 1k verts per primitive set is lowish I would say you can 
look at 10k or more on modern hardware ( assuming you model(s) that many)


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Monday, January 24, 2011 9:36 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Optimizing scene structure and geometry

Hi Tim and Robert,

OK, a few great suggestions, and a possible answer to why the work I've 
done hasn't sped things up that much.

First, I've been focusing mostly on automatic optimizations that I can 
code up in some processing tool since we already do that now (we use 
osgconv to convert all our models to ive, so in the past week I've been 
writing my own tool that uses parts of osgconv, the osgUtil::Optimizer 
and some slightly modified classes to give better results on our data). 
My goal was to be minimally intrusive on my artist's work. But I think 
I'm at a point now that I'll have to get him to modify some things...

For the number of transforms, I doubt I'll be able to do much to lower 
it, since it's a central part of our infrastructure that physics objects 
are attached to transforms (with the physics object's transformation 
being copied to the transform node each step). We might be able to get 
some other kind of relationship, but not in the short term. So I'll have 
to work on some other areas.

Reducing the number of statesets is a worthy goal, I've already tried 
(building texture atlases mostly). I've gone from over 2500 statesets to 
1345 in the stats I gave in my OP. The next steps will be to get my 
modeler to remove most parts of models set to render both sides (cull 
face off) and as Tim suggested removing textures set to REPEAT since 
those are two things that defeat atlas building sometimes.

Using the INDEX_MESH | VERTEX_POSTTRANSFORM | VERTEX_PRETRANSFORM 
optimizers is a good idea, up until now I was compiling my tool against 
the same version of OSG as our simulator uses (2.8.3) though, so I 
couldn't use them. I'll see if I can backport them to that version and 
see if they give better results.

About the state graph number. I guess that's pretty much proportional to 
the number of unique statesets in the graph? I'm at 1345 now, I guess if 
I get that number down it should reduce the number of state graphs?

Tim mentions keeping a figure of about 1000 verts per primitive set in 
mind. That's good info. It's really hard to find numbers that you can 
relate to the stats you see in the OSG stats display.

Thanks a lot, I'll keep working on it and keep you updated.

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


Re: [osg-users] DotScene In OSG

2010-11-03 Thread Tomlinson, Gordon
HI

OSG has a ASCII format itself that is human readable, I would say using this 
native format (.osg) would reasonable thing to do

Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Matt Caron
Sent: Wednesday, November 03, 2010 1:29 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] DotScene In OSG

Greetings,

Does anyone know if there is currently an OSG reader for the XML .scene format? 
 I'm looking for a simple human readable file format for generating a scene, so 
if there is a good alternative available for OSG that would be fine as well, 
but at the moment .scene is looking good.

Thanks.

Matt

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33398#33398





___
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] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-03 Thread Tomlinson, Gordon
Thats not quite true Sketchup files can contain physics, you can find many 
files in the wharehouse with physics


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, November 03, 2010 10:33 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG, bullet physics, collada and sketchup models on 
Ubuntu

On 11/3/2010 7:26 AM, Jan Ciger wrote:
 using a sketchup model [1] and and some animation and/or interaction. So, my 
 teacher suggested me to use osgBullet. osgBullet depends on osg, bullet and 
 osgWorks, but to load hte model i need collada-dom. This morning i  found 
 that google sketchup free can convert skp in dae (as Jordi supposed)...
 At the end... what do you both advise me? To change project or to continue  
 trying to install collada-dom + osg + bullet physics on a 32-arch of Ubuntu?
 Please, let me know your opinion.. i need the advise of experts like you two 
 :)

 If you are just using the Sketchup/COLLADA model for the table, you do
 not really need Collada support in Bullet - turn that off. The
 Sketchup model will not have anything for the physics in it anyway.
 Then you will need to build the collision meshes for Bullet yourself,
 but that is what osgBullet/osgWorks should be able to help you with.
 And making a ball and passing it to Bullet should be fairly trivial.

I concur with Jan on this. If the COLLADA file originated as a SketchUp file, 
then clearly it doesn't contain any physics information. Build OSG with the 
COLLADA plugin, load the file in OSG, then use the osgBullet tools to create 
the 
collision shapes and rigid bodies under programmatic control. osgBullet 
contains 
example programs that show many different ways for how to do this.

-- 
   -Paul Martz  Skew Matrix Software
http://www.skew-matrix.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


Re: [osg-users] OSG, bullet physics, collada and sketchup models on Ubuntu

2010-11-03 Thread Tomlinson, Gordon

Whoops I left off, 

but the conversion to COLLADA may well strip that info out ...

I know in our Sketchup read/writer for OSG we strip off things we don't support


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson, 
Gordon
Sent: Wednesday, November 03, 2010 3:13 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG, bullet physics,collada and sketchup models on 
Ubuntu

Thats not quite true Sketchup files can contain physics, you can find many 
files in the wharehouse with physics


Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, November 03, 2010 10:33 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG, bullet physics, collada and sketchup models on 
Ubuntu

On 11/3/2010 7:26 AM, Jan Ciger wrote:
 using a sketchup model [1] and and some animation and/or interaction. So, my 
 teacher suggested me to use osgBullet. osgBullet depends on osg, bullet and 
 osgWorks, but to load hte model i need collada-dom. This morning i  found 
 that google sketchup free can convert skp in dae (as Jordi supposed)...
 At the end... what do you both advise me? To change project or to continue  
 trying to install collada-dom + osg + bullet physics on a 32-arch of Ubuntu?
 Please, let me know your opinion.. i need the advise of experts like you two 
 :)

 If you are just using the Sketchup/COLLADA model for the table, you do
 not really need Collada support in Bullet - turn that off. The
 Sketchup model will not have anything for the physics in it anyway.
 Then you will need to build the collision meshes for Bullet yourself,
 but that is what osgBullet/osgWorks should be able to help you with.
 And making a ball and passing it to Bullet should be fairly trivial.

I concur with Jan on this. If the COLLADA file originated as a SketchUp file, 
then clearly it doesn't contain any physics information. Build OSG with the 
COLLADA plugin, load the file in OSG, then use the osgBullet tools to create 
the 
collision shapes and rigid bodies under programmatic control. osgBullet 
contains 
example programs that show many different ways for how to do this.

-- 
   -Paul Martz  Skew Matrix Software
http://www.skew-matrix.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
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Logitech Joystick Extreme 3D pro USB OSG

2010-09-24 Thread Tomlinson, Gordon
Under wndows, your joystick should just work, as certain functions are mapped 
direclty to mouse functions.
 
If you want specifics actions and use of other buttons and features of your 
joystick then you will have to add code to do that
 
 



From: osg-users-boun...@lists.openscenegraph.org on behalf of Patrick Pagano
Sent: Fri 9/24/2010 1:59 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Logitech Joystick Extreme 3D pro USB  OSG



Hi,

I would like to know how to get my Logitech Joystick Extreme 3D pro USB to work 
with Open Scene Graph. Is there an existing version for Windows XP that might 
already work with USB Joysticks?

...

Thank you!

Cheers,
Patrick

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32048#32048





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


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


Re: [osg-users] LineSegmentIntersector...

2010-08-24 Thread Tomlinson, Gordon
In the past I would simply write my own 'LineSegementIntersector' to
return just a hit and simply use a node mask to just test against
terrain nodes, just subclass or make a copy of the current
'LineSegementIntersector' and just later what it returns and data it
collects etc 

 

 

Gordon Tomlinson

Product Manager 3d Technology  Project Wyvern

Overwatch(r)

An Operating Unit of Textron Systems

__
WARNING: Documents that can be viewed, printed or retrieved from this
E-Mail may contain technical data whose export is restricted by the Arms
Export Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export
Administration Act of 1979, as amended, Title 50, U.S.C., App. 2401 et
seq. and which may not be exported, released or disclosed to non-U.S.
persons (i.e. persons who are not U.S. citizens or lawful permanent
residents [green card holders]) inside or outside the United States,
without first obtaining an export license.  Violations of these export
laws are subject to severe civil, criminal and administrative
penalties.

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, August 24, 2010 1:13 PM
To: OpenSceneGraph Users
Subject: [osg-users] LineSegmentIntersector...

 

All,

 

I have a question about LineSegmentIntersector. Does it always return
all intersections or does it have a feature that tells you whether or
not you got a hit or not? I have a need to use something for terrain
masking from a viewpoint to another location. In this case, all I want
to know is if I hit terrain or not. I don't care about where the hit is
or how many hits there are. It would certainly be more optimal to test
for a single hit in this case rather than computing ALL intersections
along a line of sight...

 

Any feedback on this would be appreciated...

 

Thanks,

-Shayne

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


Re: [osg-users] (no subject)

2010-07-26 Thread Tomlinson, Gordon
This is a spam and spam link, 



Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [green card holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Yurii Monakov
Sent: Saturday, July 24, 2010 9:21 PM
To: osg-users@lists.openscenegraph.org; pavelpel...@ya.ru
Subject: [osg-users] (no subject)

http://sites.google.com/site/gGtjM8SvxU11/yhhyksvy
___
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] Making objects transparent without using texturesat all

2010-07-22 Thread Tomlinson, Gordon
I can think of at least  3 other options 


Use Alpha value on vertex color attributes

Use Alpha value on a Material being applies

(See the OSG example in the source on how to use vertex colors and materials

And the other option would be to set the Alpha in shaders



Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch®
An Operating Unit of Textron Systems
__
“WARNING: Documents that can be viewed, printed or retrieved from this E-Mail 
may contain technical data whose export is restricted by the Arms Export 
Control Act (Title 22, U.S.C., Sec 2751, et seq,) or the Export Administration 
Act of 1979, as amended, Title 50, U.S.C., App. 2401 et seq. and which may not 
be exported, released or disclosed to non-U.S. persons (i.e. persons who are 
not U.S. citizens or lawful permanent residents [“green card” holders]) inside 
or outside the United States, without first obtaining an export license.  
Violations of these export laws are subject to severe civil, criminal and 
administrative penalties.”

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dženan Zuki
Sent: Thursday, July 22, 2010 10:16 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Making objects transparent without using texturesat all

Hi,

Examples that come with the OSG source code?

Cheers,
Dženan

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=30186#30186





___
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] strange problems about memory used

2010-06-14 Thread Tomlinson, Gordon
I have to ask

I assume you do NOT have a LOD node for each particle?


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Connor
Webb
Sent: Friday, June 11, 2010 8:21 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] strange problems about memory used

I'd like to report a similar sort of issue with excessive memory usage.
I'm developing a piece of code that displays 250,000 (more intended)
sand particles. 

I'm doing the rendering of the particles as Sphere objects, using a very
low level of detail and LOD nodes to reduce the number of polygons
considering that I have so many individual objects. 

I'm running into a problem when viewer.frame() is called where the
memory usage suddenly explodes.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28844#28844





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


Re: [osg-users] Read texels from texture in GPU memory

2010-06-09 Thread Tomlinson, Gordon
glReadPixels is one way you have to call something like glDrawBuffer
(GL_COLOR_ATTACHMENT0_EXT); when with FBO's  I think
( along time since I have done this )


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Aasen
Sent: Wednesday, June 09, 2010 9:33 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Read texels from texture in GPU memory

Hi all!

I am currently rendering to a texture by attaching it to a camera as
Camera::COLOR_BUFFER. 

Now I want to read data back to the CPU from this texture. I have looked
at the examples and examined the forum, but I still don't understand how
to do this.  

Can anyone please point me to the information I need or provide some
code examples to get me started?

Cheers,
Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28741#28741





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


Re: [osg-users] To make a object visible in another camer only as muchseen by given camera

2010-06-04 Thread Tomlinson, Gordon
See Nodemask's 

search the archives this has been discussed many many times


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of nikhil
raprolu simha
Sent: Friday, June 04, 2010 10:22 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] To make a object visible in another camer only as
muchseen by given camera

Hi

I want to if there is a way to make only certain part('certain' being
only as much seen by another camera).

Nikhil

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28591#28591





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


Re: [osg-users] Compilation Process of OSG Programs IDE Questions forOSG

2010-06-03 Thread Tomlinson, Gordon
Chuck Norris uses ED :)

Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Don
Tidrow
Sent: Wednesday, June 02, 2010 10:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Compilation Process of OSG Programs  IDE
Questions forOSG

On Wed, 2010-06-02 at 12:02 -0400, Jason Daly wrote:
 Carlo del Mundo wrote:
  Hi all,
 
  I have successfully installed and played around with numerous OSG
examples which leads me to a number of questions:
 
  * CMake is used for installing OSG from source.  Is CMake
exclusively used to compile OSG programs (.cpp source files)? According
to the QuickStartGuide, I succesfully used g++ to compile a .cpp file
into binary code and ran it fine there.  My question: do we use CMake
other than compiling OSG source?

 
 CMake is required to compile the OSG libraries from source.
 
 You can also use CMake for your own code (it can certainly be useful
if 
 you want to write cross-platform code), but it's not necessary.
 
 
  * I moved from a Windows VC++ 2008 environment to a linux
environment.  What is the preferred IDE/Software used to create OSG
programs? I can't imagine anyone writing code using terminal
exclusively. 

 
 Personally, all I use is vi for editing, gcc and scons for compiling ,

 and gdb for debugging.  My favorite IDE is a command line.  A lot of 
 people work quite efficiently this way.
 
 However, there are a number of IDE's out there that work in Linux.  
 Eclipse and NetBeans are two of the more popular free IDE's.
 
 
Emacs - the _original_ IDE  ;-)

Don

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


Re: [osg-users] Access violation in osg61-osg.dll?

2010-05-21 Thread Tomlinson, Gordon
Does it work in debug? If it does not debug should give you much more
info to track why you 

Does the scene load in osgviewer.exe ?

A couple of reasonable guesses would be that 

* you're possible mixing release/debug libs/dlls 
* or you're mixing libs/dlls built with different compiler versions
VS2005/VS2008 etc 
* or you're mixing versions of lib's/dll's that have different patch
levels


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Inos
Tranac
Sent: Friday, May 21, 2010 8:45 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Access violation in osg61-osg.dll?

Hello everyone,

I have a really frustrating situation on my hands here. I've made a
simple application that loads a scene and then does something with it.
When I try to load certain scenes, my program crashes occasionally(!) in
release mode and gives me this error:

Code:

Unhandled exception at 0x72e39083 in Diploma.exe: 0xC005: Access
violation reading location 0x02f0b154.



Other times everything seems to be working perfectly.
The address of the exception seems to be pointing to osg61-osg.dll

The call stack looks like this:

Code:

   osg61-osg.dll!72e39083()
[Frames below may be incorrect and/or missing, no symbols loaded
for osg61-osg.dll]  
osg61-osg.dll!72e4678d()
osg61-osg.dll!72eac7c3()
osg61-osg.dll!72e8d23d()
osg61-osgUtil.dll!6ecde669()
osg61-osgUtil.dll!6ecdeaab()
osg61-osg.dll!72e70358()
osg61-osg.dll!72ebf7ff()
osg61-osgUtil.dll!6ecdea4d()
osg61-osg.dll!72e4e938()
osg61-osg.dll!72ebf7ff()
osg61-osg.dll!72f1a14e()
osg61-osgUtil.dll!6ecdea4d()
osg61-osg.dll!72e7f198()
osg61-osg.dll!72ebf7ff()
osg61-osgUtil.dll!6ecdea4d()
osg61-osg.dll!72e4e9b8()
osg61-osg.dll!72ebf7ff()
osg61-osgUtil.dll!6ecdea4d()
osg61-osg.dll!72e4e938()
osg61-osg.dll!72ebf7ff()
osg61-osgUtil.dll!6ecdea4d()
osg61-osg.dll!72e4e938()
osg61-osgViewer.dll!6ec4e473()  
osg61-osgUtil.dll!6ed2d0b4()
osg61-osgViewer.dll!6ec500f7()  
msvcp90.dll!74124f2a()  
osg61-osg.dll!72ebf10a()
ot11-OpenThreads.dll!75742098() 
msvcr90.dll!741d3433()  
msvcr90.dll!741d34c7()  
kernel32.dll!760c3677() 
ntdll.dll!77d09d72()
ntdll.dll!77d09d45()




Now, I've read all about Heisenbugs and differences between Debug and
Release modes, so I know it's my fault, but if you look at the code, the
program doesn't crash until the last line, when there's a call to
viewer-run():


Code:

root = new osg::Group;
viewer = new osgViewer::Viewer(arguments);

//the non-colored scene that will be shown before and after the
algorithm
sceneNoColor = osgDB::readNodeFiles(arguments);

TextureRemover *textureRemover = new TextureRemover;

osgDB::Registry::instance()-setReadFileCallback(textureRemover);

// read the scene from the list of file specified commandline
args.
scene = osgDB::readNodeFiles(arguments);

if (!scene || !sceneNoColor)
{
osg::notify(osg::NOTICE)No model loadedstd::endl;
exit(1);
}

osg::ref_ptrPrimitiveCountVisitor primitiveCountVisitor = new
PrimitiveCountVisitor;
scene-accept((*primitiveCountVisitor));

long numPrimitives = primitiveCountVisitor-getNumPrimitives();
postDrawCallback = new SnapImage(PostDrawCallback.png,
numPrimitives, osg::Vec4(1.f, 1.f, 1.f, 1.f));

scene-setDataVariance(osg::Object::DYNAMIC);
osg::ref_ptrGeometryPaintVisitor paintVisitor = new
GeometryPaintVisitor(numPrimitives);
scene-accept((*paintVisitor));

osg::ref_ptrosg::Switch mainSwitch = new osg::Switch;

mainSwitch-addChild(sceneNoColor);
mainSwitch-addChild(scene);
mainSwitch-setSingleChildOn(0);
mainSwitch-setName(ij_MainSwitch);

osg::ref_ptrosg::MatrixTransform mt = new
osg::MatrixTransform;
osg::Matrix m;
osg::Vec3f boundingSphereCenter = scene-getBound().center();
m.setTrans( -boundingSphereCenter.x(),
-boundingSphereCenter.y(), -boundingSphereCenter.z() );
mt-setMatrix( m );

if (mainSwitch.valid()) 
{
mt-addChild(mainSwitch.get());
root-addChild(mt.get()); 
}

//compute the center point and the radius of the bounding sphere
osg::BoundingSphere boundingSphere = mt-getBound();

Re: [osg-users] Array of points of object

2010-05-12 Thread Tomlinson, Gordon
Roughly you do this

Create a node visitor

Apply the visitor to the Root node of your object

When you get to a Geode

Retrieve it Geometry/Drawables Nodes

From the each Geometry you can retrieve the Vertex arrays ( what the
pints mean depend on that your using, tri-strips, polygons, tri etc )



See the examples and their code on more info on Node visitor and how is
geometry is created and search the mail archive for more info as this
has come up a few times 



Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Danyil
Volovyk
Sent: Tuesday, May 11, 2010 3:05 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Array of points of object

Hi,

How can I get a mesh or array of points of object (OBJ file), that I
loaded with code below: 


Code:

Osg.MatrixTransform transform = new Osg.MatrixTransform();
Node readNodeFile = OsgDB.Globals.readNodeFile(file, null);
transform.addChild(readNodeFile);

viewer3D.Viewer.setSceneData(transform);
viewer3D.Viewer.realize();





Thank you!

Cheers,
Danyil

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27770#27770





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


Re: [osg-users] Shrink/Enlarge whole osg::Groups ?

2010-05-11 Thread Tomlinson, Gordon
Maybe I missing something in what you're asking

If you add and remove more data then you simply remove all the child of
the group or PAT and then add the new nodes you want

If you mean you want to actually scale everything under a PAT or group
then you can set the scaling on a PAT, on a group you will have to
insert a matrix above the Groups to scale the group and its children


BTW I don't think it's all in the title you offer too little information
I would suggest expanding on what you mean in this case because what you
ask could be interpreted in many ways 


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ku
Krapox
Sent: Tuesday, May 11, 2010 9:08 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Shrink/Enlarge whole osg::Groups ?

Hi all,

Everything is in the title : how would you change the size of the whole
content of an osg::Group (or a PAT) as if it was a single object? Is
this possible?

Thank you!

Cheers,
Ku

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27748#27748





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


Re: [osg-users] [build] plz help!!! compiling OSG under cygwin ...plz help!!!!

2010-04-27 Thread Tomlinson, Gordon


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
Did you try what Jan suggested about pointing to gcc ?

Have you looked at
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecific
s/Cygwin

I also would recommend you do a search of the OSG mailing list archives
on cygwin e.g.

http://www.mail-archive.com/search?l=opensg-users%40lists.sourceforge.ne
tq=osg+cygwin




-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of sarah
keith
Sent: Tuesday, April 27, 2010 1:33 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [build] plz help!!! compiling OSG under cygwin
...plz help

well!! i dont have any option other than cygwin cz i have been assigned
a project and OSG is one of the modules to be compiled... i have
compiled most of the modules... 

plz plz if somebody could guide me in an exact way to install it with
cmake by use of cygwin ... i have little programming knowledge...

... 


Thank you!

Cheers,
sarah

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27297#27297





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


Re: [osg-users] Applying Rotation To An Object?

2010-04-26 Thread Tomlinson, Gordon
Hi I don't have code to hand but this old creator tutorial I put
together along time ago explains the concept of 2
PositionAttitudeTransform (DOF's)

http://www.vis-sim.com/creator/creator_dof1_ex_04.pdf


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Elliot
Pilkington
Sent: Monday, April 26, 2010 7:25 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Applying Rotation To An Object?

Thank you for your reply, Though i still cant get the code correct to
make two rotations.

I just cant get any of the code combinations that I've tried to perform
two rotations.

If anyone has any sample code which illustrates rotations it would be
very much appreciated.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27292#27292





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


Re: [osg-users] Model Loading

2010-04-23 Thread Tomlinson, Gordon
HI

For Max you can use Deep Exploration from Right Hemisphere ( YOU Need a
copy of Max for it to work though ) and it will allow you to convert to
OpenFlight for instance which will get you into OSG nicely, Deep
Exploration is a nice program, on a side note they also prove the 3d
engine for the 3d in PDF files ) it not free but is worth the money and
will give you a solid route, not sure if they support Maya

http://www.righthemisphere.com

http://www.righthemisphere.com/_base/static/img/products/callouts/Deep-E
xploration-6.1-CAD-Edition-Product-Brief-v01.pdf

You can get a fully working demo version from them as well



Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim
Bale
Sent: Friday, April 23, 2010 6:05 AM
To: osg-users
Subject: [osg-users] Model Loading

Hi All,

The company I'm working for has recently moved all their graphics
development from Vega over to OSG (currently 2.8.2) which has all gone
pretty smoothly.

However, we're now looking at ways of stream lining the work flow
between modellers and programmers. At the moment the big sticking
point is finding a model format that exports nicely from maya 2010 and
Max2010 and is then read without issue in OSG.

In the past the best results I've had was with Collada and max 2009
when exported using the Feeling software free collada exporter.
However, as far as I know this isn't supported by max 2010. I noticed
Feel Software have a commercial version of ColladaMax but without a
trial version it's difficult to evaluate how it will perform will
OSG's inbuilt loaders.

So, I would be very interested to know what exporters (commercial or
free) people are using to get their models out of Max and Maya and
into OSG. Or indeed, if people have had to use custom loaders in their
software to get consistent results. Our requirements are pretty basic
(geometry, multiple texture coordinate sets, textures, material
properties etc), but what is most important is that we can limit the
amount of tweaking we need to do to get the models into OSG after
export. We're happy to change version of OSG if there have been
improvements in the area since 2.8.2.

Thanks,

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


Re: [osg-users] CityGML

2010-04-21 Thread Tomlinson, Gordon
Very cool, will save some work

Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Joachim
Pouderoux
Sent: Wednesday, April 21, 2010 4:08 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] CityGML

Hi,

I have coded a CityGML reader for OSG ! It successfully parses all
geometry, material (color  texture) of CityGM 0.3-1.0 samples available
on the offical CityGML website.
The reader is based on a small library (4 files) I developed which is
independent of osg. I should submit the code of both the lib  the
reader soon! Stay tuned :)

Cheers,
Joachim

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27107#27107





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


Re: [osg-users] [osgPlugins] FBX Plugin

2010-04-20 Thread Tomlinson, Gordon
They are 2 different examples on purpose

 

For me by default I want animations OFF and I will turn them on via code
when required in my application

 

What might be appropriate is one of two things or may be both (if there
not already there)

 

1)   Update the OSGviewer to take a command line option to turn on
Animations

 

2)   Provide an Environment variable that  turns on Animations

 

 

Both require code changes and traversing the scene graph each time a
node/model is loaded to look for Animation nodes and turn them on (
there's other way such as change every loader (not a good idea))

 

If you feel the need then you free to update the OSGviewer code and
submit it Robert to see if he thinks the updates are OK etc

 

 

 

 

Gordon Tomlinson

Product Manager 3d Technology  Project Wyvern

Overwatch(r)

An Operating Unit of Textron Systems

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael
Platings
Sent: Tuesday, April 20, 2010 5:10 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [osgPlugins] FBX Plugin

 

It would be sensible to merge osganimationviewer with osgviewer to avoid
this confusion, if anyone has any time to do it?

On 20 April 2010 09:22, Dario Minieri para...@cheapnet.it wrote:

Oh nice, I havn't compiled examples :D This work fine

Best regards



bouffa wrote:
 Hi Dario,

 You can find osganimationviewer in the examples folder.


 Mourad






 On Mon, Apr 19, 2010 at 7:55 PM, Dario Minieri  () wrote:

  Hi,
 
  I have the same problem with some simple model from Cinema 4D. The
FBX contains all animation takes but I see no movement with osgviewer.
I'm using OSG 2.8.3 with, obviously, FBX support (SDK 2010-2).
 
  You talking about an osgAnimationViewer, but I have only the
osgViewer in my binary dir.
 
  You have foud some solution?
 
  Thank you!
 
  Cheers,
  Dario
 
  --
  Read this topic online here:

  http://forum.openscenegraph.org/viewtopic.php?p=26956#26956
(http://forum.openscenegraph.org/viewtopic.php?p=26956#26956)
 
 
 
 
 
  ___
  osg-users mailing list
   ()
 
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
(http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
rg)
 


  --
 Post generated by Mail2Forum



--
Read this topic online here:

http://forum.openscenegraph.org/viewtopic.php?p=26974#26974






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

 

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


Re: [osg-users] [3rdparty] 3DShapefile immune to Lighting/Material

2010-04-20 Thread Tomlinson, Gordon
Any good OpenGL book will tell you about Normals or tutorials such as
http://nehe.gamedev.net/

Also simple search of the examples files using something like 'normal'
or 'setNormalArray' will show you many examples of setting normals such
as in OpenSceneGraph\examples\osggeometry




Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Suvajit
Sengupta
Sent: Tuesday, April 20, 2010 3:55 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [3rdparty] 3DShapefile immune to
Lighting/Material

Hi Gordon,

Yes, now I am able to view the surfaces with shades after adding a
normal to the geometries. But it was it of trial and error to set up the
normal. 
I am still not clear theoretically what is a Normal and how a Normal
Array for a given geometry is defined. I am trying something to read
about it.
It will good to have some references/links about a normal. 

... 


Thank you!

Cheers,
Suvajit

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26973#26973





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


Re: [osg-users] Untriangulate Meshes...

2010-04-20 Thread Tomlinson, Gordon
Hi

One reason is that you can construct very optimal triangular meshes, that take 
you through the fast path on the graphics pipe, 4+ polygonal are not a 
optimizeable as the triangles, so unless you really need to preserve the 
polygonal shape I would recommend just using the triangles and let the tools in 
OSG the loaders and the optimizer you can run over you nodes do their best



Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch®
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dario Minieri
Sent: Tuesday, April 20, 2010 8:59 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Untriangulate Meshes...

Hi Michael

Thanks for you reply. Yes, the wireframe view shows triangle instead 4gons. 
This isn't a real problem for me when you say:


  (b) because triangle lists are faster to render than separate polygons.


I'm not very familiar with 3D inside concepts, but I thought that having 
fewer polygons (though with 4 vertices) could be better, in terms of render 
time and memory, which have fully triangulated model. So, I'm in wrong? :D

Many thanks

Bye


Michael Platings wrote:
 Hi Dario,
 no the FBX reader doesn't necessarily have to triangulate the mesh, I just 
 wrote it that way (a) for simplicity and (b) because triangle lists are 
 faster to render than separate polygons.
 Presumably you're viewing the model in wireframe - are the extra lines a 
 major issue for your application?
 
 On 19 April 2010 19:59, Dario Minieri  () wrote:
 
   Hi Gordon
  
  Simply, if I have a model with mesh consisting of polygons with 4 vertices 
  (no others n-gons), it must necessarily be triangulated? The osgViewer 
  always shows the triangulated models even though they are not originally.
  
  Many thanks
  
  Best Regards
  
  
  Tomlinson, Gordon wrote:
  
   What do you define a 'untriangolate mesh' to be ?
   
   
   
   Gordon Tomlinson
   Product Manager 3d Technology  Project Wyvern
   Overwatch(r)
   An Operating Unit of Textron Systems
   
   -Original Message-
   From:
   
  
  
   [mailto:] On Behalf Of Dario
   Minieri
   Sent: Monday, April 19, 2010 10:11 AM
   To:
   
  
  
   Subject:  Untriangulate Meshes...
   
   Hi,
   
   Sorry for my noob question: OSG is unable to handle untriangolate
   meshes?
   
   Thank you!
   
   Cheers,
   Dario
   
   --
   Read this topic online here:
   http://forum.openscenegraph.org/viewtopic.php?p=26947#26947 
   (http://forum.openscenegraph.org/viewtopic.php?p=26947#26947)
   
   
   
   
   
   ___
   osg-users mailing list
   
   
  
  
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or 
   (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or)
   g
   ___
   osg-users mailing list
   
   
  
  
   http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
   (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
   
   
  
  
    --
   Post generated by Mail2Forum
   
  
  
  --
  Read this topic online here:
  
  http://forum.openscenegraph.org/viewtopic.php?p=26961#26961 
  (http://forum.openscenegraph.org/viewtopic.php?p=26961#26961)
  
  
  
  
  
  
  ___
  osg-users mailing list
   ()
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org 
  (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
  
  
  
 
 
  --
 Post generated by Mail2Forum

 


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27003#27003





___
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] recent satellite imagery

2010-04-20 Thread Tomlinson, Gordon
Companies like

 

GeoEye
http://www.geoeye.com/CorpSite/products/imagery-sources/Default.aspx

 

Orbital http://www.orbital.com/SatellitesSpace/ImagingDefense/

 

Gordon Tomlinson

Product Manager 3d Technology  Project Wyvern

Overwatch(r)

An Operating Unit of Textron Systems

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Trajce
(Nick) Nikolov
Sent: Tuesday, April 20, 2010 10:23 AM
To: OpenSceneGraph Users
Subject: [osg-users] recent satellite imagery

 

Hi Community,

 

any idea from where I can order recent satellite imagery??

 

Thanks!
-Nick

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


Re: [osg-users] [3rdparty] 3DShapefile immune to Lighting/Material

2010-04-19 Thread Tomlinson, Gordon
They probably have no normals, for lighting and standard shading you
need normals 



Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Suvajit
Sengupta
Sent: Monday, April 19, 2010 12:59 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [3rdparty] 3DShapefile immune to Lighting/Material

Hi,

I wanted to read in 3D Shapefile will PolygonZ features and then viewe
it in 3D. The shape file contain a set of buildings.
I am able to read in the shapefile with SHP plugin and then view it
correctly.
But the polygon faces are showing in flat bold color as shown in
attached image.

But now I want to apply Light/Shading to the building models to make the
buildings appear realistic and visually distinct.

I tried applying Materials and Textures to the StateSet of the Geode
that contain the Geometry of the buildings but to no avail.

Need some directions to go forward on this.
Using OSG 2.9.7 on VS2009 .


... 


Thank you!

Cheers,
Suvajit

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26937#26937




Attachments: 
http://forum.openscenegraph.org//files/3dshp_161.jpg


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


Re: [osg-users] Untriangulate Meshes...

2010-04-19 Thread Tomlinson, Gordon
What do you define a 'untriangolate mesh' to be ?



Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dario
Minieri
Sent: Monday, April 19, 2010 10:11 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Untriangulate Meshes...

Hi,

Sorry for my noob question: OSG is unable to handle untriangolate
meshes?

Thank you!

Cheers,
Dario

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26947#26947





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


Re: [osg-users] Untriangulate Meshes...

2010-04-19 Thread Tomlinson, Gordon
Hi

This may depend on the format your loading from, it maybe that the
loader its self is triangulating the data, and if the loader is also
passing the created nodes through the optimizer I believe that will be
trying to create triangular meshes by default. If it's just the
optimizer you should be able tell the optimizer not to do that, if it's
the loader then that's something that may need to addressed in the
loader code itself


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dario
Minieri
Sent: Monday, April 19, 2010 2:59 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Untriangulate Meshes...

Hi Gordon

Simply, if I have a model with mesh consisting of polygons with 4
vertices (no others n-gons), it must necessarily be triangulated? The
osgViewer always shows the triangulated models even though they are not
originally.

Many thanks

Best Regards


Tomlinson, Gordon wrote:
 What do you define a 'untriangolate mesh' to be ?
 
 
 
 Gordon Tomlinson
 Product Manager 3d Technology  Project Wyvern
 Overwatch(r)
 An Operating Unit of Textron Systems
 
 -Original Message-
 From: 
 [mailto:] On Behalf Of Dario
 Minieri
 Sent: Monday, April 19, 2010 10:11 AM
 To: 
 Subject:  Untriangulate Meshes...
 
 Hi,
 
 Sorry for my noob question: OSG is unable to handle untriangolate
 meshes?
 
 Thank you!
 
 Cheers,
 Dario
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=26947#26947
 
 
 
 
 
 ___
 osg-users mailing list
 

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

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26961#26961





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


Re: [osg-users] Untriangulate Meshes...

2010-04-19 Thread Tomlinson, Gordon
Hi

Sorry I'm not familiar with the FBX format or loader at this time so
will have to defer to those who know it

Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dario
Minieri
Sent: Monday, April 19, 2010 3:54 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Untriangulate Meshes...

My format is FBX that should not be triangulated...or am I wrong?


Tomlinson, Gordon wrote:
 Hi
 
 This may depend on the format your loading from, it maybe that the
 loader its self is triangulating the data, and if the loader is also
 passing the created nodes through the optimizer I believe that will be
 trying to create triangular meshes by default. If it's just the
 optimizer you should be able tell the optimizer not to do that, if
it's
 the loader then that's something that may need to addressed in the
 loader code itself
 
 
 Gordon Tomlinson
 Product Manager 3d Technology  Project Wyvern
 Overwatch(r)
 An Operating Unit of Textron Systems
 
 -Original Message-
 From: 
 [mailto:] On Behalf Of Dario
 Minieri
 Sent: Monday, April 19, 2010 2:59 PM
 To: 
 Subject: Re:  Untriangulate Meshes...
 
 Hi Gordon
 
 Simply, if I have a model with mesh consisting of polygons with 4
 vertices (no others n-gons), it must necessarily be triangulated? The
 osgViewer always shows the triangulated models even though they are
not
 originally.
 
 Many thanks
 
 Best Regards
 
 
 Tomlinson, Gordon wrote:
 
  What do you define a 'untriangolate mesh' to be ?
  
  
  
  Gordon Tomlinson
  Product Manager 3d Technology  Project Wyvern
  Overwatch(r)
  An Operating Unit of Textron Systems
  
  -Original Message-
  From: 
  [mailto:] On Behalf Of Dario
  Minieri
  Sent: Monday, April 19, 2010 10:11 AM
  To: 
  Subject:  Untriangulate Meshes...
  
  Hi,
  
  Sorry for my noob question: OSG is unable to handle untriangolate
  meshes?
  
  Thank you!
  
  Cheers,
  Dario
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=26947#26947
  
  
  
  
  
  ___
  osg-users mailing list
  
  
  

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

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
 g
 
  
  --
  Post generated by Mail2Forum
  
 
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=26961#26961
 
 
 
 
 
 ___
 osg-users mailing list
 

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

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
 
  --
 Post generated by Mail2Forum


--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26965#26965





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


Re: [osg-users] 3D model fomat

2010-04-14 Thread Tomlinson, Gordon
Depends on what you want and the tools you have

I personally think Open-flight through Creator or one of the few clones
out there now, is a good choice for to modeling  and then convert to IVE
for run time. Others uses 3ds and obj fine but I' also old school and
know Creator very well. (Main problem with Creator is simply cost
compared to other tools )

We recently created a SKP importer/export for Sketch up to OSG and the
models that come out of Sketch up are no really ready prime time Vis-Sim
it create what to complex models that look very simple in SketchUp but
when exported become nightmares...




Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Yong
Wang
Sent: Wednesday, April 14, 2010 9:37 AM
To: OpenSceneGraph Users
Subject: [osg-users] 3D model fomat

Hi,

I'm learning OSG, and trying to build a ship simulator. 

What is the best 3D model format I should use? Is it OpenFlight, or 3ds,
or obj?

Thanks a lot,
Yong
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] 3D model fomat

2010-04-14 Thread Tomlinson, Gordon
Hi

Generally in many cases yes IVE's will/can help improve your runtime
performance especially load time, when converting from other formats
such as 3DS, FLT to IVE optimizations can be done that can aid the run
time as well , but could model a lot of that as but most folks don't
model that way these days, it's a skill that being lost

Whatever the run-time you use it is generally found that the native
binary format IVE in the case of OSG will typically outperform the
generic modeling formats 

Having said that how you model a feature or set of features can also
dramatically improve or hit the runtime performance whether or not you
use IVE etc


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Yong
Wang
Sent: Wednesday, April 14, 2010 10:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3D model fomat

Hi, Gordon:

Thanks a lot for your quick response, does that mean IVE provides better
performance for runtime?

Yong
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tomlinson, Gordon
Sent: Wednesday, April 14, 2010 10:24 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3D model fomat

Depends on what you want and the tools you have

I personally think Open-flight through Creator or one of the few clones
out there now, is a good choice for to modeling  and then convert to IVE
for run time. Others uses 3ds and obj fine but I' also old school and
know Creator very well. (Main problem with Creator is simply cost
compared to other tools )

We recently created a SKP importer/export for Sketch up to OSG and the
models that come out of Sketch up are no really ready prime time Vis-Sim
it create what to complex models that look very simple in SketchUp but
when exported become nightmares...




Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Yong
Wang
Sent: Wednesday, April 14, 2010 9:37 AM
To: OpenSceneGraph Users
Subject: [osg-users] 3D model fomat

Hi,

I'm learning OSG, and trying to build a ship simulator. 

What is the best 3D model format I should use? Is it OpenFlight, or 3ds,
or obj?

Thanks a lot,
Yong
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to not show textures

2010-04-14 Thread Tomlinson, Gordon
This is what we use every day and it works

http://www.vis-sim.com/osg/osg_faq_1.htm#f47

we also tend to do stateSet-setDataVariance(osg::Object::DYNAMIC); as
well


Personally I would not use ref_ptr on the state here but that's me

Also were are doing this ?


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Inos
Tranac
Sent: Wednesday, April 14, 2010 9:49 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How to not show textures

Hi everyone,

I'm having a tough time preventing textures from showing in the scene.
I've tried the approach explained in the QuickStartGuide, but I'm
obviously missing something bigtime...
Here is the main part of the code:


Code:

unsigned int mode = osg::StateAttribute::OVERRIDE |
osg::StateAttribute::OFF;
osg::ref_ptr osg::StateSet state = sceneNoColor-getOrCreateStateSet();

for( unsigned int ii=0; ii 12; ii++)
{
state-setTextureMode( ii, GL_TEXTURE_1D, mode );
state-setTextureMode( ii, GL_TEXTURE_2D, mode );
state-setTextureMode( ii, GL_TEXTURE_3D, mode );
}




Frankly, I wouldn't mind removing the textures alltogether, but I'm not
sure how to do that efficiently.

I would very much appreciate any suggestions about how to make this
work. 

Thank you in advance.
Inos

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26773#26773





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


Re: [osg-users] Absolute position of an object

2010-04-14 Thread Tomlinson, Gordon
As you don't show your code I have to ask a couple of obvious questions 

Is the node you loaded a child of the PAT?

Has the PAT been added to the Scene?


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of daniele
argiolas
Sent: Wednesday, April 14, 2010 12:00 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Absolute position of an object

Hi,
I create a simple scene with osg where I load an osg model.
Then I try to position it with PositionAttitudeTransform and setPosition
but it remains always in the same position (center of the scene).
How can I position objects in absolute way?


Thank you!

Cheers,
daniele

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26790#26790





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


Re: [osg-users] 2.8.3 released!

2010-04-05 Thread Tomlinson, Gordon
Nice work Paul and all ...



Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Monday, April 05, 2010 3:39 PM
To: OpenSceneGraph Users
Subject: [osg-users] 2.8.3 released!

Hi all -- The OSG v2.8.3 final release has just been tagged.
Congratulations and 
many thanks to everyone in the community who pitched in and helped me
get this 
out the door. The community effort really caught a lot of issues that I
would 
never have caught on my own, so again, thanks!

It's hard to believe it's been 6 months since 2.8.2. The 2.8.3 release
takes new 
functionality, long available on trunk and in developer releases, and
makes 
those features available in a stable release for developers to use in
production 
releases of their OSG-based apps.

I don't have write access to the downloads page, so I've made a source
ZIP 
available here, until it can be moved to the OSG server:
   http://www.skew-matrix.com/osg283/OpenSceneGraph-2.8.3.zip
Robert, if you could move that, I'd appreciate it.

Does anyone want to volunteer to build binaries? Preferably, someone who
has 
done it in the past, so that the packages remain consistent from release
to release.

After the downloads page is in shape, I'll push the press release out to

opengl.org and khronos.org.

Use this URL to svn checkout the 2.8.3 final release tag:
 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph
-2.8.3

The release status page serves as the release notes:
   http://www.openscenegraph.org/projects/osg/wiki/Support/283release

And the press release is still located here:
   http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8.3

The only issue I'm aware of with 2.8.3 at this point is a problem I
discovered 
with the 3DS exporter handling certain MatrixTransforms, possibly an
issue with 
how the matrix decomposition handles corner-case matrices. The behavior
is the 
same on svn trunk and not a show stopper in my opinion. I've exchanged
offline 
emails with Sukender and supplied him with a reproducer .osg model.

Again, thanks to all for the assistance with v2.8.3.
-- 
   -Paul Martz  Skew Matrix Software
http://www.skew-matrix.com/
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Moving a line and its vertices

2010-03-12 Thread Tomlinson, Gordon
Hi 

By default OSG will have display list turned on which means the drawing
is cached and thus when you change something it will not be reflected,
if your changing tings a lot you might want to disable display list
alternatively you can tell OSG to rebuild the display list with a call
like myGeometry-dirtyDisplayList();


I would recommend a searching the forum archive as well as this has been
discuss many times and there are many ways in which you could edit
geometry on the fly




Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
Cofer
Sent: Friday, March 12, 2010 10:46 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Moving a line and its vertices

Hi,

I have created a line in my scene based on the osggeometry example. I
create the line and it displays fine, but I also need to change the
end-points on the line dynamically as the simulation progresses. I
started out by re-setting the vertex array data at each step in the
render loop, but that did nothing. The line stayed exactly where it was
when it was first initialized. I then tried creating a new vertex array
and calling setVertexArray at each step, and this blew up spectacularly
after a few steps. Is there any example of how I am supposed to get my
line and its end points to move dynamically in the simulation? 

Thank you!

Cheers,
David

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25579#25579





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


Re: [osg-users] Subfaces in OpenFlight models

2010-03-09 Thread Tomlinson, Gordon
Not looked at the current OSG code.

But its used be done with the GL POLYGON_OFFSET calls and settings


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Tuesday, March 09, 2010 12:14 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Subfaces in OpenFlight models

David Marchessault wrote:
 Hi,
 
 First of all, I am a new user of openSceneGraph so bear with me :) . I
have a fairly simple question, is OSGViewer supporting subfaces in
openflight models? Of course I tried, but I am getting strange result
where the subface would only display under certain camera angles.

I'm pretty sure that flt subfaces requires stencil, so try this:
   osgviewer --stencil file.flt

-Paul

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


Re: [osg-users] OpenGL3.0

2010-03-03 Thread Tomlinson, Gordon
Hi Guy
 
I would recommend a search thru the OSG mailing archives on the subject
of OpenGL 3.0 and the fixed pipe line deprecating , there have been many
good and  useful conversations on this,  that would help you understand
the fundamental shift in Opengl 3.X going forward and how OSG is
proposing to tackle the shift in paradigms
 
Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Guy
Sent: Wednesday, March 03, 2010 9:35 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenGL3.0



Hi all,

 I built the osg2.9.7. I tried to create the project with the
OSG_GL3_AVAILABLE, and he rest GL flags disabled. But when I run the
simplest example, osgviewer with the cow.osg to render, it renders
nothing and display warnings as TexGen::apply - not supported and some
other stuff. I dug into the code and found that this is due that I
disabled the OSG_GL_FIXED_FUNCTION_AVAILABLE.

 

Does it mean that with OpenGL3 there is not fixed pipeline and all
should be written by shaders? What about the projections of the objects
from the 3D world to the camera plan, are they done by OpenGL or should
I write them too?

 

And if all should be done by shaders, does it mean that most of the code
of OSG won't work under GL3 if no appropriate shaders would be written?

 

Thanks,

 Guy.

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


Re: [osg-users] Easiest way to bundle an OSG app

2010-03-02 Thread Tomlinson, Gordon
I no lawyer either :) (thankfully) but some libraries do not allow
static linking

We had a long useful set of posts on the subject of static linking and
its implications quite a while ago, a search of the archive might show
those posts up and might or might not be useful to y'all

For the majority of OSG this is not really a problem, but something to
consider and ensure compliance, I know our company to be very strict on
ensuring the licensing terms are adhered to and that we can actually use
them as we want according to the licensing terms etc ( and rightly so is
the litigious age we live in)


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Luigi
Calori
Sent: Monday, March 01, 2010 8:58 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Easiest way to bundle an OSG app

Tomlinson, Gordon wrote:
 One caveat not all the 3rdparty plugins and possible dependencies are 
 LGPL and thus don't allow static linking
   
Not sure about legal issues, but it seem to me that linking restrictions
apply only to closed source projects:
if you distribute the source you can use the linking you want, or am i
wrong?
Regards
 Luigi

 Gordon Tomlinson
 Product Manager 3d Technology  Project Wyvern
 Overwatch(r)
 An Operating Unit of Textron Systems

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of 
 Martin Beckett
 Sent: Monday, March 01, 2010 12:29 PM
 To: osg-users@lists.openscenegraph.org
 Subject: Re: [osg-users] Easiest way to bundle an OSG app


   
 Not know how it goes with wxwidgets, if you can build it statically, 
 then you do not need to include it.
 

 You can do either, it's LGPL + static allowed.
 If you use dll's you have the option of only shipping the parts you 
 use
 - so leaving out say database or webbrowser components.

 The other advantage of using dynmaic libs is you can update your app 
 more easily - you only have to send a new, relatively small,  .exe

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=25015#25015





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


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

2010-03-01 Thread Tomlinson, Gordon
Simplest way would be to open up the file in Creator and  use the remove
unused textures command

You could also write a simple Creator API app to do this on a list of
flight files

Another option would be to load the file in to OSG and save out as  OSG
or IVE file again you could write a simple script to do this for many
files


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Monday, March 01, 2010 10:29 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [osgPlugins] OpenFlight - Palette Records
prevent using of ReaderWriter Callback

Alexandre Amalric wrote:
 Hi osg-users,
 
 I have a question concerning the palette texture record. When 
 converting a flt model which texture palette contains useless texture,

 they are even read. Is there a way to read only used texture.  Let's 
 say I have a simple model file using 1 texture but my texture palette 
 in corresponding openflight model contains 100 textures, so 99% are 
 useless but the plugin read them.
 
 I know that it is a special case, but when working on Openflight 
 models with Multigen Paradigm it happens a lot.
 
 Any suggestion ? 

You'd need to modify the OpenFlight plugin to support this.
-Paul

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


Re: [osg-users] Easiest way to bundle an OSG app

2010-03-01 Thread Tomlinson, Gordon
One caveat not all the 3rdparty plugins and possible dependencies are
LGPL and thus don't allow static linking 


Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Beckett
Sent: Monday, March 01, 2010 12:29 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Easiest way to bundle an OSG app


 Not know how it goes with wxwidgets, if you can build it statically, 
 then you do not need to include it.

You can do either, it's LGPL + static allowed.
If you use dll's you have the option of only shipping the parts you use
- so leaving out say database or webbrowser components.

The other advantage of using dynmaic libs is you can update your app
more easily - you only have to send a new, relatively small,  .exe

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25015#25015





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


Re: [osg-users] NVOpenGLPbuffer:osgdem.exe -- Application error:(Complier Blue Marble Viewer)

2010-03-01 Thread Tomlinson, Gordon
Please note that the Quadro NVS cards are designed for 2d business
desktop applications and are not recommended for 3d applications such as
OSG if you want Quadro for 3d then you really need to be using the FX
range
 
 
The Geforce 285/295 cards are a way much better option if you don't want
the Quadro FX cost
 
 
 
Gordon Tomlinson
Product Manager 3d Technology  Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Monday, March 01, 2010 4:07 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] NVOpenGLPbuffer:osgdem.exe -- Application
error:(Complier Blue Marble Viewer)


HI ?? Could you please with sign with a human readable name so that
others can address you correctly.  Thanks, Robert.

Also when posting to the lists/forum you need to specify which version
of the OSG/VPB you are using, and OS, especially when you are using very
old versions like it sounds like you are.

Robert.


2010/2/28 osgxiaogang osgxiaog...@163.com


Hi:  When I complier the Blue Marble Viewer,  I individual
complier the land_shallow_topo_east.tif , It works OK, individual
complier the land_shallow_topo_west.tif , It also works OK. But  when I
complier the two tif ,It happens the errors. the error is
NVOpenGLPbuffer:osgdem.exe -- Application error: , My  vedio card is
NVIDIA Quadro NVS 140M , I have already download the right driver, but
it also can not work. 

 

Does everyone  has the same situation ? How can I resolve it?
Thank you!




___
osg-users mailing list
osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g




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


Re: [osg-users] freetype fonts on Windows...

2010-02-23 Thread Tomlinson, Gordon
HI

Has the freetype library and its dependancies been build with the same
compiler, patches and re-distributables as your application and no
mixing of release or debug libs?  As in the past this has been the
problem for many

Also a goolgle or archive search should throw similar responses that
others have had with freetype 


Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, February 23, 2010 6:34 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...

Thanks guys.

We'll investigate it more given the suggestions. It's probably something
silly we're failing to do...

Thanks,
-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Simon
Hammett
Sent: Tuesday, February 23, 2010 4:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] freetype fonts on Windows...



On 23 February 2010 23:17, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:


Mourad,

Yes. We know the path setting is correct because we can use the
other plugin
dlls that reside in the folder without any problems.

Thanks for the input.


-Shayne




FYI, my build of freetype-2.3.9 is just static libs, no dlls.
So my osg plugin is obv. using just those libs.

Been ages since I built it, so I forget the details:

but if you get desperate I can send you the solutions and vcproj files
for freetype  the osg freetype plugin.

Then again, I'm pretty sure I didn't do anything special to get it to
work.
So you must be a muppet! ;)

--
http://www.ssTk.co.uk

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


Re: [osg-users] Two rotations on an object?

2010-02-15 Thread Tomlinson, Gordon
Nice job Jason... 


Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Daly
Sent: Monday, February 15, 2010 6:26 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Two rotations on an object?

R Fritz wrote:
 1. Put your sun at the origin of world co-ordinates.
 2. Put the planet at the origin. Make its axis of rotation the z axis.
 3. Use a rotate transform to rotate it around its axis. (You've got 
 this part.) 4. Translate the planet along the x axis, to its orbital
radius.
 5. Use a rotation around the z to position the planet in the x-y
plane. 
 (If the planet's orbit is not in the x-y plane, you will need more
 transformations.)

 These techniques are covered in most introductory computer graphics 
 texts--that's where to go to learn about this kind of problem; 
 studying software docs won't get you very far.
   

I agree that you should try to familiarize yourself with the basics of
computer graphics before asking the list about things like this.

That said, I'll try to explain the relevant parts at a high level...


Graphical 3D objects are composed of polygons, which are specified by
their vertices (points in space).  Each object is typically modeled
relative to the origin of Euclidean space (0, 0, 0).  In order to place
an object somewhere else in space, or rotate it to a different
orientation, you need to transform its vertices.  This is done by
multiplying each vertex by a 4x4 matrix (I won't get into why the matrix
is 4x4, you can look that up :-) ).  Transformation matrices can be set
up to do translation (move vertices to another location relative to the
origin), rotate, scale, and do other kinds of operations.  You can also
combine operations (a translate, followed by a rotate, for example), by
simply multiplying the individual transformation matrices together.

One more thing to realize is that each transformation essentially sets
up a new, local coordinate system relative to the previously established
system.  When you translate an object, say along the X-axis first, then
rotate it, you'll be rotating the translated coordinate system around
the world's origin, so your object will effectively orbit the origin.  
Now, purists will argue that it's really the other way around, and the
rotate is really happening first, followed by a translate along the new,
rotated X-axis.  It's all matter of perspective, though.  Until you
grasp the concepts (which might be a while, believe me), if you think
you have the sequence right, but it's not working, just try reversing
it, and that will usually fix it  :-)

In your case, you have two objects (a sun and a planet).  The sun is
easy to handle, just draw it exactly as its modeled.  The planet needs a
total of three operations, though.  First you need to rotate the planet
around its own axis, then you need to translate it away from the sun
(about 93,000,000 miles should do  :-) ), then you need to rotate it
again to have it orbit the sun around it

Now, in a scene graph like OSG, all transforms are applied as the graph
is traversed from the root of the graph to the leaves, where the
geometry lives.  So, in order to draw the scene like you want, you'll
need to attach the sun to the root of the scene (so it will be drawn at
the origin), then you'll need to create your three transformations and
attach them as children of each other, attaching the planet to the final
transform.  Like this:


  (root)
   /   \
(sun) (orbit rotation
 \
   (translation)
   \
(planet rotation)
 \
   (planet)


Now, I did this off the top of my head, so if it doesn't work, just try
reversing the order, like I said above  :-)

--J

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


Re: [osg-users] Fast Intersections?

2010-02-12 Thread Tomlinson, Gordon
Brett

If you have not done so already I would search the OSG email archive or
just Google on this as the subject has bens discussed many time from
many angles and needs and that should get you upto speed on OSG and
intersections , also search with k-tree as a term ( this is an
optimization available in the OSG that allows for fast isec testing )
 


Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brett
Wiesner
Sent: Friday, February 12, 2010 8:27 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Fast Intersections?

Hi,

I'm wondering what people are using if they need to do fast
intersections with OSG? Is anyone running a simulation using the
scenegraph as the terrain representation? If so, how did you organize it
and are you using special intersection classes? How does that work with
streaming terrain, pageable terrain and procedurally generated terrain?

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


Re: [osg-users] My OSG project

2010-02-08 Thread Tomlinson, Gordon
cool


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Carlos Sanches
Sent: Mon 2/8/2010 3:30 PM
To: OpenSceneGraph Users
Subject: [osg-users] My OSG project
 
We don´t have a web site yet but somebody put some videos in youtube.
http://www.youtube.com/watch?v=hpa1J2Gg2bofeature=related

The virtual set is an other software .
The OSG was used in all the map graphics

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


Re: [osg-users] custom mesh data type?

2010-02-03 Thread Tomlinson, Gordon
HI

Yes you can do this  

One way which works well is to derive your own custom drawable derived
from osg::Drawable

Then in the ::drawImplementation you can draw what ever you need to do,
but YOU have to manage the Opengl State and ensure you return it to its
state when you ::drawImplementation  is called


Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Ankerl
Sent: Wednesday, February 03, 2010 11:37 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] custom mesh data type?

Hi all,

I am currently evaluating OSG for a project, and here we already have
custom datatypes for triangle meshes. I'd like to know, is it possible
to create a wrapper class around our triangle meshes so that we can use
our data structures and add them to the scene graph? We do not want to
copy all the data into an osg::TriangleMesh.

Thank you!

Cheers,
Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23608#23608





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


Re: [osg-users] Lets slowly update extension gl symbols to latestOpenGL specification with each submission.

2010-02-01 Thread Tomlinson, Gordon
Would these only be obsolete if your using Opengl 3.2 ?
 
What about when I'm on a machine and graphics card that only supports
say OpenGL 2.1,  
 
this is a very common case for us were users are in very controlled
environments and running on older equipment that is unlikely to get
upgraded or new drivers etc.
 
Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems
 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Wojciech Lewandowski
Sent: Monday, February 01, 2010 6:24 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Lets slowly update extension gl symbols to
latestOpenGL specification with each submission.


Hi Everyone,
 
Lots of older OpenGL extensions are now included in OpenGL specification
(rel. 3.2). I'd like to propose a small cleaning movement of OSG sources
 
Every time we submit a change of some OSG file we could also check for
obsolete GL extension:  EXT, ARB, NV, ATI etc symbols and replace them
with most current OpenGL names.
 
Idea is to take it easy and slow. Lets change only these header and
source files which would get submitted anyways. Changing and submitting
all OSG source at once could easily swamp Robert.
 
Cheers,
Wojtek Lewandowski
 
 
 
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Lets slowly update extension gl symbolstolatestOpenGL specification with each submission.

2010-02-01 Thread Tomlinson, Gordon
Nothing against the proposal, simplification and clean up is good ...
 
I just know I fall into the situation where large groups of my end users
will be on what we thinks of as very old cards ( and where they cannot
update or update easily ) and my paranoia then takes me down the road of
oh heck  :)
 
 
Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems
 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Wojciech Lewandowski
Sent: Monday, February 01, 2010 10:24 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Lets slowly update extension gl
symbolstolatestOpenGL specification with each submission.


Hi Gordon,
 
What about when I'm on a machine and graphics card that only supports
say OpenGL 2.1,  
 
I guess this is an argument for reverse approach ie  to use common
denominator and use extension versions in their earliest forms 
It is a valid point, I must admit I have not thought about it. Maybe
chnging _EXT, _ARB  to non suffix versions is not such a good idea after
all. Maybe it was too early to come up with this proposal... 
 
Wojtek
 
 
- Original Message - 

From: Tomlinson, Gordon
mailto:gtomlin...@overwatch.textron.com  
To: OpenSceneGraph Users
mailto:osg-users@lists.openscenegraph.org  
Sent: Monday, February 01, 2010 2:47 PM
Subject: Re: [osg-users] Lets slowly update extension gl symbols
tolatestOpenGL specification with each submission.


Would these only be obsolete if your using Opengl 3.2 ?
 
What about when I'm on a machine and graphics card that only
supports say OpenGL 2.1,  
 
this is a very common case for us were users are in very
controlled environments and running on older equipment that is unlikely
to get upgraded or new drivers etc.
 
Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)

An Operating Unit of Textron Systems
 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Wojciech Lewandowski
Sent: Monday, February 01, 2010 6:24 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Lets slowly update extension gl symbols to
latestOpenGL specification with each submission.


Hi Everyone,
 
Lots of older OpenGL extensions are now included in OpenGL
specification (rel. 3.2). I'd like to propose a small cleaning movement
of OSG sources
 
Every time we submit a change of some OSG file we could also
check for obsolete GL extension:  EXT, ARB, NV, ATI etc symbols and
replace them with most current OpenGL names.
 
Idea is to take it easy and slow. Lets change only these header
and source files which would get submitted anyways. Changing and
submitting all OSG source at once could easily swamp Robert.
 
Cheers,
Wojtek Lewandowski
 
 
 







___
osg-users mailing list
osg-users@lists.openscenegraph.org

http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g


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


Re: [osg-users] Vista/Windows 7 visual problems on resize

2010-01-21 Thread Tomlinson, Gordon
I don't think this applies to Windows 7 as it DOES have accelerated GDI
un-like Vista

But windows 7 and NVIDIA drivers fails and dies a lot for both Opengl
and Direct X, and that causes issues even though Window 7 recovers and
restarts the driver is sucks up resources leading slowdowns and crashes
You see a lot of nvlddmkm.sys problems in the event logs ( there's a lot
folks suffering  this) 


Gordon Tomlinson
Product Manager 3d Technology  Future Products
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Andrew
Cunningham
Sent: Wednesday, January 20, 2010 9:41 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Vista/Windows 7 visual problems on resize

I think this answers my question , at least regarding trying to use
CRectTracker.

From http://www.opengl.org/pipeline/article/vol003_7/

GDI is no longer hardware-accelerated, but instead rendered to system
memory using the CPU. That rendering is later composed on a 3D surface
in order to be shown on the desktop. The graphics hardware video driver
is no longer involved in GDI rendering, which means that mixing GDI and
accelerated 3D rendering in the same window is likely to produce
corruption like stale or blanked 3D rendering, trails, etc. Using
Microsoft's OpenGL software rendering (the first item in the four OpenGL
implementations) will achieve GDI compatibility, but at the expense of
rendering speed and lack of modern features.

So no mixing of GDI and accelerated 3D into the same window...

The problem with resizing is obviously related.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22965#22965





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


Re: [osg-users] [forum] All Forum Users, PLEASE READ IT!

2010-01-13 Thread Tomlinson, Gordon
Welcome Agos
 
BTW Argos with the R for many in England without an education in the
classics would associate it with a Retail Shopping chain :) and not
Odysseus puppy :)
 
 
Gordon Tomlinson
Product Manager 3d Technology
Overwatch(r)
An Operating Unit of Textron Systems
 



From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Agostinho Silva
Sent: Wednesday, January 13, 2010 10:11 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [forum] All Forum Users, PLEASE READ IT!


robertosfield wrote:








Perhaps a mis-understanding... I was OK'ing the use of shorten version
of Agos first name.

Robert.






Exactly, you got it Robert!
Smilehttp://forum.openscenegraph.org/images/smiles/icon_smile.gif 
A bit of a misunderstood, but perhaps it was my fault.

I don't mind at all the use of my last name.
And I also don't mind having my full name stored in the forum Id
database.
It's just that I would prefer to identify myself and be known just by
Agos. (without the r
Winkhttp://forum.openscenegraph.org/images/smiles/icon_wink.gif ,
because I'm no mythical beast eheeheh )

But I don't mind that, for reasons of security or clarity, or whatever
is the rule in here, anyone can check my profile and see my full name,
if that's important.

So, is that ok with you?
I see the practical point of Art, and I might do that, but if it is
possible to do what I just proposed, I think that leaving my full name,
for formal reasons, but using the short name (as Art does to sign his
messages, for instance) will subscribe even better your ideas of real
names, don't you agree?
Smilehttp://forum.openscenegraph.org/images/smiles/icon_smile.gif 

And thanks for answering.





Agos

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22547#22547


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


Re: [osg-users] NewB questions about osg

2009-11-24 Thread Tomlinson, Gordon
 
Hi

If you have not done so I would recommend grabbing the PDF from
http://www.osgbooks.com/ especially
http://www.osgbooks.com/books/osg_qs.html they are free in PDF form, the
Quick start guide will answer many of the basic newbie questions

Also check out the over 140+ examples that come with OSG's source and
see
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials 
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examp
les
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ
http://www.vis-sim.com/osg/index.htm


Also check mail archives as many basic question have been answered many
time 
See
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/


1) Y is North is 0.0  Y+ into the Screen, X is East  X+ to right, and Z
is UP

2) All nodes have automatically calculated Bounding spheres ( when you
add children), Drawables / Geometry have bounding boxes

3) Basic collision detection Is done with line segments, if you want
geometry to geometry the you may need to write your own or find a tool
kit that's out there





Gordon Tomlinson
Product Manager 3d Technology
Overwatch(r)
An Operating Unit of Textron Systems

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Priyank
Jain
Sent: Tuesday, November 24, 2009 12:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] NewB questions about osg

Hi,

I just started using openScenegraph and it has been pretty smooth for me
till now. I am making a simple racquet-ball game for my VR class (using
a CAVE system). I have some basic questions to ask..

1. What coordinate system does OSG follow ?
Right handed, I presume ? Also, x points to East ? Y up or into the
screen ? I couldn't find the thumb diagram on the website. Can you guys
please refer me to the right convention or link ?

2. How do I generate Bounding box/ bounding sphere for a given box/
sphere geometry? Can this information be embedded in the model and
extracted using any of the plugins ?

3. Is there something pre-defined for collision detection-resolution wrt
Bounding box and bounding sphere in osg ?

I am exploring ways to handle the collision between the wall and the
ball and not sure if there are things already built-in open scenegraph
that I can use or do I have to write code to handle that ?

I'd appreciate any help.

Thank you!
/Priyank

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=20198#20198





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


Re: [osg-users] How should I organize the scene graph to handle 2million points and lines?

2009-11-03 Thread Tomlinson, Gordon
HI

We work with 100's Millions of Points  in our OSG base applications,
along with large amount of imagery (Giga  terra bytes), elevation and
feature data in one scene

We do have to manage them through various LOD, Memory and paging
techniques we have etc


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Angus
Lau
Sent: Monday, November 02, 2009 6:03 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How should I organize the scene graph to handle
2million points and lines?

Hi,

Thank you for your suggestions! I think the scribe effect is probably
what I want for selection.

You mentioned something about unreferencing data on the CPU side once it
is uploaded. I am quite interested in this. Could you please give me
more details?

Honestly speaking, the 2 million points and lines are probably not the
largest dataset I will encounter. During the last few days, I discovered
that my viewer probably has an acceptable performance, but the large
amount of memory that it uses is probably the main issue I need to deal
with. If there are some ways that can reduce the size of the scene graph
or cache inactive part of the scene graph on disk, I would like to give
them a try.

Thank you!

Cheers,
Angus

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19076#19076





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


Re: [osg-users] multiple root graphs?

2009-10-28 Thread Tomlinson, Gordon
OSG is a DAG  http://www.vis-sim.com/imgdp/dagb.jpg 

Which means every node has at least one parent expect the Root node

In your case 'C' would never get traversed with the standard OSG
traversers unless you provide all your own traversal routines



Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory
Riddell
Sent: Wednesday, October 28, 2009 1:48 PM
To: OpenSceneGraph Users
Subject: [osg-users] multiple root graphs?

I want to create a graph where some nodes have more than one parent, but
every parent node doesn't necessary have a non-backtracking path back to
the root node. Does this make sense? How about some bad ascii art:

A
|
B  C
| /
D

A has been designated as the root but there is a node C that isn't a
child of that root. Is this possible?

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


Re: [osg-users] Errors on svn trunk

2009-10-28 Thread Tomlinson, Gordon
Yes having 2 members could be a big issue errr uhmm ohh 


Gordon


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Wednesday, October 28, 2009 2:23 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Errors on svn trunk

Hi Paul,

 (FYI, several other of the plethora of osganimation* examples generate 
 a lot of warnings about inheriting by dominance. These should be 
 investigated and resolved.)

Seems the dominance warnings are because the class inherits from two classes 
that define the same member...

http://msdn.microsoft.com/en-us/library/6b3sy7ae%28VS.80%29.aspx

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


Re: [osg-users] Wiki editing permissions?

2009-10-27 Thread Tomlinson, Gordon
Try a search the email archives 

this question has been answered many times and within the last 5 days or
so 




Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Montgomery, John T.
Sent: Tuesday, October 27, 2009 6:14 AM
To: OpenSceneGraph Users
Subject: [osg-users] Wiki editing permissions?

Although the Wiki says, Go ahead and edit., when I log in to the wiki,
I don't seem to have appropriate permissions?
I want to try out formatting in the Sandbox for the spelling bee file
listing, but no editing facilities appear.
Is this something about my setup, or must someone allocate editing
permissions to me?
( Username: jmmp )

Thanks.

:-)
John Montgomery, Glassel, Scotland.




The University of Aberdeen is a charity registered in Scotland, No
SC013683.
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Testing osgconv recursion for VPB databases

2009-10-23 Thread Tomlinson, Gordon
Cool stuff 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Friday, October 23, 2009 10:28 AM
To: OpenSceneGraph Users
Subject: [osg-users] Testing osgconv recursion for VPB databases


  It occurrs to me that in the interest of testing, I should make more
public mention of the changes I sent to osg-submissions yesterday
(though I forgot an attachment until Robert thwacked me this morning).
These changes allow osgconv to convert an entire VPB/osgdem terrain
database (or other multi-file PagedLOD/ProxyNode database) from one
format to another (between osg and ive) _recursively_, automatically
converting all referenced subfiles and handling destination path
matters. Hopefully this more or less obsoletes the entire script+cd
procedure documented on this wiki page:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/Compres
sExisting

  You can use it to convert formats (ive/osg), compress existing
databases, embed or unembed textures in IVE (.ive plugin
OutputTextureFiles option) and apply pseudoloader/savers (.osg.scale)
to the database during conversion.

  More info is in my osg-submissions messages of yesterday. You will
need pretty much every change I submitted yesterday to get osgconv to
function this way.

  Obviously, this could use more testing. I'd be interested in hearing
from anyone who uses this capability about what you did and how it
worked for you.

-- 
Chris 'Xenon' Hanson, omo sanza lettere  Xenon
AlphaPixel.com
PixelSense Landsat processing now available!
http://www.alphapixel.com/demos/ There is no Truth. There is only
Perception. To Perceive is to Exist. - Xen
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or
g
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] How load a Collada file?

2009-10-23 Thread Tomlinson, Gordon
See the Readme.txt in OpenSceneGraph\src\osgPlugins\dae\

You need to get the 3rd Party Collada Library and its dependencies built
and then build the OSG DAE reader


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mike
Fried
Sent: Friday, October 23, 2009 11:03 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgPlugins] How load a Collada file?

Hi,


i try to load collada files (*.dae)with OSG, how I can do this and where
can i find the collada plugin and how i can use this plugin?

Thank you!

Cheers,
Mike

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18622#18622





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


Re: [osg-users] How to avoid Z Fighting

2009-10-20 Thread Tomlinson, Gordon
How long is a piece of string, that's the sort of answer to your
question..

The are a plethora of techniques you can used to try and mitigate the
artifacts of z-fight and lack of precision in the z/depth buffer ,  a
quick Google should throw up quite a lot, as this has been discussed
adnosium on many graphics related, sites, lists and forums ( old
Performer list, Vega, Creator,OpenGL etc and this list to name but a
few)

The problem with many techniques is that they are really view dependent,
such that even a simple change in viewing distance or angle will cause
the unwanted artifacts of z-fighting to appear, typically you need to
apply more than one technique and in many cases change what your doing
every time you change you viewing position.

In the case of coplanar polygons using the polygon offset is one
technique that can help at times (GL_POLYGON_OFFSET,
glPolygonOffset(...))

Also factor such as the ratio between you far and near clipping planes
affect the precision of the z-buffer, the distance from the origin etc

Here's a useful link to Steve Bakers' Z-buffer calculate that
illustrates how near and far clip planes and distance effect the
precision http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html



Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, October 20, 2009 3:55 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How to avoid Z Fighting

Hi Miguel,

The OSG will try to do it's best at optimizing the near/far planes out
of the box, but it isn't a magic wand that solves all z fighting issues.
There are a range of strategies that you can use to help avoid z
fighting, from using depth partitioning (see the osgdepthpartion
example) to tweaking your database to avoid issues.  I can't say what
would be most appropriate as I really don't know enough about your
particular apps needs.

Robert.

On Tue, Oct 20, 2009 at 8:06 AM, Miguel Lokida mlok...@yahoo.fr wrote:
 Hi,

 Here 's my problem. My scenegraph contains some big an little objects.
 But when rendering, I have some Z fighting with coplanar triangles and
also, when I place my camera around a little object the znear is to big
and my object is cutted.

 So I have used setNearFarRatio with 0.1. Like this my little
object is well int the frustum. But Zfighting appears with big coplanars
objects.

 So I have tried to use setCullingActive(true) and setCullingMode( 
 osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES )

 and commenting setNearFarRatio but nothing happens.

 So, I wonder if I could have access to the objects that are seen by
the camera (node visitor or something else), compute their importance in
the scene and use setNearFarRatio to avoid this problem of Z fighting.
 Typically this would be done in the camera callback (when changing
camera).

 May be there is a better solution ?

 Thank you

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=18423#18423





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


Re: [osg-users] Repeatable rendering of subgraphs, ideas?

2009-10-19 Thread Tomlinson, Gordon
Multi Parents should work ?
you can change state etc on each parent if needed
 
 
 
 








Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [
mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art Tevs
Sent: Monday, October 19, 2009 11:20 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Repeatable rendering of subgraphs, ideas?

Hi folks,

I need to render a subgraph multiple times per frame. So, not the way
how osg::Sequence work, where it renders a subgraph for specified amount
of frames, but I want to render the same subgraph several times during
one frame.

The graph will look for example like this one:
root
  |
group A - node A
  |  
group B - node B

The group A has to be rendered several times in one frame.
Any ideas how to solve that exercise?
Of course the amount of repeats should be changeable during run time,
hence simple multiple copy of group A will not work.

regards,
Art

P.S. The solution is practicaly for implementing iterative image
processing algorithms with osgPPU for example.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18395#18395





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


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


Re: [osg-users] Loading mesh without textures

2009-10-15 Thread Tomlinson, Gordon
How about you re-gen you IVE's without using embbed textures and then
simply remove the those externally created textures 
( you would get warning about no texture found but you should load)
might want to protect the file at after load with a state attribute
turning texture off for the nodes
Or

Create a node visitor that post load of the IVE file traverses the nodes
to  find any state sets and remove any textures from them which as long
as they are not
Referenced else were should auto destruct them , and you might also want
to remove texture coords from the drawables as well



Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Martin
Scheffler
Sent: Thursday, October 15, 2009 6:41 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Loading mesh without textures

Ulrich, thank you for your answer. 
But I load .ive files, which have textures included! So this callback
only receives the name of the ive, not the textures.

Martin

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18290#18290





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


Re: [osg-users] How to access Material Palette of flt file at runtime?

2009-10-13 Thread Tomlinson, Gordon
The code clues are in the OpenFlight Loader/Exporter plug-in


As to accessing the Palettes, I do not believe they are available once
the file has been full loaded they are just used as a reference during
loading to create the states for the nodes.

I believe you would have to write a loader callback to capture and store
the palette data if you wanted this 

All palettes in Creator are there for modeling purpose and not run-time,
I'm not aware of any run-time/Scenegraph  that keeps the palettes date
around


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roger
Rawls
Sent: Tuesday, October 13, 2009 1:51 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How to access Material Palette of flt file at
runtime?

Hi,

In creator, I defiened several materials in  Material Palette, and set
one of them to model.

At OSG runtime, Can I access the Material Palette and use materials in
it? say, set another material in palette to loaded model.

are there any code clues or examples?

Any help will be appreciated.

Thank you!

Cheers,
Roger

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18210#18210





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


Re: [osg-users] help to simulate SAR radar

2009-10-07 Thread Tomlinson, Gordon
Firstly your question is so open ended that your not going to get great help
 
We handle the data but I'm unable to discuss what we do with it unfortunately
 
If you do know the basics of OSG I would recommend you first learn that before 
proceeding (see the Quick start guide, you'll find a link on the OSG web site)
 
 
Then it demands on what you want to do with the SAR data, has it been cleaned , 
processed, do you want to use this an imagery or as DEM, 
do you understand the SAR format, you will need to write an import tool to OSG 
to ingest either as imagery and or some form of elevation data, break the data 
in to manageable paging chunks etc..
 
There are many examples around they simply don't do it with SAR data just other 
data so you could use those as a basis for your own code
 
 

Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__

 



From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Benoît Poulard
Sent: Wednesday, October 07, 2009 9:39 AM
To: osg-users
Subject: [osg-users] help to simulate SAR radar


Hi, 
i need to make a SAR radar with OSG, and I don't know from where to begin.
Has somebody an idea or an example of the way that I can use ?
 
thank's 
Ben

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


Re: [osg-users] [osgPlugins] Loading a model

2009-10-06 Thread Tomlinson, Gordon
ErrIn C and C++  a single '\'  indicates a control character to
follow and not a directory slash you need to use a double '\\' or a
single forward slash '/'
( I would have thought you would be seeing warnings about unrecognized
control characters when you compile'

   osg::Node* pLoadedModel = osgDB::readNodeFile(
C:\\Programme\\ADTF\\2.1.1\\lib\\OpenSceneGraph-2.6.1\\bin\\tour.obj
);

or

   osg::Node* pLoadedModel = osgDB::readNodeFile(
C:/Programme/ADTF/2.1.1/lib/OpenSceneGraph-2.6.1/bin/tour.obj );

Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Giering
Joseph
Sent: Saturday, October 03, 2009 10:26 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgPlugins] Loading a model

Hi,

I have a problem to load a model by using this code:

// load model
osg::Node* pLoadedModel = osgDB::readNodeFile(
C:\Programme\ADTF\2.1.1\lib\OpenSceneGraph-2.6.1\bin\tour.obj );
if(!pLoadedModel)
{
std::cout  Error: Couldn't find model!  std::endl;
}
m_pTransform-addChild(pLoadedModel);
GetRoot()-addChild(m_pTransform.get());

The readNodeFile can't find the tour object-file. Where needs the file
to be stored? Must I compile the obj-plugin? How Can I compile this
plugin?

Thank you!

Cheers,
GI Jo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17829#17829





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


Re: [osg-users] [osgPlugins] Loading an image to a texture

2009-10-06 Thread Tomlinson, Gordon
Again your using single back ssahes in you file name string for the
textures either use '\\' or '/' 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Giering
Joseph
Sent: Saturday, October 03, 2009 10:18 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [osgPlugins] Loading an image to a texture

Hi,

I have a problem to load an image to a texture by using this code.

// create drawable geometry object
osg::Geometry* pGeo = new osg::Geometry;

// add 4 vertices creating a quad
osg::Vec3Array* pVerts = new osg::Vec3Array;
pVerts-push_back( osg::Vec3( 0, 0, 0 ) );
pVerts-push_back( osg::Vec3( 1, 0, 0 ) );
pVerts-push_back( osg::Vec3( 1, 0, 1 ) );
pVerts-push_back( osg::Vec3( 0, 0, 1 ) );
pGeo-setVertexArray( pVerts );

// create a primitive set
osg::DrawElementsUInt* pPrimitiveSet = new osg::DrawElementsUInt(
osg::PrimitiveSet::QUADS, 0 );
pPrimitiveSet-push_back( 3 );
pPrimitiveSet-push_back( 2 );
pPrimitiveSet-push_back( 1 );
pPrimitiveSet-push_back( 0 );
pGeo-addPrimitiveSet( pPrimitiveSet );

// create an arraw for texture coordinates
osg::Vec2Array* pTexCoords = new osg::Vec2Array( 4 );
(*pTexCoords)[0].set( 0.0f, 0.0f );
(*pTexCoords)[1].set( 1.0f, 0.0f );
(*pTexCoords)[2].set( 1.0f, 1.0f );
(*pTexCoords)[3].set( 0.0f, 1.0f );
pGeo-setTexCoordArray( 0, pTexCoords );

// create geometry node that will contain all our drawables
osg::Geode* pGeode = new osg::Geode;
osg::StateSet* pStateSet = pGeode-getOrCreateStateSet();
pStateSet-setMode( GL_LIGHTING, osg::StateAttribute::OFF );
pGeode-addDrawable( pGeo );

// load and set texture attribute and mode
osg::Texture2D* pTex = new osg::Texture2D;
//osg::Image* pImage = osgDB::readImageFile ( HUD_Maennchen.jpeg
);
osg::Image* pImage = osgDB::readImageFile(
C:\Programme\ADTF\\2.1.1\lib\OpenSceneGraph-2.6.1\bin\HUD_Maennchen.jpe
g );
if(!pImage)
{
std::cout  Error: Couldn't find texture!  std::endl;
}
pTex-setImage( pImage );
pStateSet-setTextureAttributeAndModes( 0, pTex,
osg::StateAttribute::ON );
pGeo-setStateSet(pStateSet);
m_pTransform-addChild(pGeode);
GetRoot()-addChild(m_pTransform.get());


The image can't be found by readNodeFile. Where needs the image-file to
be stored? Must I compile the jpeg-plugin? How can I compile this
plugin?

Thank you!

Cheers,
GI Jo

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17828#17828





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


Re: [osg-users] how to improve frame rate of my scene with lots ofcubes and cylinders?

2009-09-29 Thread Tomlinson, Gordon
Search the forums for things like LOD and Instancing, look at some of
the examples like osgforest

Make sure you build a balanced quad tree Scene graph tree ( again a
search of the archive and Google will yield plenty on balancing trees) 

See http://www.vis-sim.com/imgdp/vp_db_partion_01b.jpg a simple example
you don't want the bottom structure, you want the top but also with more
depth


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Maurizio Lodo
Sent: Tuesday, September 29, 2009 2:48 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] how to improve frame rate of my scene with lots
ofcubes and cylinders?

Hi,
I suppose you get many messages like this, so I apologise in advance.
My scene is made of cubes and cylinders generated using ShapeDrawable.
First I generate a large cell made of 1000 large cubes and up to 3000
cylinders and then a smaller cell  made of the same number of
elements, just smaller. Then I use osg::PositionAttitudeTransform to
place several (16 to 64) of these smaller cells inside one of the cubes
of the larger cell.  Unfortunately this seems to cause the frame rate to
drop to about 8 - 9, while the scene runs at about 120fps when section
with the small cells goes out of the screen. I followed a suggestion I
read on this forum and I tried to remove the use of
osg::PositionAttitudeTransform and draw all the elements of the several
smaller cells but this only makes the program take longer to load, but
once it's loaded it still runs at about the same frame rate.
I am just a beginner and I was wondering if any of you clever people can
give me a pointer in the right direction or indicate some useful
documents that my help me make this run a little faster.

Thank you very much in advance!

Cheers,
Maurizio

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17696#17696





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


Re: [osg-users] Cut a surface

2009-09-22 Thread Tomlinson, Gordon
I recommend a very sharp pair of scissors 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Pedro
Xavier Contla
Sent: Tuesday, September 22, 2009 4:28 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Cut a surface

Hi,

... I'm new in OSG, and I want to cut a surface with a plane...

Do someone have an idea??


Thank you!

Cheers,
Pedro

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17556#17556





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


Re: [osg-users] OSG Threading

2009-09-21 Thread Tomlinson, Gordon
One way

Basically you need to create a message/data passing system between the
GUI and the APP update thread that is thread safe.

In the GUI thread when you want to add a request to be carried out in
the APP you get a lock on the message queue you created ( generally I
use a wait until lock required on the GUI side), then add your message
or messages to the queue

Then on the app side  during the APP  update I would attempt to get a
lock on the queue ( in this case it would be a try and continue, so if
you cannot get a lock just try again next frame), once you can get a
lock you can consume the queues messages and take the action requested
in the messages , (you might on service only N of Me messages if you
have a lot.) and then release the queue once you have consumed the
messages. Etc

This works well for me


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Prasad
Pokala
Sent: Monday, September 21, 2009 11:12 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG Threading

Hi All  Jean ,

   Jean Thanks its working well.
 I have some other question I have created a small user interface where
you can browse the model(tree view).I can select or unselect geometry
from tree view . Visualization of the model as shown inside a other form
in same window. (till here no problems I can see my model. but if i want
to add more geometry to scene from tree view).
 
since osgviewer is running as some loop(frame() or run()). I am not able
to select or unselect more geometry from tree view. How can I do
this??,How can i get the control back to the tree view after display.


Do not hesitate to ask if you have any problems in understanding.

  

Thank you!

Cheers,
Prasad

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17530#17530





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


Re: [osg-users] problem with Texture2D

2009-09-21 Thread Tomlinson, Gordon
It might be the way you GL_CLAMP state is set

http://www.vis-sim.com/osg/osg_faq_1.htm#f32

 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Miguel
Lokida
Sent: Monday, September 21, 2009 11:23 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] problem with Texture2D

Hi,

I use a texture2D on a sphere but the problem is that the texture does
not well fit on the sphere. There is a big line at the junction of the
map.

Have you yet seen this kind of problem or not ?
What is the solution ?


Thank you!

Cheers,
Miguel

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17531#17531



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


Re: [osg-users] Movies with osgviewer

2009-09-21 Thread Tomlinson, Gordon
You might want to start by looking at OpenSceneGraph\examples\osgmovie
you may need to get further 3rdparty requirments for this
And a search of the archives will throw up a lot of discussion on this
type of subject 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alex
Malhao
Sent: Monday, September 21, 2009 12:28 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Movies with osgviewer

Hi,

I have a OSG map and now I want to add a video to a specific position.
How can I do that?

Thank you!

Cheers,
Alex

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17536#17536





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


Re: [osg-users] A question about the example OSGMFC

2009-09-14 Thread Tomlinson, Gordon
I believe the has been answered several times recently, a search of the
OSG mail archives should provide the answer to your question 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Geo Xin
Sent: Sunday, September 13, 2009 5:00 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] A question about the example OSGMFC

Hi,
Today,I run the example OSGMFC and I found the app can't display the
modle correctly. Some modle stretch in the x direction. How can I avoid
this.
... 

Thank you!

Cheers,
Geo xy


There is a long way to go.

--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17311#17311





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


Re: [osg-users] tutorial anywhere? [was Re: [3rdparty] Blender3d osgAnimation]

2009-09-09 Thread Tomlinson, Gordon
FYI

Please start a NEW email do not hi-jack an exiting thread

Simply changing is considered bad practice the subject 

This confuse mail archives and email reads and also leads to bad
searches 
 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Maurizio Vitale
Sent: Wednesday, September 09, 2009 8:52 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] tutorial anywhere? [was Re: [3rdparty] Blender3d
osgAnimation]


Is there anywhere a tutorial on exporting animations from blender into
osg?
Thanks,

Maurizio

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


Re: [osg-users] OT: do I need to recompile OSG?

2009-09-01 Thread Tomlinson, Gordon
Generally it is recommend you build every thing with the same compiler
version ( it saves time in the long run ) 


Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory
Riddell
Sent: Tuesday, September 01, 2009 2:40 PM
To: OpenSceneGraph Users
Subject: [osg-users] OT: do I need to recompile OSG?

Sorry for an off-topic post, but...

I recently updated my Visual Studio installation (VS2005) and found that
Microsoft had fixed some bugs in the C runtime. My CRT went from version
8.0.50727.762 to 8.0.50727.4053. Would this mean that I need to
recompile OSG? Is it safe for my app built with version .4053 to use OSG
build with version .762? Any rules of thumb for when I need to rebuild
my supporting libraries or contact vendors for updates of closed-source
libraries?

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


Re: [osg-users] OT: do I need to recompile OSG?

2009-09-01 Thread Tomlinson, Gordon
Hi

In there wisdom MS decided it would be a good idea to use different CRT
( for C++ in debug use different memory allocators and dealocators ,
they through a lot of debug memory padding etc. etc. etc. etc. etc.
doing a Google will bring up lots of reference material on this.
( this is typically no an issue on UNIX and Linux systems, dang I miss
IRIX .. ). If an app was purely link with C lib its not an issues


Most of the OSG 3rd party requirements are typically built with C++ so
you need to ensure they are build with the same CRT and settings. Things
like libJpeg, png, tiff, gdal, collada, xerces, proj4, libxml geos,
boost etc

While first time round it can take a little time to assemble your OSG
3rdparty sources and set them up, in the long run it is worth it ( at
least for me ), for a commercial application I need to know that all the
libraries I use meet  the standard build requirments, and the only way
to ensure that is to build them myself




Gordon
Product Manager 3d
__
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com
__


-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory
Riddell
Sent: Tuesday, September 01, 2009 3:03 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OT: do I need to recompile OSG?

Hi Gordon,

Tomlinson, Gordon wrote:
 Generally it is recommend you build every thing with the same compiler

 version ( it saves time in the long run )
   

I started out thinking this is the obvious answer, but the more I think
about it, I'm not so sure. For example, OSG uses OpenGL from operating
system libraries or libraries supplied by my video card maker. These may
not even be compiled by a Microsoft compiler and there certainly isn't
any way for me to recompile them. This makes me think that it doesn't
really matter.

I would like to understand what the problem is with mixing object files
built against different versions of library files.

Cory

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


  1   2   3   4   >