Hi guys, Sorry for opening this can of worms... After looking at the different links people have posted I see this has already been pondered over. But I guess there is always value in re-visiting an old idea once a while... Cheers
Patrick Castonguay H: 613 435 2235 C: 613 325 1341 Technology Innovation Management (TIM) Student - Modeling and Simulation stream Carleton University, Ottawa, ON ----- Original Message ---- From: "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> To: [email protected] Sent: Tuesday, November 4, 2008 6:08:30 PM Subject: osg-users Digest, Vol 17, Issue 15 Send osg-users mailing list submissions to [email protected] To subscribe or unsubscribe via the World Wide Web, visit http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org or, via email, send a message with subject or body 'help' to [EMAIL PROTECTED] You can reach the person managing the list at [EMAIL PROTECTED] When replying, please edit your Subject line so it is more specific than "Re: Contents of osg-users digest..." Today's Topics: 1. Re: animtk release 0.0.9 - Win32 SUCCESS (Sukender) 2. Re: animtk release 0.0.9 - Win32 SUCCESS (Jeremy Moles) 3. Re: animtk release 0.0.9 - Win32 SUCCESS (Cedric Pinson) 4. Re: animtk release 0.0.9 (Robert Osfield) 5. Re: animtk release 0.0.9 - Win32 SUCCESS (Sukender) 6. Re: composite view and cameras question (Peter Wraae Marino) 7. Re: animtk release 0.0.9 - Win32 SUCCESS (Cedric Pinson) 8. Re: Migrating to a forum? (Peter Wraae Marino) 9. Re: animtk release 0.0.9 - Win32 SUCCESS (Sukender) 10. Re: Migrating to a forum? (Jean-S?bastien Guay) 11. Re: composite view and cameras question (David Spilling) 12. VirtualPlantBuilder Ubuntu 64bit Quad Core only using single core (Mark Yantek) 13. Character animation in OSG (Dusten Sobotta) 14. Re: Character animation in OSG (Cedric Pinson) 15. osgDB loader question (Sean Spicer) 16. Re: Migrating to a forum? (Ulrich Hertlein) To answer the question about the two views, i'll have to explain the problem that made us to use the two views. We have a terrain and an airplane... the problem is the terrain has a lot of decals and was giving z-fighting problems. The terrain is generated by a 3rd party software so we are limited in adding anykind of bias to the decals or objects causing the z-problem. To solve this problem we decided to render the plane in one we and the terrain in another. This way the near-far plane is shorter for each view allowing us greater z precision. The z fighting problem disappeared and we are happy, but we never really did find an "elegant" way of syncing the two cameras. Perhaps there is a better solution to this problem, if so I would love to hear it. We talked about using slave cameras to solve the problem, don't know if this is the way but I was going to do some testing with it tommorow. You last suggestion about copying all view setting is also something we have talked about, but again before taking that direction I wanted to hear if there was an "elegant" way instead of the more "hacked" way of doing it. regards, Peter Wraae Marino On Tue, Nov 4, 2008 at 3:52 PM, Robert Osfield <[EMAIL PROTECTED]> wrote: Hi Peter, On Tue, Nov 4, 2008 at 2:21 PM, Peter Wraae Marino <[EMAIL PROTECTED]> wrote: > when having a composite view I have two camera, one for each view. > Is there an elegant way of syncing these two cameras? so they have > the same fov, position, direction, and so on... What is different between the two Views? I do wonder if a single View with two slave Cameras might not be more suitable. If you do have two different View's such as with two different scene graphs then perhaps sharing a single CameraManipulator between the two views might do the trick - I've never tried this though so odd things might happen. The other approach would be to attach a CameraManipulator to one View, then on each frame copy the first view's Camera settings to the second View. You'd need to break the viewer.frame() up into it's parts so you could do the sync just before the call to renderingTraversals(). Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site I can see that having both systems at the same time would be nice, but how would you solve the problem about "catagory", "topics", "threads", "subjects".. in a mailing list you only have a "subject". so if we parsed the mailist and got the forum in sync then all posts would just come in one catorory (not much of a win there). Peter On Tue, Nov 4, 2008 at 4:00 PM, Robert Osfield <[EMAIL PROTECTED]> wrote: Guys. Please re-read the previous thread on this discussion. Everything has been said before, everything has be rehashed to death. You are never going to please everyone by going for a forum or by going for mailing list only. The only way to appease everyone is to have a system where users can subscribe as a mailing list or visit a forum to interact with the same materials in their own preferred way. If such a system has been developed that is viable, and can import all our mailman history, and we have expert volunteers that can make it happen, i.e. do the work on the server, then great, but until that day we'll be sticking with a Mailman based mailing list. If you can't make such as system happen then please take heed I'm not taking votes, migrating from a mailing list is not up for debate until we have the above solution that deployable and we have the manpower to make it happen. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site -----Inline Attachment Follows----- Peter, You could have a look at the osgdepthpartition example, which does something similar, although for different reasons - I think this was originally due to precision issues for very large scenes, but its use of multiple z ranges might help your problem. David -----Inline Message Follows----- OSG-USERS, My build of VirtualPlanetBuilder(VPB) 0.9.1 only utilizes one core out of the available four. Is there a way to tell VPB to use more than one core? I’m using Ubuntu 8.10 64-bit with an Intel quad core CPU. Thanks -Mark Yantek OSG-USERS, My build of VirtualPlanetBuilder(VPB) 0.9.1 only utilizes one core out of the available four. Is there a way to tell VPB to use more than one core? I’m using Ubuntu 8.10 64-bit with an Intel quad core CPU. Thanks -Mark Yantek -----Inline Attachment Follows----- Hello, From what I understand, in addition to OSG/Cal, OSG has some animation features built in. Which animation libraries or extensions are ideal for handling .3ds models with skeletal animation? Thanks in advance~ -----Inline Attachment Follows----- Is there a way to load files from a byte-buffer? I'd like to be able to store certain shape-files as resources and load them with something similar to: osgDB::readNodeFile(shapeFile) something like: osgDb::readFromByteBuffer(char *buffer, size_t size); I can't find anything like this in the API, does it exist? cheers, sean Quoting Peter Wraae Marino <[EMAIL PROTECTED]>: > like you said just to forums instead.. every descent forum has thread > notifications. So no need to track down forums, you will get an email when someone has > answered or posted in your forum thread. Oh great, so not only do you get swamped with notification mails, you *still* have to login to the forum and read it. And you have yet another login to keep track of as well. I prefer mailing lists for exactly the reason you list as drawbacks: you actually come across everything that's going on, not only the threads you're explicitly interested in. Mind you I don't read everything... Cheers, /ulrich _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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