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

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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.
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-- 
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.
 
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-- 
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

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