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